forked from len0rd/rockbox
lua add rlimg.lua example script split large includes to separate files
Change-Id: I67cac5bc4ce5525ab30abf9443f6cc1a33190512
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8 changed files with 1464 additions and 393 deletions
919
apps/plugins/lua_scripts/rlimg.lua
Executable file
919
apps/plugins/lua_scripts/rlimg.lua
Executable file
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--[[
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__________ __ ___.
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Open \______ \ ____ ____ | | _\_ |__ _______ ___
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Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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\/ \/ \/ \/ \/
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$Id$
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Example Lua RBIMAGE script
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Copyright (C) 2009 by Maurus Cuelenaere -- some prior work
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Copyright (C) 2017 William Wilgus
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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KIND, either express or implied.
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]]--
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require("actions") -- Contains rb.actions & rb.contexts
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-- require("buttons") -- Contains rb.buttons -- not needed for this example
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local _math = require("math_ex") -- missing math sine cosine, sqrt, clamp functions
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local _timer = require("timer")
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local _clr = require("color") -- clrset, clrinc provides device independent colors
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local _lcd = require("lcd") -- lcd helper functions
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local _print = require("print") -- advanced text printing
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local _img = require("image") -- image manipulation save, rotate, resize, tile, new, load
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local _img_save = require("image_save")
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local _blit = require("blit") -- handy list of blit operations
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local _draw = require("draw") -- draw all the things (primitives)
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local _draw_floodfill = require("draw_floodfill")
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local _draw_text = require("draw_text")
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--local scrpath = rb.current_path()"
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--package.path = scrpath .. "/?.lua;" .. package.path --add lua_scripts directory to path
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require("printmenu") --menu
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--[[ RBIMAGE library functions
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NOTE!! on x, y coordinates + width & height
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----------------------------------------------
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When making a new image you specify the width and height say (10, 20).
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Intutively (at least to me) (0,0) (offset addressing) would reference the first
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pixel (top left) and the last pixel (bottom, right) would be (w-1, h-1) or (9, 19)
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but the original rbimage library (like lua) uses 1-based arrays (ordinal addressing)
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for the image data so the first pixel is (1,1) and the last pixel is (w, h)
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this presents a bit of a problem when interfacing with the internal rockbox
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functions as you must remeber to convert all lua coordinates to 0 based coordinates.
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I have opted to not change this in the name of compatibility with old scripts
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NOTE2!! on width & height versus offset_x & offset_y :copy()
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------------------------------------------------------------------------
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The only place where RBIMAGE deviates from (ordinal addressing) is in the blit
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/ copy function sx, sy and dx, dy still refer to the same pixel as all the
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other functions but offset_x, and offset_y are zero based
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Example (assuming same sized images)
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dst:copy(src, 1,1, 1,1, 0, 0)
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would copy the first pixel from src to the first pixel of dst
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dst:copy(src, 1,1, 1,1, dst:width()-1, dst:height()-1) would copy all of src to dst
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this might be a bit confusing but makes reversing images (negative offsets) easier.
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Since offsets are auto calculated if empty or out of range you could call it as
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dst:copy(src, 1,1, 1,1, dst:width(), dst:height()) or even
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dst:copy(src, 1,1, 1,1) if you prefered and get the same result
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]]
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--'CONSTANTS' (in lua there really is no such thing as all vars are mutable)
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--------------------------------------------------------
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--colors for fg/bg ------------------------
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local WHITE = _clr.set(-1, 255, 255, 255)
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local BLACK = _clr.set(0, 0, 0, 0)
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local RED = _clr.set(WHITE, 255)
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local GREEN = _clr.set(WHITE, 0, 255)
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local BLUE = _clr.set(WHITE, 0, 0, 255)
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-------------------------------------------
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local clrs
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local CANCEL_BUTTON = rb.actions.PLA_CANCEL
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-- EXAMPLES ---------------------------------------------------------------------- EXAMPLES---------------------------------------------------------------------
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function my_blit(dst_val, dx, dy, src_val, sx, sy)
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-- user defined blit operation
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--this function gets called for every pixel you specify
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--you may change pixels in both the source and dest image
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--return nil to stop early
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if _lcd.DEPTH < 2 then
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return src_val
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end
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if dst_val == WHITE and bit.band(dx, 1) == 1 and bit.band(dy, 1) == 1 then
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return BLACK;
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elseif dst_val == WHITE then
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return src_val
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end
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return dst_val
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end
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function create_logo()
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--[[creates a small logo from data array]]
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-- moves scope of white and black from global to local
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local WHITE = WHITE
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local BLACK = BLACK
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--[[small array with 16 bits of data per element (16-bits in y direction)
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while the number of elements (32) is the x direction.
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in other words 16 rows X 32 columns, totally abritrary actually
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you could easily rotate or flip it by changing the for loops below ]]
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local logo = {0xFFFF, 0xFFFF, 0x8001, 0x8001, 0x9E7F, 0x9E7F, 0x9E7F, 0x9E7F,
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0x9E3F, 0x9E3F, 0x804F, 0x804F, 0xC0E1, 0xC0F1, 0xFFFD, 0xFFFF,
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0xFFFF, 0xFFFF, 0x8001, 0x8001, 0xFF01, 0xFF01, 0xFEFB, 0xFEFB,
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0xFDFD, 0xFDFD, 0xFDFD, 0xFCF9, 0xFE03, 0xFE03, 0xFFFF, 0xFFFF}
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local img, img1, img2, img3
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img = _img.new(_lcd.W, _lcd.H)
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img:clear(BLACK) --[[always clear an image after you create it if you
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intend to do any thing besides copy something
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entirely to it as there is no guarantee what
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state the data within is in, it could be all
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0's or it could be every digit of PI ]]
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-- check for an error condition bail if error
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if(not img or not logo) then
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return nil
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end
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local logosz = table.getn(logo)
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local bits = 16 -- each element contains 16 pixels
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local data = 0
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for i=1, math.min(logosz, _lcd.W) do
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for j=0, math.min(bits, _lcd.H) do
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if bit.band(bit.lshift(1, bits - j), logo[i]) > 0 then
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data = WHITE
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else
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data = BLACK
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end
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-- Set the pixel at position i, j+1 to the copied data
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img:set(i, j + 1, data)
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end
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end
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-- make a new image the size of our generated logo
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img1 = _img.new(logosz + 1, bits + 1)
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-- img.copy(dest, source, dx, dy, sx, sy, [w, h])
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img1:copy(img, 1, 1, 1, 1)
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--[[lua does auto garbage collection, but it is still
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a good idea to set large items to nil when done anyways]]
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img = nil
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local sl -- new image size
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if _lcd.W < _lcd.H then
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sl = _lcd.W / 3
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else
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sl = _lcd.H / 3
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end
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-- make sl always even by subtracting 1 if needed
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sl = bit.band(sl, bit.bnot(1))
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if sl < 16 then
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sl = 16
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end
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img2 = _img.new(sl, sl)
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--img2:clear(BLACK) -- doesn't need cleared since we copy to it entirely
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--[[we are going to resize the image since the data supplied is 32 x 16
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pixels its really tiny on most screens]]
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_img.resize(img2, img1)
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img1 = nil
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img3 = _img.new(sl, sl)
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img3:clear(BLACK)
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if IS_COLOR_TARGET == true then
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local c_yellow = _clr.set(WHITE, 0xFC, 0xC0, 0x00)
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local c_grey = _clr.set(WHITE, 0xD4, 0xE3, 0xF3)
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local c_dkgrey = _clr.set(WHITE, 0xB4, 0xC3, 0xD3)
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-- if dest pixel == source pixel make dest pixel yellow
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img3:copy(img2, 1, 1, 1, 1, nil, nil, false, _blit.BDEQS, c_yellow)
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-- xor src pixel to dest pixel if both are 0 or both are 1 dest = 0
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img2:copy(img3, 1, 1, 2, 1, nil, nil, false, _blit.BXOR)
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-- if dest pixel color > src pixel color copy grey to dest
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img2:copy(img3, 1, 1, 1, 1, nil, nil, false, _blit.BDGTS, c_grey)
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-- set img3 to grey
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img3:clear(c_dkgrey)
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end
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-- make a WHITE square in the middle
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img3:clear(WHITE, 4,4, img3:width() - 3, img3:height() - 3)
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img3:copy(img2, 1, 1, 1, 1, nil, nil, false, _blit.CUSTOM, my_blit)
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img2 = nil
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_img_save(img3, "pix.bmp")
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return img3
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end -- copy_logo
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-- draws an olive erm ball and returns it
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function create_ball()
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local sl -- image size
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if _lcd.W < _lcd.H then
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sl = _lcd.W / 5
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else
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sl = _lcd.H / 5
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end
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-- make sl always even by subtracting 1 if needed
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sl = bit.band(sl, bit.bnot(1))
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if sl < 16 then
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sl = 16
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end
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local img = _img.new(sl, sl)
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img:clear(0)
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_draw.circle_filled(img, sl/2, sl/2, sl/2 - 1, _clr.set(-1, 255), _clr.set(0, 100))
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_draw.circle_filled(img, sl/3, sl/3, sl/10, _clr.set(-1, 255, 0, 0))
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return img
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end
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-- bounces img around on screen
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function bounce_image(img)
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local timer = _timer() -- creates a new timer -- saves index
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local wait
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-- make a copy of the current screen for later
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local screen_img = _lcd:duplicate()
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local img_sqy = _img.new(img:width() + img:width() / 8, img:height())
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local img_sqx = _img.new(img:width(), img:height() + img:height() / 8)
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_img.resize(img_sqy, img)
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_img.resize(img_sqx, img)
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-- moves definition of CANCEL_BUTTON from global to local
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local CANCEL_BUTTON = CANCEL_BUTTON
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--------------------------------------------------------
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local imgn = img
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local hold = 0
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local sx = 1 -- starting x
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local sy = 1 -- starting y
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local ex = _lcd.W - img:width() - 2
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local ey = _lcd.H - img:width() - 2
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-- threshold resets speed, inverts image
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local tx = ex / 5
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local ty = ey / 5
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local last_x = sx
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local last_y = sy
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local x = sx
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local y = sy
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local dx = 1
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local dy = 1
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-- negative width\height cause the image to be drawn from the opposite end
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local fx = _lcd.W
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local fy = _lcd.H
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local function invert_images()
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img:invert();
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img_sqx:invert()
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img_sqy:invert()
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end
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local loops = (_lcd.W * _lcd.H) / 2
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while (loops > 0) do
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if IS_COLOR_TARGET then
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if bit.band(loops, 128) == 128 then
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_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, _blit.BOR)
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_lcd:copy(screen_img, x, y, x, y, imgn:width(), imgn:height(),
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false, _blit.BDEQC, imgn:get(1,1))
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else
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_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, _blit.BSNEC, imgn:get(1,1))
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end
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else
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local blitop
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if imgn:get(1,1) ~= 0 then
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blitop = _blit.BSNOT
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else
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blitop = _blit.BXOR
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end
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_lcd:copy(imgn, x, y, 1, 1, fx, fy, false, blitop, WHITE)
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end
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if hold < 1 then
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imgn = img
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else
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hold = hold - 1
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end
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_lcd:update()
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x = x + dx
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y = y + dy
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if y >= ey or y <= sy then
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dy = (-dy)
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fy = (-fy)
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imgn = img_sqy
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hold = 3
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if dx < 0 and y < 10 then
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dx = dx - 5
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end
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if dx > tx then
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dx = 5;
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dy = 5;
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invert_images()
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end
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end
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if x >= ex or x <= sx then
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dx = (-dx)
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fx = (-fx)
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imgn = img_sqx
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hold = 3
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if dy < 0 and x < 10 then
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dy = dy - 5
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end
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if dy > ty then
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dx = 5;
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dy = 5;
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invert_images()
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end
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end
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x = _math.clamp(x, sx, ex)
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y = _math.clamp(y, sy, ey)
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-- copy original image back to screen
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_lcd:copy(screen_img)
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loops = loops -1
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wait = timer:check(true) --checks timer and updates last time
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if wait >= 5 then
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wait = 0
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elseif wait < 5 then
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wait = 5 - wait
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end
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-- 0 = timeout immediately
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-- ( -1 would be never timeout, and >0 is amount of 'ticks' before timeout)
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if rb.get_plugin_action(wait) == CANCEL_BUTTON then
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break;
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end
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end
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timer:stop() -- destroys timer, also returns time since last time
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-- leave the screen how we found it
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_lcd:copy(screen_img)
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end -- image_bounce
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-- draws a gradient using available colors
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function draw_gradient(img, x, y, w, h, direction, clrs)
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x = x or 1
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y = y or 1
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w = w or img:width() - x
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h = h or img:height() - y
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local zstep = 0
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local step = 1
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if IS_COLOR_TARGET == true then -- Only do this when we're on a color target
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local z = 1
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local c = 1
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clrs = clrs or {255,255,255}
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local function gradient_rgb(p, c1, c2)
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-- tried squares of difference but blends were very abrupt
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local r = c1.r + (p * (c2.r - c1.r) / 10500)
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local g = c1.g + (p * (c2.g - c1.g) / 10000)
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local b = c1.b + (p * (c2.b - c1.b) / 09999)
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return _clr.set(nil, r, g, b)
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end
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local function check_z()
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if z > 10000 and c < #clrs - 1 then
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z = 1
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c = c + 1
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elseif z > 10000 then
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z = 10000
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end
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end
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if direction == "V" then
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zstep = math.max(1, (10000 / ((w - 1) / (#clrs - 1)) + bit.band(#clrs, 1)))
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for i=x, w + x do
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check_z()
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_draw.vline(img, i, y, h, gradient_rgb(z, clrs[c], clrs[c + 1]))
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z = z + zstep
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end
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else
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zstep = math.max(1, (10000 / ((h - 1) / (#clrs - 1)) + bit.band(#clrs, 1)))
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for j=y, h + y do
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check_z()
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_draw.hline(img, x, j, w, gradient_rgb(z, clrs[c], clrs[c + 1]))
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z = z + zstep
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end
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end
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else -- not a color target but might be greyscale
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local clr = _clr.set(-1)
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for i=x, w + x do
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for j=y, h + y do
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-- Set the pixel at position i, j to the specified color
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img:set(i, j, clr)
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end
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clr = _clr.inc(clr, 1)
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end
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end
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--rb.sleep(1000)
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end -- draw_gradient
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function twist(img)
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--[[ local fg
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if rb.lcd_get_foreground then
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fg = rb.lcd_get_foreground()
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end]]
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local ims = {}
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ims.strip = _img.tile(img, img:width(), _lcd.H + img:height())
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ims.y_init = {img:height(), 1}
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ims.y_finl = {1, img:height()}
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ims.y_inc = {-2, 4}
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ims.y_pos = nil
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-- together define the width of the overall object
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local x_off=(_lcd.W/2)
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local m = _lcd.W
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local z = -m
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local zi = 1
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-- angles of rotation for each leaf
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local ANGLES = {0, 45, 90, 135, 180, 225, 270, 315}
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local elems = #ANGLES
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local _XCOORD = {}
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-- color alternates each leaf
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local colors = { WHITE, _clr.set(0, 0, 0, 0) }
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local c = 0
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-- calculated position of each point in the sine wave(s)
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local xs, xe
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|
||||
--[[--Profiling code
|
||||
local timer = _timer.start()]]
|
||||
|
||||
for rot = 0, 6000, 4 do
|
||||
_lcd:clear(BLACK)
|
||||
|
||||
for y=1, _lcd.H do
|
||||
|
||||
local function get_sines()
|
||||
local sc = m + z
|
||||
if sc == 0 then
|
||||
sc = 1 -- prevent divide by 0
|
||||
elseif sc + z > _lcd.W then
|
||||
zi = -1
|
||||
colors[2] = _clr.inc(colors[2], 1, 0, 50, 0)
|
||||
elseif sc + z < -(_lcd.W) then
|
||||
zi = 1
|
||||
colors[1] = _clr.inc(colors[1], -1, 0, 10, 0)
|
||||
end
|
||||
if colors[2] == colors[1] then
|
||||
colors[2] = _clr.inc(colors[2], 1)
|
||||
end
|
||||
for j = 1, elems do
|
||||
_XCOORD[j] = _math.d_sin(y + ANGLES[j] + rot) / sc + x_off
|
||||
end
|
||||
_XCOORD[0] = _XCOORD[elems] -- loop table for efficient wrap
|
||||
end
|
||||
|
||||
get_sines()
|
||||
for k = 1, elems do
|
||||
xs = _XCOORD[k]
|
||||
xe = _XCOORD[(k+1) % elems]
|
||||
if xs < 1 or xe > _lcd.W then
|
||||
while xs < 1 or xe > _lcd.W do
|
||||
m = m + 1 -- shift m in order to scale object min/max
|
||||
get_sines()
|
||||
xs = _XCOORD[k]
|
||||
xe = _XCOORD[(k+1) % elems]
|
||||
end
|
||||
end
|
||||
c = (c % 2) + 1
|
||||
if xs < xe then
|
||||
-- defines the direction of leaves & fills them
|
||||
|
||||
_lcd:set(xs, y, colors[c])
|
||||
_lcd:set(xe, y, colors[c])
|
||||
_lcd:line(xs + 1, y, xe - 1, y, colors[3 - c], true)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- stripes and shifts image strips; blits it into the colors(1) leaves
|
||||
local y
|
||||
local y_col = 1
|
||||
local w = ims.strip:width() - 1
|
||||
local h = ims.strip:height() - 1
|
||||
if ims.y_pos ~= nil then
|
||||
for i = 1, #ims.y_pos do
|
||||
ims.y_pos[i] = ims.y_pos[i] + ims.y_inc[i]
|
||||
|
||||
if (ims.y_inc[i] > 0 and ims.y_pos[i] > ims.y_finl[i])
|
||||
or (ims.y_inc[i] < 0 and ims.y_pos[i] < ims.y_finl[i]) then
|
||||
ims.y_pos[i] = ims.y_init[i]
|
||||
end
|
||||
end
|
||||
else
|
||||
ims.y_pos = {ims.y_init[1], ims.y_init[2]}
|
||||
end
|
||||
|
||||
for ix = 1, _lcd.W, w do
|
||||
y_col = y_col + 1
|
||||
y = ims.y_pos[(y_col % 2) + 1]
|
||||
if _lcd.DEPTH > 1 then
|
||||
_lcd:copy(ims.strip, ix, 1, 1, y, w, h, false, _blit.BDEQC, colors[1])
|
||||
else
|
||||
_lcd:copy(ims.strip, ix, 1, 1, y, w, h, false, _blit.BSAND)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
_lcd:update()
|
||||
z = z + zi
|
||||
|
||||
if rb.get_plugin_action(0) == CANCEL_BUTTON then
|
||||
break
|
||||
end
|
||||
collectgarbage("step")
|
||||
end
|
||||
--[[--Profiling code
|
||||
_print.f("%d", _timer.stop(timer))
|
||||
rb.sleep(rb.HZ * 10)]]
|
||||
end -- twist
|
||||
|
||||
function draw_target(img)
|
||||
|
||||
local clr = _clr.set(0, 0, 0, 0)
|
||||
|
||||
-- make a copy of original screen for restoration
|
||||
local screen_img = _lcd:duplicate()
|
||||
|
||||
rad_m = math.min(_lcd.W, _lcd.H)
|
||||
|
||||
for s = -_lcd.W /4, 16 do
|
||||
img:copy(screen_img)
|
||||
s = math.max(1, math.abs(s))
|
||||
for r = 1, rad_m /2 - 10, s do
|
||||
clr = _clr.inc(clr, 1, r * 5, r * 10, r * 20)
|
||||
_draw.circle(img, _lcd.CX, _lcd.CY, r, clr)
|
||||
end
|
||||
|
||||
_lcd:update()
|
||||
if rb.get_plugin_action( 20) == CANCEL_BUTTON then
|
||||
z = 16;
|
||||
break;
|
||||
end
|
||||
end
|
||||
|
||||
end -- draw_target
|
||||
|
||||
function draw_sweep(img, cx, cy, radius, color)
|
||||
local timer = _timer() --creates a new timer saves index
|
||||
local wait
|
||||
local x
|
||||
local y
|
||||
--make a copy of original screen for restoration
|
||||
local screen_img = _lcd:duplicate()
|
||||
_draw.circle(img, cx, cy, radius, color)
|
||||
for d = 630, 270, - 5 do
|
||||
if d % 45 == 0 then
|
||||
img:copy(screen_img)
|
||||
_draw.circle(img, cx, cy, radius, color)
|
||||
l = 0
|
||||
end
|
||||
x = cx + radius * _math.d_cos(d) / 10000
|
||||
y = cy + radius * _math.d_sin(d) / 10000
|
||||
|
||||
|
||||
_draw.line(img, cx, cy, x, y, color)
|
||||
l = l + 1
|
||||
if l > 1 then
|
||||
x1 = cx + (radius - 1) * _math.d_cos(d + 1) / 10000
|
||||
y1 = cy + (radius - 1) * _math.d_sin(d + 1) / 10000
|
||||
_draw_floodfill(img, x1, y1, BLACK, color)
|
||||
end
|
||||
_lcd:update()
|
||||
wait = timer:check(true) --checks timer and updates last time
|
||||
if wait >= 50 then
|
||||
wait = 0
|
||||
elseif wait < 50 then
|
||||
wait = 50 - wait
|
||||
end
|
||||
if rb.get_plugin_action( wait) == CANCEL_BUTTON then
|
||||
break
|
||||
end
|
||||
end
|
||||
timer:stop() --destroys timer, also returns time since last time
|
||||
screen_img = nil
|
||||
end -- draw_sweep
|
||||
|
||||
function rotate_image(img)
|
||||
local blitop = _blit.BOR
|
||||
local i = 1
|
||||
local d = 0
|
||||
local ximg
|
||||
local x, y, w, h, xr, yr
|
||||
|
||||
ximg = _img.rotate(img, 45) -- image will be largest at this point
|
||||
w = ximg:width()
|
||||
h = ximg:height()
|
||||
xr = (_lcd.W - w) / 2
|
||||
yr = (_lcd.H - h) / 2
|
||||
--make a copy of original screen for restoration
|
||||
local screen_img -- = _lcd:duplicate()
|
||||
screen_img =_img.new(w, h)
|
||||
screen_img :copy(_LCD, 1, 1, xr, yr, w, h)
|
||||
--_print.f("CW")
|
||||
|
||||
--[[--Profiling code
|
||||
local timer = _timer.start()]]
|
||||
|
||||
while d >= 0 do
|
||||
ximg = _img.rotate(img, d)
|
||||
w = ximg:width()
|
||||
h = ximg:height()
|
||||
x = (_lcd.W - w) / 2
|
||||
y = (_lcd.H - h) / 2
|
||||
|
||||
-- copy our rotated image onto the background
|
||||
_lcd:copy(ximg, x, y, 1, 1, w, h, false, blitop)
|
||||
_lcd:update()
|
||||
--restore the portion of the background we destroyed
|
||||
_lcd:copy(screen_img, xr, yr, 1, 1)
|
||||
|
||||
if d > 0 and d % 360 == 0 then
|
||||
_lcd:copy(ximg, x, y, 1, 1, w, h)
|
||||
_lcd:update()
|
||||
if i == 1 then i = 0 end
|
||||
if d == 1440 or i < 0 then
|
||||
if i < 0 then
|
||||
i = i - 5
|
||||
else
|
||||
i = - 5
|
||||
end
|
||||
blitop = _blit.BXOR
|
||||
--_print.f("CCW")
|
||||
--rb.sleep(rb.HZ)
|
||||
else
|
||||
i = i + 5
|
||||
--_print.f("CW")
|
||||
--rb.sleep(rb.HZ)
|
||||
end
|
||||
|
||||
end
|
||||
d = d + i
|
||||
|
||||
if rb.get_plugin_action(0) == CANCEL_BUTTON then
|
||||
break;
|
||||
end
|
||||
end
|
||||
|
||||
_lcd:copy(ximg, x, y, 1, 1, w, h)
|
||||
--[[-- Profiling code
|
||||
_print.f("%d", _timer.stop(timer))
|
||||
rb.sleep(rb.HZ * 10)]]
|
||||
end -- rotate_image
|
||||
|
||||
-- shows blitting with a mask
|
||||
function blit_mask(dst)
|
||||
local timer = _timer()
|
||||
local r = math.min(_lcd.CX, _lcd.CY) / 5
|
||||
|
||||
local bmask = _img.new(_lcd.W, _lcd.H)
|
||||
bmask:clear(0)
|
||||
|
||||
_draw.circle_filled(bmask, _lcd.CX, _lcd.CY, r, WHITE)
|
||||
local color = _clr.set(0, 0, 0 ,0)
|
||||
for z = 0, 100 do
|
||||
z = z + timer:check(true)
|
||||
color = _clr.inc(color, 1, z * 5, z * 10, z * 20)
|
||||
dst:copy(bmask, 1, 1, 1, 1, nil, nil, false, _blit.BSAND, color)
|
||||
_lcd:update()
|
||||
|
||||
if rb.get_plugin_action(0) == CANCEL_BUTTON then
|
||||
break
|
||||
end
|
||||
end
|
||||
end -- blit_mask
|
||||
|
||||
-- draws an X on the screen
|
||||
function draw_x()
|
||||
_draw.line(_LCD, 1, 1, _lcd.W, _lcd.H, WHITE)
|
||||
_draw.line(_LCD, _lcd.W, 1, 1, _lcd.H, WHITE)
|
||||
|
||||
_draw.hline(_LCD, 10, _lcd.CY , _lcd.W - 21, WHITE)
|
||||
|
||||
_draw.vline(_LCD, _lcd.CX, 20 , _lcd.H - 41, WHITE)
|
||||
|
||||
_draw.rect(_LCD, _lcd.CX - 17, _lcd.CY - 17, 34, 34, WHITE)
|
||||
_lcd:update()
|
||||
rb.sleep(100)
|
||||
end -- draw_x
|
||||
|
||||
--fills an image with random colors
|
||||
function random_img(img)
|
||||
local min = _clr.set(0, 0, 0, 0)
|
||||
local max = _clr.set(-1, 255, 255, 255)
|
||||
math.randomseed(rb.current_tick())
|
||||
for x = 1, img:width() do
|
||||
for y = 1, img:height() do
|
||||
img:set(x, y, math.random(min, max))
|
||||
end
|
||||
end
|
||||
end -- random_img
|
||||
|
||||
function rainbow_img(img)
|
||||
--draw a gradient using available colors
|
||||
if IS_COLOR_TARGET == true then
|
||||
--R O Y G B I V
|
||||
clrs = {
|
||||
{r = 255, g = 255, b = 255}, -- white
|
||||
{r = 000, g = 000, b = 000}, -- black
|
||||
{r = 200, g = 000, b = 000}, -- red
|
||||
{r = 255, g = 000, b = 000}, -- red
|
||||
{r = 255, g = 100, b = 033}, -- orange
|
||||
{r = 255, g = 127, b = 000}, -- orange
|
||||
{r = 255, g = 200, b = 033}, -- yellow
|
||||
{r = 255, g = 255, b = 000}, -- yellow
|
||||
{r = 050, g = 255, b = 000}, -- green
|
||||
{r = 000, g = 125, b = 125}, -- green
|
||||
{r = 000, g = 000, b = 255}, -- blue
|
||||
{r = 033, g = 025, b = 200}, -- indigo
|
||||
{r = 075, g = 000, b = 150}, -- indigo
|
||||
{r = 127, g = 000, b = 150}, -- violet
|
||||
{r = 150, g = 000, b = 255}, -- violet
|
||||
{r = 255, g = 255, b = 255}, -- white
|
||||
{r = 000, g = 000, b = 000}, -- black
|
||||
}
|
||||
else
|
||||
end
|
||||
draw_gradient(img, 1, 1, nil, nil, "V", clrs)
|
||||
end -- rainbow_img
|
||||
|
||||
-- draws a rounded rectangle with text
|
||||
function rock_lua()
|
||||
local res, w, h = _lcd:text_extent("W", rb.FONT_UI)
|
||||
w = _lcd.W - 10
|
||||
h = h + 4
|
||||
_draw.rounded_rect_filled(_LCD, 5, 5, w, h, 15, WHITE)
|
||||
_draw_text(_LCD, 5, 5, w, h, nil, BLACK, "ROCKlua!")
|
||||
_lcd:update()
|
||||
rb.sleep(100)
|
||||
end -- rock_lua
|
||||
|
||||
-- draws a rounded rectangle with long text
|
||||
function long_text()
|
||||
local txt = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890"
|
||||
local res, w, h = _lcd:text_extent(txt, rb.FONT_UI)
|
||||
local resp, wp, hp = _lcd:text_extent(" ", rb.FONT_UI)
|
||||
local wait = 0
|
||||
w = w + wp * 3
|
||||
h = h + 4
|
||||
local img = _img.new(w + 1, h)
|
||||
img:clear(BLACK)
|
||||
_draw.rounded_rect_filled(img, 1, 1, w, h, 15, WHITE)
|
||||
_draw_text(img, 1, 2, nil, nil, nil, BLACK, txt)
|
||||
|
||||
for p = -w + 1, w - 1 do
|
||||
wait = 0
|
||||
p = math.abs(p)
|
||||
_lcd:copy(img, 1, _lcd.H - h, w - p, 1)
|
||||
_lcd:update()
|
||||
if p == 0 or w - p == 1 then wait = 100; rb.sleep(50) end
|
||||
if rb.get_plugin_action(wait) == CANCEL_BUTTON then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
end -- long_text
|
||||
|
||||
-- creates or loads an image to use as logo
|
||||
function get_logo()
|
||||
local logo_img = _img.load("/pix.bmp") --loads the previously saved image (if we saved it before)
|
||||
|
||||
--create a logo if an image wasn't saved previously
|
||||
if(not logo_img) then
|
||||
logo_img = create_logo()
|
||||
end
|
||||
|
||||
--fallback
|
||||
if(not logo_img) then
|
||||
-- Load a BMP file in the variable backdrop
|
||||
local base = "/.rockbox/icons/"
|
||||
local backdrop = _img.load("/image.bmp") --user supplied image
|
||||
or _img.load(base .. "tango_small_viewers.bmp")
|
||||
or _img.load(base .. "tango_small_viewers_mono.bmp")
|
||||
or _img.load(base .. "tango_small_mono.bmp")
|
||||
or _img.load(base .. "tango_icons.16x16.bmp")
|
||||
or _img.load(base .. "tango_icons_viewers.16x16.bmp")
|
||||
or _img.load(base .. "viewers.bmp")
|
||||
or _img.load(base .. "viewers.6x8x1.bmp")
|
||||
or _img.load(base .. "viewers.6x8x2.bmp")
|
||||
or _img.load(base .. "viewers.6x8x10.bmp")
|
||||
or _img.load(base .. "viewers.6x8x16.bmp")
|
||||
logo_img = backdrop
|
||||
end
|
||||
return logo_img
|
||||
end -- get_logo
|
||||
|
||||
-- uses print_table to display a menu
|
||||
function main_menu()
|
||||
|
||||
local mt = {
|
||||
[1] = "Rocklua RLI Example",
|
||||
[2] = "The X",
|
||||
[3] = "Blit Mask",
|
||||
[4] = "Target",
|
||||
[5] = "Sweep",
|
||||
[6] = "Bouncing Ball (olive)",
|
||||
[7] = "The Twist",
|
||||
[8] = "Image Rotation",
|
||||
[9] = "Long Text",
|
||||
[10] = "Rainbow Image",
|
||||
[11] = "Random Image",
|
||||
[12] = "Clear Screen",
|
||||
[13] = "Save Screen",
|
||||
[14] = "Exit"
|
||||
}
|
||||
local ft = {
|
||||
[0] = exit_now, --if user cancels do this function
|
||||
[1] = function(TITLE) return true end, -- shouldn't happen title occupies this slot
|
||||
[2] = function(THE_X) draw_x() end,
|
||||
[3] = function(BLITM) blit_mask(_lcd()) end,
|
||||
[4] = function(TARGT) draw_target(_lcd()) end,
|
||||
[5] = function(SWEEP)
|
||||
local r = math.min(_lcd.CX, _lcd.CY) - 20
|
||||
draw_sweep(_lcd(), _lcd.CX, _lcd.CY, r, _clr.set(-1, 0, 255, 0))
|
||||
end,
|
||||
[6] = function(BOUNC) bounce_image(create_ball()) end,
|
||||
[7] = function(TWIST) twist(get_logo()) end,
|
||||
[8] = function(ROTAT) rotate_image(get_logo()) end,
|
||||
[9] = long_text,
|
||||
[10] = function(RAINB)
|
||||
rainbow_img(_lcd()); _lcd:update(); rb.sleep(rb.HZ)
|
||||
end,
|
||||
[11] = function(RANDM)
|
||||
random_img(_lcd()); _lcd:update(); rb.sleep(rb.HZ)
|
||||
end,
|
||||
[12] = function(CLEAR) _lcd:clear(BLACK); rock_lua() end,
|
||||
[13] = function(SAVEI) _LCD:invert(); _img_save(_LCD, "/rocklua.bmp") end,
|
||||
[14] = function(EXIT_) return true end
|
||||
}
|
||||
|
||||
if _lcd.DEPTH < 2 then
|
||||
table.remove(mt, 10)
|
||||
table.remove(ft, 10)
|
||||
end
|
||||
|
||||
print_menu(mt, ft)
|
||||
|
||||
end
|
||||
--------------------------------------------------------------------------------
|
||||
function exit_now()
|
||||
_lcd:update()
|
||||
_lcd:splashf(rb.HZ * 5, "ran for %d seconds", _timer.stop("main") / rb.HZ)
|
||||
os.exit()
|
||||
end -- exit_now
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--MAIN PROGRAM------------------------------------------------------------------
|
||||
_timer("main") -- keep track of how long the program ran
|
||||
|
||||
-- Clear the screen
|
||||
_lcd:clear(BLACK)
|
||||
|
||||
if _lcd.DEPTH > 1 then
|
||||
--draw a gradient using available colors
|
||||
if IS_COLOR_TARGET == true then
|
||||
clrs = {
|
||||
{r = 255, g = 000, b = 000}, -- red
|
||||
{r = 000, g = 255, b = 000}, -- green
|
||||
{r = 000, g = 000, b = 255}, -- blue
|
||||
}
|
||||
else
|
||||
end
|
||||
local w = bit.rshift(_lcd.W, 2)
|
||||
local h = bit.rshift(_lcd.H, 2)
|
||||
draw_gradient(_lcd(), (_lcd.W - w)/2 - 1, (_lcd.H - h)/3 - 1, w, h, "H", clrs)
|
||||
_lcd:update()
|
||||
rb.sleep(rb.HZ)
|
||||
end
|
||||
|
||||
do
|
||||
local img = _img.load("/rocklua.bmp")
|
||||
if not img then
|
||||
rock_lua()
|
||||
else
|
||||
_lcd:image(img)
|
||||
end
|
||||
end
|
||||
_lcd:update()
|
||||
rb.sleep(rb.HZ / 2)
|
||||
|
||||
if rb.cpu_boost then rb.cpu_boost(true) end
|
||||
|
||||
main_menu()
|
||||
|
||||
if rb.cpu_boost then rb.cpu_boost(false) end
|
||||
|
||||
exit_now()
|
||||
|
||||
-- For a reference list of all functions available, see apps/plugins/lua/rocklib.c (and apps/plugin.h)
|
Loading…
Add table
Add a link
Reference in a new issue