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Refactor SDL sim source so drawing routines are written once. Split bitmap, remote, and charcell LCD in to their own files. Add zoom support, use --zoom factor (e.g. --zoom 2 for two times zoom) to use it.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@8645 a1c6a512-1295-4272-9138-f99709370657
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13 changed files with 431 additions and 286 deletions
115
uisimulator/sdl/lcd-charcell.c
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115
uisimulator/sdl/lcd-charcell.c
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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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*
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* Copyright (C) 2006 Dan Everton
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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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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****************************************************************************/
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#include "lcd.h"
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#include "lcd-playersim.h"
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#include "uisdl.h"
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#include "lcd-sdl.h"
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SDL_Surface* lcd_surface;
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SDL_Color lcd_color_zero = {UI_LCD_BGCOLORLIGHT, 0};
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SDL_Color lcd_color_max = {0, 0, 0, 0};
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/* Defined in lcd-playersim.c */
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extern void lcd_print_char(int x, int y);
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void lcd_update(void)
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{
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int x, y;
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SDL_Rect dest = {UI_LCD_POSX, UI_LCD_POSY, UI_LCD_WIDTH, UI_LCD_HEIGHT};
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SDL_LockSurface(lcd_surface);
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for (y=0; y<2; y++) {
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for (x=0; x<11; x++) {
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lcd_print_char(x, y);
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}
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}
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SDL_UnlockSurface(lcd_surface);
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if (!background) {
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dest.x -= UI_LCD_POSX;
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dest.y -= UI_LCD_POSY;
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}
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SDL_BlitSurface(lcd_surface, NULL, gui_surface, &dest);
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SDL_UpdateRect(gui_surface, dest.x, dest.y, dest.w, dest.h);
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SDL_Flip(gui_surface);
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}
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void drawdots(int color, struct coordinate *points, int count)
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{
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SDL_Rect dest;
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Uint32 sdlcolor;
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SDL_LockSurface(lcd_surface);
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if (color == 1) {
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sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
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} else {
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sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
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}
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while (count--) {
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dest.x = points[count].x * display_zoom;
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dest.y = points[count].y * display_zoom;
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dest.w = 1 * display_zoom;
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dest.h = 1 * display_zoom;
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SDL_FillRect(lcd_surface, &dest, sdlcolor);
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}
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SDL_UnlockSurface(lcd_surface);
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}
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void drawrectangles(int color, struct rectangle *points, int count)
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{
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SDL_Rect dest;
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Uint32 sdlcolor;
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SDL_LockSurface(lcd_surface);
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if (color == 1) {
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sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
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} else {
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sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
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}
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while (count--) {
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dest.x = points[count].x * display_zoom;
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dest.y = points[count].y * display_zoom;
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dest.w = points[count].width * display_zoom;
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dest.h = points[count].height * display_zoom;
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SDL_FillRect(lcd_surface, &dest, sdlcolor);
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}
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SDL_UnlockSurface(lcd_surface);
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}
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/* initialise simulator lcd driver */
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void sim_lcd_init(void)
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{
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lcd_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, LCD_WIDTH * display_zoom,
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LCD_HEIGHT * display_zoom, 8, 0, 0, 0, 0);
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sdl_set_gradient(lcd_surface, &lcd_color_zero, &lcd_color_max, (1<<LCD_DEPTH));
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}
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