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
This commit is contained in:
Dan Everton 2006-02-09 21:49:28 +00:00
parent f42f42e554
commit b585e87b45
13 changed files with 431 additions and 286 deletions

View file

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 Dan Everton
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "lcd.h"
#include "lcd-playersim.h"
#include "uisdl.h"
#include "lcd-sdl.h"
SDL_Surface* lcd_surface;
SDL_Color lcd_color_zero = {UI_LCD_BGCOLORLIGHT, 0};
SDL_Color lcd_color_max = {0, 0, 0, 0};
/* Defined in lcd-playersim.c */
extern void lcd_print_char(int x, int y);
void lcd_update(void)
{
int x, y;
SDL_Rect dest = {UI_LCD_POSX, UI_LCD_POSY, UI_LCD_WIDTH, UI_LCD_HEIGHT};
SDL_LockSurface(lcd_surface);
for (y=0; y<2; y++) {
for (x=0; x<11; x++) {
lcd_print_char(x, y);
}
}
SDL_UnlockSurface(lcd_surface);
if (!background) {
dest.x -= UI_LCD_POSX;
dest.y -= UI_LCD_POSY;
}
SDL_BlitSurface(lcd_surface, NULL, gui_surface, &dest);
SDL_UpdateRect(gui_surface, dest.x, dest.y, dest.w, dest.h);
SDL_Flip(gui_surface);
}
void drawdots(int color, struct coordinate *points, int count)
{
SDL_Rect dest;
Uint32 sdlcolor;
SDL_LockSurface(lcd_surface);
if (color == 1) {
sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
} else {
sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
}
while (count--) {
dest.x = points[count].x * display_zoom;
dest.y = points[count].y * display_zoom;
dest.w = 1 * display_zoom;
dest.h = 1 * display_zoom;
SDL_FillRect(lcd_surface, &dest, sdlcolor);
}
SDL_UnlockSurface(lcd_surface);
}
void drawrectangles(int color, struct rectangle *points, int count)
{
SDL_Rect dest;
Uint32 sdlcolor;
SDL_LockSurface(lcd_surface);
if (color == 1) {
sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
} else {
sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
}
while (count--) {
dest.x = points[count].x * display_zoom;
dest.y = points[count].y * display_zoom;
dest.w = points[count].width * display_zoom;
dest.h = points[count].height * display_zoom;
SDL_FillRect(lcd_surface, &dest, sdlcolor);
}
SDL_UnlockSurface(lcd_surface);
}
/* initialise simulator lcd driver */
void sim_lcd_init(void)
{
lcd_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, LCD_WIDTH * display_zoom,
LCD_HEIGHT * display_zoom, 8, 0, 0, 0, 0);
sdl_set_gradient(lcd_surface, &lcd_color_zero, &lcd_color_max, (1<<LCD_DEPTH));
}