Commit graph

15 commits

Author SHA1 Message Date
Hairo R. Carela
48392bab94 New port: Anbernic RG Nano
A bit of context, this device is a clone of the FunKey-S with a different form factor, hardware is mostly identical, the relevant difference is it has audio out (via usb-c, adapter to 3.5mm is included), this is the reason why the FunKey-SDK is needed for bulding.

This port is based on the old SDL 1.2 code because the device doesn't have SDL2 support. Alongside what was supported in the SDL 1.2 builds this port supports battery level, charging status and backlight control.

Change-Id: I7fcb85be62748644b667c0efebabf59d6e9c5ade
2025-07-29 21:01:53 -04:00
Christian Soffke
fa8b095f29 sdl: fix: concurrent drawing on Windows
On Windows, we need to prevent the event thread
from drawing at the same time as the main thread,
when window is being adjusted.

Change-Id: I2b4e4a50fec427e53e310593850e2a556a594b31
2024-12-26 12:24:24 +01:00
Christian Soffke
400452180d sdl: Keep texture around, upload LCD-parts only
No need to create a new texture for every
rendered frame, unless the scaling method
has been adjusted.

We also don't need to upload the (unchanged)
player interface to GPU memory repeatedly.

+ Remove unused lcd_display_redraw &
having_new_lcd variables

Change-Id: I5bff6aa2d54347a3f2c3afba8d8d7eb9e39f77f7
2024-12-25 08:34:40 -05:00
Christian Soffke
7aaa722a5d simulator: Adjust scaling using keyboard shortcuts
Press 0-3 to to adjust current zoom level
to 50% (0), 100% (1), 200% (2), or 300% (3).

Press 4 to switch between "best" (linear)
and nearest pixel sampling.

Change-Id: Id10d361659855a0ad9c97e6b341f498f72709ef5
2024-12-25 08:34:40 -05:00
Christian Soffke
759cbf4e5f sdl: Remove usage of SDL_SoftStretch
SDL 2 lets us take advantage of a fixed logical resolution,
where the renderer scales content up or down automatically.

Relative mouse motion is also affected by renderer scaling
by default (see SDL_HINT_MOUSE_RELATIVE_SCALING).

If window zoom has been enabled from the command line,
set scaling quality to "nearest pixel sampling" instead
of "best" to allow pixel peeping.

Change-Id: I4e5c19d36b55c985c26ac5ae64c4a6b8dd9b308d
2024-12-25 08:34:40 -05:00
Christian Soffke
60f3283f48 sdl: make window resizable, enable high DPI
Tested on Linux, MacOS, and Windows.

On MacOS and Windows, we constrain the window's aspect
ratio by adjusting the size when responding to resize
events.

On Linux, I've not found a way to do so, that doesn't
result in fairly stuttery behavior and weird jumpy
behavior of the resize handle, possibly depending
on your window manager. So, black bars are displayed
around the content.
Maybe someone, at some point, finds a way.
(SDL3 seems to have SDL_SetWindowAspectRatio)

When the window is in fullscreen, black bars are
display necessarily, of course, on all systems,
unless the player GUI has exactly the same aspect
ratio as the screen...

Change-Id: I535e6617497611ea57a4c19e08e552f990859cfe
2024-12-25 08:34:40 -05:00
Solomon Peachy
7927423e34 SDL: Migrate to SDL2
Incorporates large portions of g#5879 g#5282 g#5285 g#5286 g#5287

Differences from the above patches:

 * Removed all MacOS-specific stuff
 * Removed support for SDL1 entirely
 * Properly implement mousewheel support
 * Bumped up minimum stack size for sigalstack threading
 * Check for overflow before enqueing scrollwheel events

Tested on:

 * sdl application (Linux)
 * Simulator (x86_64, Linux) -- xduoox3/ipod4g/sansafuze
 * Simulator (i686, Windows) -- xduoox3
 * Simulator (arm64, Linux)

Change-Id: Ia3012dd1be123feb2888798a42d5b7cc149f382b
2024-10-06 12:05:53 -04:00
Aidan MacDonald
f373c97c90 Define LCD_STRIDEFORMAT unconditionally
Instead of putting "#ifdef LCD_STRIDEFORMAT" at every usage of the
macro it's simpler to have config.h define LCD_STRIDEFORMAT to the
default of horizontal stride when the target leaves it unspecified.

Change-Id: Ib187012aad65ac678dbd837b1464a83bad722411
2022-09-30 10:42:49 +01:00
William Wilgus
3237ae4a4f LCD core move buf ptr and address look up function viewport struct
I'm currently running up against the limitations of the lcd_draw functions
I want these functions to be able to be used on any size buffer not
just buffers with a stride matching the underlying device

[DONE] allow the framebuffer to be decoupled from the device framebuffer
[DONE need examples] allow for some simple blit like transformations
[DONE] remove the device framebuffer from the plugin api
[DONE}ditto remote framebuffer
[DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr

while remote lcds may compile (and work in the sim) its not been tested on targets

[FIXED] backdrops need work to be screen agnostic

[FIXED] screen statusbar is not being combined into the main viewport correctly yet

[FIXED] screen elements are displayed incorrectly  after switch to void*

[FIXED] core didn't restore proper viewport on splash etc.

[NEEDS TESTING] remote lcd garbled data

[FIXED] osd lib garbled screen on bmp_part

[FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport

[FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer

[FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw)
[UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear
scrolling viewports no longer trigger wps refresh
also fixed a bug where guisyncyesno was displaying and then disappearing

[ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes
(LCD_ and LCD_REMOTE_)
LCD_STRIDE(w, h) same as STRIDE_MAIN
LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H
LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H
LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH)
test_viewports.c has an example of usage

[FIXED!!] 2bit targets don't respect non-native strides
[FIXED] Few define snags

Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-26 12:28:48 -04:00
Frank Gevaerts
3d0c787a48 Change display_zoom from int to double.
The main reason for this is to be able to downscale the sdl app, which
when used for designing themes for android tends not to fit on laptop
screens these days.

Change-Id: Ib52731dbebcdd03a572be7754c157471165eb2df
2012-06-19 21:27:53 +02:00
Thomas Jarosch
e57d3b292a Define LCD dpi for n900, n8xx and the pandora
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@29728 a1c6a512-1295-4272-9138-f99709370657
2011-04-16 20:27:52 +00:00
Thomas Martitz
5230362515 Fix FS#11881. Patch by Thomas Jarosch
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@29098 a1c6a512-1295-4272-9138-f99709370657
2011-01-20 22:27:28 +00:00
Thomas Martitz
3c43503283 Vastly increase speed of SDL screen updates for RGB565.
Flyspray: FS#11834 (with minor changes by me).
Author: Thomas Jarosch

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@28914 a1c6a512-1295-4272-9138-f99709370657
2010-12-27 22:08:34 +00:00
Thomas Martitz
33af0dec28 Touchscreen: Improved scroll threshold
Remove the hardcoded (and way too small) scroll threshold (the distance moved in pixels before we think the users wants to scroll) and replace it with something based on the actual DPI of the screen.
On Android we call the API for that, on other touchscreens we reimplemented Android's formula (as of 2.2) and calculate it.

Flyspray: 11727

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@28548 a1c6a512-1295-4272-9138-f99709370657
2010-11-10 15:25:15 +00:00
Thomas Martitz
3d0cee8abb - Move uisimulator/sdl/*.[ch] into the target tree, under firmware/target/hosted/sdl, uisdl.c is split up across button-sdl.c and system-sdl.c.
- Refactor the program startup. main() is now in main.c like on target, and the implicit application thread will now act as our main thread (previously a separate one was created for this in thread initialization).

This is part of Rockbox as an application and is the first step to make an application port from the uisimulator. In a further step the sim bits from the sdl build will be separated out.

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@26065 a1c6a512-1295-4272-9138-f99709370657
2010-05-15 21:02:47 +00:00
Renamed from uisimulator/sdl/lcd-sdl.c (Browse further)