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
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
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
- 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