lvgl_cpp/lvgl/draw/sdl/lv_draw_sdl_arc.c

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2023-03-14 11:57:25 +00:00
/**
* @file lv_draw_sdl_arc.c
*
*/
/*********************
* INCLUDES
*********************/
#include "../../lv_conf_internal.h"
#if LV_USE_GPU_SDL
#include "lv_draw_sdl.h"
#include "lv_draw_sdl_utils.h"
#include "lv_draw_sdl_texture_cache.h"
#include "lv_draw_sdl_composite.h"
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
/**********************
* STATIC PROTOTYPES
**********************/
/**********************
* STATIC VARIABLES
**********************/
/**********************
* MACROS
**********************/
static void dump_masks(SDL_Texture * texture, const lv_area_t * coords, const int16_t * ids, int16_t ids_count,
const int16_t * caps);
static void get_cap_area(int16_t angle, lv_coord_t thickness, uint16_t radius, const lv_point_t * center,
lv_area_t * out);
/**********************
* GLOBAL FUNCTIONS
**********************/
void lv_draw_sdl_draw_arc(lv_draw_ctx_t * draw_ctx, const lv_draw_arc_dsc_t * dsc, const lv_point_t * center,
uint16_t radius, uint16_t start_angle, uint16_t end_angle)
{
lv_draw_sdl_ctx_t * ctx = (lv_draw_sdl_ctx_t *) draw_ctx;
lv_area_t area_out;
area_out.x1 = center->x - radius;
area_out.y1 = center->y - radius;
area_out.x2 = center->x + radius - 1; /*-1 because the center already belongs to the left/bottom part*/
area_out.y2 = center->y + radius - 1;
lv_area_t draw_area;
if(!_lv_area_intersect(&draw_area, &area_out, draw_ctx->clip_area)) {
return;
}
lv_area_t area_in;
lv_area_copy(&area_in, &area_out);
area_in.x1 += dsc->width;
area_in.y1 += dsc->width;
area_in.x2 -= dsc->width;
area_in.y2 -= dsc->width;
while(start_angle >= 360) start_angle -= 360;
while(end_angle >= 360) end_angle -= 360;
int16_t mask_ids[3] = {LV_MASK_ID_INV, LV_MASK_ID_INV, LV_MASK_ID_INV}, mask_ids_count = 1;
int16_t cap_ids[2] = {LV_MASK_ID_INV, LV_MASK_ID_INV};
lv_draw_mask_radius_param_t mask_out_param;
lv_draw_mask_radius_init(&mask_out_param, &area_out, LV_RADIUS_CIRCLE, false);
mask_ids[0] = lv_draw_mask_add(&mask_out_param, NULL);
lv_draw_mask_radius_param_t mask_in_param;
if(lv_area_get_width(&area_in) > 0 && lv_area_get_height(&area_in) > 0) {
lv_draw_mask_radius_init(&mask_in_param, &area_in, LV_RADIUS_CIRCLE, true);
mask_ids[1] = lv_draw_mask_add(&mask_in_param, NULL);
mask_ids_count++;
}
lv_draw_mask_angle_param_t mask_angle_param;
if((start_angle - end_angle) % 360) {
lv_draw_mask_angle_init(&mask_angle_param, center->x, center->y, start_angle, end_angle);
mask_ids[2] = lv_draw_mask_add(&mask_angle_param, NULL);
mask_ids_count++;
}
lv_draw_mask_radius_param_t cap_start_param, cap_end_param;
if(mask_ids_count == 3 && dsc->rounded) {
lv_area_t start_area, end_area;
get_cap_area((int16_t) start_angle, dsc->width, radius, center, &start_area);
get_cap_area((int16_t) end_angle, dsc->width, radius, center, &end_area);
lv_draw_mask_radius_init(&cap_start_param, &start_area, dsc->width / 2, false);
cap_ids[0] = lv_draw_mask_add(&cap_start_param, NULL);
lv_draw_mask_radius_init(&cap_end_param, &end_area, dsc->width / 2, false);
cap_ids[1] = lv_draw_mask_add(&cap_end_param, NULL);
}
lv_coord_t w = lv_area_get_width(&draw_area), h = lv_area_get_height(&draw_area);
SDL_Texture * texture = lv_draw_sdl_composite_texture_obtain(ctx, LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM1, w, h);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
dump_masks(texture, &draw_area, mask_ids, mask_ids_count, cap_ids[0] != LV_MASK_ID_INV ? cap_ids : NULL);
lv_draw_mask_remove_id(mask_ids[0]);
lv_draw_mask_free_param(&mask_out_param);
if(mask_ids_count > 1) {
lv_draw_mask_remove_id(mask_ids[1]);
lv_draw_mask_free_param(&mask_in_param);
}
if(mask_ids_count > 2) {
lv_draw_mask_remove_id(mask_ids[2]);
lv_draw_mask_free_param(&mask_angle_param);
}
if(cap_ids[0] != LV_MASK_ID_INV) {
lv_draw_mask_remove_id(cap_ids[0]);
lv_draw_mask_remove_id(cap_ids[1]);
lv_draw_mask_free_param(&cap_start_param);
lv_draw_mask_free_param(&cap_end_param);
}
SDL_Rect srcrect = {0, 0, w, h}, dstrect;
lv_area_to_sdl_rect(&draw_area, &dstrect);
SDL_Color color;
lv_color_to_sdl_color(&dsc->color, &color);
SDL_SetTextureColorMod(texture, color.r, color.g, color.b);
SDL_SetTextureAlphaMod(texture, dsc->opa);
SDL_RenderCopy(ctx->renderer, texture, &srcrect, &dstrect);
}
/**********************
* STATIC FUNCTIONS
**********************/
static void dump_masks(SDL_Texture * texture, const lv_area_t * coords, const int16_t * ids, int16_t ids_count,
const int16_t * caps)
{
lv_coord_t w = lv_area_get_width(coords), h = lv_area_get_height(coords);
SDL_assert(w > 0 && h > 0);
SDL_Rect rect = {0, 0, w, h};
uint8_t * pixels;
int pitch;
if(SDL_LockTexture(texture, &rect, (void **) &pixels, &pitch) != 0) return;
lv_opa_t * line_buf = lv_mem_buf_get(rect.w);
for(lv_coord_t y = 0; y < rect.h; y++) {
lv_memset_ff(line_buf, rect.w);
lv_coord_t abs_x = (lv_coord_t) coords->x1, abs_y = (lv_coord_t)(y + coords->y1), len = (lv_coord_t) rect.w;
lv_draw_mask_res_t res;
res = lv_draw_mask_apply_ids(line_buf, abs_x, abs_y, len, ids, ids_count);
if(res == LV_DRAW_MASK_RES_TRANSP) {
lv_memset_00(&pixels[y * pitch], 4 * rect.w);
}
else if(res == LV_DRAW_MASK_RES_FULL_COVER) {
lv_memset_ff(&pixels[y * pitch], 4 * rect.w);
}
else {
for(int x = 0; x < rect.w; x++) {
uint8_t * pixel = &pixels[y * pitch + x * 4];
*pixel = line_buf[x];
pixel[1] = pixel[2] = pixel[3] = 0xFF;
}
}
if(caps) {
for(int i = 0; i < 2; i++) {
lv_memset_ff(line_buf, rect.w);
res = lv_draw_mask_apply_ids(line_buf, abs_x, abs_y, len, &caps[i], 1);
if(res == LV_DRAW_MASK_RES_TRANSP) {
/* Ignore */
}
else if(res == LV_DRAW_MASK_RES_FULL_COVER) {
lv_memset_ff(&pixels[y * pitch], 4 * rect.w);
}
else {
for(int x = 0; x < rect.w; x++) {
uint8_t * pixel = &pixels[y * pitch + x * 4];
uint16_t old_opa = line_buf[x] + *pixel;
*pixel = LV_MIN(old_opa, 0xFF);
pixel[1] = pixel[2] = pixel[3] = 0xFF;
}
}
}
}
}
lv_mem_buf_release(line_buf);
SDL_UnlockTexture(texture);
}
static void get_cap_area(int16_t angle, lv_coord_t thickness, uint16_t radius, const lv_point_t * center,
lv_area_t * out)
{
const uint8_t ps = 8;
const uint8_t pa = 127;
int32_t thick_half = thickness / 2;
uint8_t thick_corr = (thickness & 0x01) ? 0 : 1;
int32_t cir_x;
int32_t cir_y;
cir_x = ((radius - thick_half) * lv_trigo_sin((int16_t)(90 - angle))) >> (LV_TRIGO_SHIFT - ps);
cir_y = ((radius - thick_half) * lv_trigo_sin(angle)) >> (LV_TRIGO_SHIFT - ps);
/*Actually the center of the pixel need to be calculated so apply 1/2 px offset*/
if(cir_x > 0) {
cir_x = (cir_x - pa) >> ps;
out->x1 = cir_x - thick_half + thick_corr;
out->x2 = cir_x + thick_half;
}
else {
cir_x = (cir_x + pa) >> ps;
out->x1 = cir_x - thick_half;
out->x2 = cir_x + thick_half - thick_corr;
}
if(cir_y > 0) {
cir_y = (cir_y - pa) >> ps;
out->y1 = cir_y - thick_half + thick_corr;
out->y2 = cir_y + thick_half;
}
else {
cir_y = (cir_y + pa) >> ps;
out->y1 = cir_y - thick_half;
out->y2 = cir_y + thick_half - thick_corr;
}
lv_area_move(out, center->x, center->y);
}
#endif /*LV_USE_GPU_SDL*/