lvgl_cpp/lvgl/draw/sdl/lv_draw_sdl_bg.c

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2023-03-14 11:57:25 +00:00
/**
* @file lv_draw_sdl_bg.c
*
*/
/*********************
* INCLUDES
*********************/
#include "../../lv_conf_internal.h"
#if LV_USE_GPU_SDL
#include "../lv_draw_rect.h"
#include "../lv_draw_img.h"
#include "../lv_draw_label.h"
#include "../lv_draw_mask.h"
#include "../../core/lv_refr.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 void draw_bg_color(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords, const lv_area_t * draw_area,
const lv_draw_rect_dsc_t * dsc);
static void draw_bg_img(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords, const lv_area_t * draw_area,
const lv_draw_rect_dsc_t * dsc);
/**********************
* STATIC VARIABLES
**********************/
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
void lv_draw_sdl_draw_bg(lv_draw_ctx_t * draw_ctx, const lv_draw_rect_dsc_t * dsc, const lv_area_t * coords)
{
const lv_area_t * clip = draw_ctx->clip_area;
lv_draw_sdl_ctx_t * ctx = (lv_draw_sdl_ctx_t *) draw_ctx;
/* Coords will be translated so coords will start at (0,0) */
lv_area_t t_area;
bool has_content = _lv_area_intersect(&t_area, coords, clip);
/* Shadows and outlines will also draw in extended area */
if(has_content) {
if(dsc->bg_img_src) {
draw_bg_img(ctx, coords, &t_area, dsc);
}
else {
draw_bg_color(ctx, coords, &t_area, dsc);
}
}
}
/**********************
* STATIC FUNCTIONS
**********************/
static void draw_bg_color(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords, const lv_area_t * draw_area,
const lv_draw_rect_dsc_t * dsc)
{
SDL_Color bg_color;
lv_color_to_sdl_color(&dsc->bg_color, &bg_color);
SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(ctx->renderer, bg_color.r, bg_color.g, bg_color.b, dsc->bg_opa);
SDL_Rect rect;
lv_area_to_sdl_rect(draw_area, &rect);
SDL_RenderFillRect(ctx->renderer, &rect);
SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_BLEND);
}
static void draw_bg_img(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords, const lv_area_t * draw_area,
const lv_draw_rect_dsc_t * dsc)
{
SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(ctx->renderer, 0, 0, 0, 0);
SDL_Rect rect;
lv_area_to_sdl_rect(draw_area, &rect);
SDL_RenderFillRect(ctx->renderer, &rect);
SDL_SetRenderDrawBlendMode(ctx->renderer, SDL_BLENDMODE_BLEND);
lv_draw_rect((lv_draw_ctx_t *) ctx, dsc, coords);
}
#endif /*LV_USE_GPU_SDL*/