lvgl_cpp/lv_drivers/sdl/sdl_gpu.c

591 lines
16 KiB
C

/**
* @file sdl_gpu.c
*
*/
/*********************
* INCLUDES
*********************/
#include "sdl_gpu.h"
#if USE_SDL_GPU
#if LV_USE_GPU_SDL == 0
# error "LV_USE_GPU_SDL must be enabled"
#endif
#if USE_KEYBOARD
# warning "KEYBOARD is deprecated, use SDL instead. See lv_drivers/sdl/sdl.c"
#endif
#if USE_MOUSE
# warning "MOUSE is deprecated, use SDL instead. See lv_drivers/sdl/sdl.c"
#endif
#if USE_MOUSEWHEEL
# warning "MOUSEWHEEL is deprecated, use SDL instead that. See lv_drivers/sdl/sdl.c"
#endif
#if USE_MONITOR
# error "Cannot enable both MONITOR and SDL at the same time. "
#endif
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include SDL_INCLUDE_PATH
/*********************
* DEFINES
*********************/
#ifndef KEYBOARD_BUFFER_SIZE
#define KEYBOARD_BUFFER_SIZE SDL_TEXTINPUTEVENT_TEXT_SIZE
#endif
/**********************
* TYPEDEFS
**********************/
typedef struct {
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Texture * texture;
volatile bool sdl_refr_qry;
}monitor_t;
/**********************
* STATIC PROTOTYPES
**********************/
static void window_create(monitor_t * m);
static void window_update(monitor_t * m);
int quit_filter(void * userdata, SDL_Event * event);
static void monitor_sdl_clean_up(void);
static void sdl_event_handler(lv_timer_t * t);
static void monitor_sdl_refr(lv_timer_t * t);
static void mouse_handler(SDL_Event * event);
static void mousewheel_handler(SDL_Event * event);
static uint32_t keycode_to_ctrl_key(SDL_Keycode sdl_key);
static void keyboard_handler(SDL_Event * event);
static int tick_thread(void *data);
/***********************
* GLOBAL PROTOTYPES
***********************/
/**********************
* STATIC VARIABLES
**********************/
monitor_t monitor;
#if SDL_DUAL_DISPLAY
monitor_t monitor2;
#endif
static volatile bool sdl_quit_qry = false;
static bool left_button_down = false;
static int16_t last_x = 0;
static int16_t last_y = 0;
static int16_t wheel_diff = 0;
static lv_indev_state_t wheel_state = LV_INDEV_STATE_RELEASED;
static char buf[KEYBOARD_BUFFER_SIZE];
/**********************
* MACROS
**********************/
/**********************
* GLOBAL FUNCTIONS
**********************/
void sdl_init(void)
{
/*Initialize the SDL*/
SDL_Init(SDL_INIT_VIDEO);
SDL_SetEventFilter(quit_filter, NULL);
window_create(&monitor);
#if SDL_DUAL_DISPLAY
window_create(&monitor2);
int x, y;
SDL_GetWindowPosition(monitor2.window, &x, &y);
SDL_SetWindowPosition(monitor.window, x + (SDL_HOR_RES * SDL_ZOOM) / 2 + 10, y);
SDL_SetWindowPosition(monitor2.window, x - (SDL_HOR_RES * SDL_ZOOM) / 2 - 10, y);
#endif
SDL_StartTextInput();
/* Tick init.
* You have to call 'lv_tick_inc()' in periodically to inform LittelvGL about
* how much time were elapsed Create an SDL thread to do this*/
SDL_CreateThread(tick_thread, "tick", NULL);
lv_timer_create(sdl_event_handler, 10, NULL);
}
void sdl_gpu_disp_draw_buf_init(lv_disp_draw_buf_t *draw_buf)
{
lv_disp_draw_buf_init(draw_buf, monitor.texture, NULL, SDL_HOR_RES * SDL_VER_RES);
}
void sdl_gpu_disp_drv_init(lv_disp_drv_t *driver)
{
lv_disp_drv_init(driver);
driver->user_data = monitor.renderer;
}
/**
* Flush a buffer to the marked area
* @param disp_drv pointer to driver where this function belongs
* @param area an area where to copy `color_p`
* @param color_p an array of pixels to copy to the `area` part of the screen
*/
void sdl_display_flush(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
{
lv_coord_t hres = disp_drv->hor_res;
lv_coord_t vres = disp_drv->ver_res;
// printf("x1:%d,y1:%d,x2:%d,y2:%d\n", area->x1, area->y1, area->x2, area->y2);
/*Return if the area is out the screen*/
if(area->x2 < 0 || area->y2 < 0 || area->x1 > hres - 1 || area->y1 > vres - 1) {
lv_disp_flush_ready(disp_drv);
return;
}
monitor.sdl_refr_qry = true;
/* TYPICALLY YOU DO NOT NEED THIS
* If it was the last part to refresh update the texture of the window.*/
if(lv_disp_flush_is_last(disp_drv)) {
monitor_sdl_refr(NULL);
}
/*IMPORTANT! It must be called to tell the system the flush is ready*/
lv_disp_flush_ready(disp_drv);
}
#if SDL_DUAL_DISPLAY
/**
* Flush a buffer to the marked area
* @param disp_drv pointer to driver where this function belongs
* @param area an area where to copy `color_p`
* @param color_p an array of pixels to copy to the `area` part of the screen
*/
void sdl_display_flush2(lv_disp_drv_t * disp_drv, const lv_area_t * area, lv_color_t * color_p)
{
lv_coord_t hres = disp_drv->hor_res;
lv_coord_t vres = disp_drv->ver_res;
/*Return if the area is out the screen*/
if(area->x2 < 0 || area->y2 < 0 || area->x1 > hres - 1 || area->y1 > vres - 1) {
lv_disp_flush_ready(disp_drv);
return;
}
monitor2.sdl_refr_qry = true;
/* TYPICALLY YOU DO NOT NEED THIS
* If it was the last part to refresh update the texture of the window.*/
if(lv_disp_flush_is_last(disp_drv)) {
monitor_sdl_refr(NULL);
}
/*IMPORTANT! It must be called to tell the system the flush is ready*/
lv_disp_flush_ready(disp_drv);
}
#endif
void sdl_display_resize(lv_disp_t *disp, int width, int height)
{
lv_disp_drv_t *driver = disp->driver;
SDL_Renderer *renderer = driver->user_data;
if (driver->draw_buf->buf1) {
SDL_DestroyTexture(driver->draw_buf->buf1);
}
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width,
height);
monitor.texture = texture;
lv_disp_draw_buf_init(driver->draw_buf, texture, NULL, width * height);
driver->hor_res = (lv_coord_t) width;
driver->ver_res = (lv_coord_t) height;
SDL_RendererInfo renderer_info;
SDL_GetRendererInfo(renderer, &renderer_info);
SDL_assert(renderer_info.flags & SDL_RENDERER_TARGETTEXTURE);
SDL_SetRenderTarget(renderer, texture);
lv_disp_drv_update(disp, driver);
}
/**
* Get the current position and state of the mouse
* @param indev_drv pointer to the related input device driver
* @param data store the mouse data here
*/
void sdl_mouse_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
(void) indev_drv; /*Unused*/
/*Store the collected data*/
data->point.x = last_x;
data->point.y = last_y;
data->state = left_button_down ? LV_INDEV_STATE_PRESSED : LV_INDEV_STATE_RELEASED;
}
/**
* Get encoder (i.e. mouse wheel) ticks difference and pressed state
* @param indev_drv pointer to the related input device driver
* @param data store the read data here
*/
void sdl_mousewheel_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
(void) indev_drv; /*Unused*/
data->state = wheel_state;
data->enc_diff = wheel_diff;
wheel_diff = 0;
}
/**
* Get input from the keyboard.
* @param indev_drv pointer to the related input device driver
* @param data store the red data here
*/
void sdl_keyboard_read(lv_indev_drv_t * indev_drv, lv_indev_data_t * data)
{
(void) indev_drv; /*Unused*/
static bool dummy_read = false;
const size_t len = strlen(buf);
/*Send a release manually*/
if (dummy_read) {
dummy_read = false;
data->state = LV_INDEV_STATE_RELEASED;
data->continue_reading = len > 0;
}
/*Send the pressed character*/
else if (len > 0) {
dummy_read = true;
data->state = LV_INDEV_STATE_PRESSED;
data->key = buf[0];
memmove(buf, buf + 1, len);
data->continue_reading = true;
}
}
/**********************
* STATIC FUNCTIONS
**********************/
/**
* SDL main thread. All SDL related task have to be handled here!
* It initializes SDL, handles drawing and the mouse.
*/
static void sdl_event_handler(lv_timer_t * t)
{
(void)t;
/*Refresh handling*/
SDL_Event event;
while(SDL_PollEvent(&event)) {
mouse_handler(&event);
mousewheel_handler(&event);
keyboard_handler(&event);
if((&event)->type == SDL_WINDOWEVENT) {
switch((&event)->window.event) {
#if SDL_VERSION_ATLEAST(2, 0, 5)
case SDL_WINDOWEVENT_TAKE_FOCUS:
#endif
case SDL_WINDOWEVENT_EXPOSED:
window_update(&monitor);
#if SDL_DUAL_DISPLAY
window_update(&monitor2);
#endif
break;
default:
break;
}
}
}
/*Run until quit event not arrives*/
if(sdl_quit_qry) {
monitor_sdl_clean_up();
exit(0);
}
}
/**
* SDL main thread. All SDL related task have to be handled here!
* It initializes SDL, handles drawing and the mouse.
*/
static void monitor_sdl_refr(lv_timer_t * t)
{
(void)t;
/*Refresh handling*/
if(monitor.sdl_refr_qry != false) {
monitor.sdl_refr_qry = false;
window_update(&monitor);
}
#if SDL_DUAL_DISPLAY
if(monitor2.sdl_refr_qry != false) {
monitor2.sdl_refr_qry = false;
window_update(&monitor2);
}
#endif
}
int quit_filter(void * userdata, SDL_Event * event)
{
(void)userdata;
if(event->type == SDL_WINDOWEVENT) {
if(event->window.event == SDL_WINDOWEVENT_CLOSE) {
sdl_quit_qry = true;
}
}
else if(event->type == SDL_QUIT) {
sdl_quit_qry = true;
}
return 1;
}
static void monitor_sdl_clean_up(void)
{
SDL_DestroyTexture(monitor.texture);
SDL_DestroyRenderer(monitor.renderer);
SDL_DestroyWindow(monitor.window);
#if SDL_DUAL_DISPLAY
SDL_DestroyTexture(monitor2.texture);
SDL_DestroyRenderer(monitor2.renderer);
SDL_DestroyWindow(monitor2.window);
#endif
SDL_Quit();
}
static void window_create(monitor_t * m)
{
m->window = SDL_CreateWindow("TFT Simulator",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SDL_HOR_RES * SDL_ZOOM, SDL_VER_RES * SDL_ZOOM, 0); /*last param. SDL_WINDOW_BORDERLESS to hide borders*/
m->renderer = SDL_CreateRenderer(m->window, -1, SDL_RENDERER_ACCELERATED);
m->texture = SDL_CreateTexture(m->renderer,
SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, SDL_HOR_RES, SDL_VER_RES);
SDL_SetTextureBlendMode(m->texture, SDL_BLENDMODE_BLEND);
/* For first frame */
SDL_SetRenderTarget(m->renderer, m->texture);
m->sdl_refr_qry = true;
}
static void window_update(monitor_t * m)
{
SDL_SetRenderTarget(m->renderer, NULL);
SDL_RenderClear(m->renderer);
#if LV_COLOR_SCREEN_TRANSP
SDL_SetRenderDrawColor(m->renderer, 0xff, 0, 0, 0xff);
SDL_Rect r;
r.x = 0; r.y = 0; r.w = SDL_HOR_RES; r.h = SDL_VER_RES;
SDL_RenderDrawRect(m->renderer, &r);
#endif
/*Update the renderer with the texture containing the rendered image*/
SDL_SetTextureBlendMode(m->texture, SDL_BLENDMODE_BLEND);
SDL_RenderSetClipRect(m->renderer, NULL);
SDL_RenderCopy(m->renderer, m->texture, NULL, NULL);
SDL_RenderPresent(m->renderer);
SDL_SetRenderTarget(m->renderer, m->texture);
}
static void mouse_handler(SDL_Event * event)
{
switch(event->type) {
case SDL_MOUSEBUTTONUP:
if(event->button.button == SDL_BUTTON_LEFT)
left_button_down = false;
break;
case SDL_MOUSEBUTTONDOWN:
if(event->button.button == SDL_BUTTON_LEFT) {
left_button_down = true;
last_x = event->motion.x / SDL_ZOOM;
last_y = event->motion.y / SDL_ZOOM;
}
break;
case SDL_MOUSEMOTION:
last_x = event->motion.x / SDL_ZOOM;
last_y = event->motion.y / SDL_ZOOM;
break;
case SDL_FINGERUP:
left_button_down = false;
last_x = LV_HOR_RES * event->tfinger.x / SDL_ZOOM;
last_y = LV_VER_RES * event->tfinger.y / SDL_ZOOM;
break;
case SDL_FINGERDOWN:
left_button_down = true;
last_x = LV_HOR_RES * event->tfinger.x / SDL_ZOOM;
last_y = LV_VER_RES * event->tfinger.y / SDL_ZOOM;
break;
case SDL_FINGERMOTION:
last_x = LV_HOR_RES * event->tfinger.x / SDL_ZOOM;
last_y = LV_VER_RES * event->tfinger.y / SDL_ZOOM;
break;
}
}
/**
* It is called periodically from the SDL thread to check mouse wheel state
* @param event describes the event
*/
static void mousewheel_handler(SDL_Event * event)
{
switch(event->type) {
case SDL_MOUSEWHEEL:
// Scroll down (y = -1) means positive encoder turn,
// so invert it
#ifdef __EMSCRIPTEN__
/*Escripten scales it wrong*/
if(event->wheel.y < 0) wheel_diff++;
if(event->wheel.y > 0) wheel_diff--;
#else
wheel_diff = -event->wheel.y;
#endif
break;
case SDL_MOUSEBUTTONDOWN:
if(event->button.button == SDL_BUTTON_MIDDLE) {
wheel_state = LV_INDEV_STATE_PRESSED;
}
break;
case SDL_MOUSEBUTTONUP:
if(event->button.button == SDL_BUTTON_MIDDLE) {
wheel_state = LV_INDEV_STATE_RELEASED;
}
break;
default:
break;
}
}
/**
* Called periodically from the SDL thread, store text input or control characters in the buffer.
* @param event describes the event
*/
static void keyboard_handler(SDL_Event * event)
{
/* We only care about SDL_KEYDOWN and SDL_TEXTINPUT events */
switch(event->type) {
case SDL_KEYDOWN: /*Button press*/
{
const uint32_t ctrl_key = keycode_to_ctrl_key(event->key.keysym.sym);
if (ctrl_key == '\0')
return;
const size_t len = strlen(buf);
if (len < KEYBOARD_BUFFER_SIZE - 1) {
buf[len] = ctrl_key;
buf[len + 1] = '\0';
}
break;
}
case SDL_TEXTINPUT: /*Text input*/
{
const size_t len = strlen(buf) + strlen(event->text.text);
if (len < KEYBOARD_BUFFER_SIZE - 1)
strcat(buf, event->text.text);
}
break;
default:
break;
}
}
/**
* Convert a SDL key code to it's LV_KEY_* counterpart or return '\0' if it's not a control character.
* @param sdl_key the key code
* @return LV_KEY_* control character or '\0'
*/
static uint32_t keycode_to_ctrl_key(SDL_Keycode sdl_key)
{
/*Remap some key to LV_KEY_... to manage groups*/
switch(sdl_key) {
case SDLK_RIGHT:
case SDLK_KP_PLUS:
return LV_KEY_RIGHT;
case SDLK_LEFT:
case SDLK_KP_MINUS:
return LV_KEY_LEFT;
case SDLK_UP:
return LV_KEY_UP;
case SDLK_DOWN:
return LV_KEY_DOWN;
case SDLK_ESCAPE:
return LV_KEY_ESC;
case SDLK_BACKSPACE:
return LV_KEY_BACKSPACE;
case SDLK_DELETE:
return LV_KEY_DEL;
case SDLK_KP_ENTER:
case '\r':
return LV_KEY_ENTER;
case SDLK_TAB:
case SDLK_PAGEDOWN:
return LV_KEY_NEXT;
case SDLK_PAGEUP:
return LV_KEY_PREV;
default:
return '\0';
}
}
/**
* A task to measure the elapsed time for LVGL
* @param data unused
* @return never return
*/
static int tick_thread(void *data)
{
(void)data;
while(1) {
SDL_Delay(5);
lv_tick_inc(5); /*Tell LittelvGL that 5 milliseconds were elapsed*/
}
return 0;
}
#endif /*USE_SDL_GPU*/