lvgl_cpp/lvgl/draw/sdl/lv_draw_sdl_composite.h

73 lines
2.1 KiB
C

/**
* @file lv_draw_sdl_composite.h
*
*/
#ifndef LV_DRAW_SDL_COMPOSITE_H
#define LV_DRAW_SDL_COMPOSITE_H
#ifdef __cplusplus
extern "C" {
#endif
/*********************
* INCLUDES
*********************/
#include "../../lv_conf_internal.h"
#include LV_GPU_SDL_INCLUDE_PATH
#include "lv_draw_sdl.h"
#include "../../misc/lv_area.h"
#include "../../misc/lv_color.h"
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
typedef enum lv_draw_sdl_composite_texture_id_t {
LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM0,
LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_STREAM1,
LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET0,
LV_DRAW_SDL_COMPOSITE_TEXTURE_ID_TARGET1,
} lv_draw_sdl_composite_texture_id_t;
/**********************
* GLOBAL PROTOTYPES
**********************/
/**
* Begin drawing with mask. Render target will be switched to a temporary texture,
* and drawing coordinates may get clipped or translated
* @param coords_in Original coordinates
* @param clip_in Original clip area
* @param extension Useful for shadows or outlines, can be NULL
* @param coords_out Translated coords
* @param clip_out Translated clip area
* @param apply_area Area of actual composited texture will be drawn
* @return true if there are any mask needs to be drawn, false otherwise
*/
bool lv_draw_sdl_composite_begin(lv_draw_sdl_ctx_t * ctx, const lv_area_t * coords_in, const lv_area_t * clip_in,
const lv_area_t * extension, lv_blend_mode_t blend_mode, lv_area_t * coords_out,
lv_area_t * clip_out, lv_area_t * apply_area);
void lv_draw_sdl_composite_end(lv_draw_sdl_ctx_t * ctx, const lv_area_t * apply_area, lv_blend_mode_t blend_mode);
SDL_Texture * lv_draw_sdl_composite_texture_obtain(lv_draw_sdl_ctx_t * ctx, lv_draw_sdl_composite_texture_id_t id,
lv_coord_t w, lv_coord_t h);
/**********************
* MACROS
**********************/
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /*LV_DRAW_SDL_COMPOSITE_H*/