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authorWilliam Wilgus <wilgus.william@gmail.com>2020-10-07 02:01:35 -0400
committerWilliam Wilgus <wilgus.william@gmail.com>2020-10-26 12:28:48 -0400
commit3237ae4a4ff9296a377ff9194a11038da161208f (patch)
treeaf4338c78467b9b0845d76c39da1fbe10f25e23e /apps/plugins/invadrox.c
parent12f3ed1699d6bef25bed90ba95cbcc1a6bb4934a (diff)
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LCD core move buf ptr and address look up function viewport struct
I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
Diffstat (limited to 'apps/plugins/invadrox.c')
-rw-r--r--apps/plugins/invadrox.c12
1 files changed, 7 insertions, 5 deletions
diff --git a/apps/plugins/invadrox.c b/apps/plugins/invadrox.c
index 0b26581b30..1c39a01c87 100644
--- a/apps/plugins/invadrox.c
+++ b/apps/plugins/invadrox.c
@@ -768,7 +768,7 @@ int curr_alien, aliens_paralyzed, gamespeed;
int ufo_state, ufo_x;
bool level_finished;
bool aliens_down, aliens_right, hit_left_border, hit_right_border;
-
+static fb_data *lcd_fb;
/* No standard get_pixel function yet, use this hack instead */
#if (LCD_DEPTH >= 8)
@@ -776,12 +776,12 @@ bool aliens_down, aliens_right, hit_left_border, hit_right_border;
#if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE
static inline fb_data get_pixel(int x, int y)
{
- return *rb->lcd_framebuffer[x*LCD_HEIGHT+y];
+ return lcd_fb[x*LCD_HEIGHT+y];
}
#else
static inline fb_data get_pixel(int x, int y)
{
- return *rb->lcd_framebuffer[ytab[y] + x];
+ return lcd_fb[ytab[y] + x];
}
#endif
@@ -794,7 +794,7 @@ static const unsigned char shifts[4] = {
/* Horizontal packing */
static inline fb_data get_pixel(int x, int y)
{
- return (*rb->lcd_framebuffer[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3;
+ return (lcd_fb[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3;
}
#else
/* Vertical packing */
@@ -803,7 +803,7 @@ static const unsigned char shifts[4] = {
};
static inline fb_data get_pixel(int x, int y)
{
- return (*rb->lcd_framebuffer[ytab[y] + x] >> shifts[y & 3]) & 3;
+ return (lcd_fb[ytab[y] + x] >> shifts[y & 3]) & 3;
}
#endif /* Horizontal/Vertical packing */
@@ -1902,6 +1902,8 @@ enum plugin_status plugin_start(UNUSED const void* parameter)
#ifdef HAVE_BACKLIGHT
backlight_ignore_timeout();
#endif
+ struct viewport *vp_main = rb->lcd_set_viewport(NULL);
+ lcd_fb = vp_main->buffer->fb_ptr;
/* now go ahead and have fun! */
game_loop();