summaryrefslogtreecommitdiffstats
path: root/uisimulator/sdl/lcd-charcell.c
blob: 89c46f77383740675a86b2b5f826bee9a5afb1fc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2006 Dan Everton
 *
 * All files in this archive are subject to the GNU General Public License.
 * See the file COPYING in the source tree root for full license agreement.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/

#include "lcd.h"
#include "lcd-playersim.h"
#include "uisdl.h"
#include "lcd-sdl.h"

SDL_Surface* lcd_surface;
SDL_Color lcd_color_zero = {UI_LCD_BGCOLOR, 0};
SDL_Color lcd_backlight_color_zero = {UI_LCD_BGCOLORLIGHT, 0};
SDL_Color lcd_color_max  = {0, 0, 0, 0};

/* Defined in lcd-playersim.c */
extern void lcd_print_char(int x, int y);

void lcd_update(void)
{
    int x, y;
    SDL_Rect dest = {UI_LCD_POSX, UI_LCD_POSY, UI_LCD_WIDTH, UI_LCD_HEIGHT};

    SDL_LockSurface(lcd_surface);
    
    for (y=0; y<2; y++) {
        for (x=0; x<11; x++) {
            lcd_print_char(x, y);
        }
    }
    
    SDL_UnlockSurface(lcd_surface);

    if (!background) {
        dest.x -= UI_LCD_POSX;
        dest.y -= UI_LCD_POSY;
    }
    
    SDL_BlitSurface(lcd_surface, NULL, gui_surface, &dest);
    SDL_UpdateRect(gui_surface, dest.x, dest.y, dest.w, dest.h);
    SDL_Flip(gui_surface);
}

void drawdots(int color, struct coordinate *points, int count)
{
    SDL_Rect dest;
    Uint32 sdlcolor;
    
    SDL_LockSurface(lcd_surface);

    if (color == 1) {
        sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
    } else {
        sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
    }

    while (count--) {
        dest.x = points[count].x * display_zoom;
        dest.y = points[count].y * display_zoom;
        dest.w = 1 * display_zoom;
        dest.h = 1 * display_zoom;

        SDL_FillRect(lcd_surface, &dest, sdlcolor);
    }

    SDL_UnlockSurface(lcd_surface);
}

void drawrectangles(int color, struct rectangle *points, int count)
{
    SDL_Rect dest;
    Uint32 sdlcolor;

    SDL_LockSurface(lcd_surface);

    if (color == 1) {
        sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_max.r, lcd_color_max.g, lcd_color_max.b);
    } else {
        sdlcolor = SDL_MapRGB(lcd_surface->format, lcd_color_zero.r, lcd_color_zero.g, lcd_color_zero.b);
    }
    
    while (count--) {
        dest.x = points[count].x * display_zoom;
        dest.y = points[count].y * display_zoom;
        dest.w = points[count].width * display_zoom;
        dest.h = points[count].height * display_zoom;
        
        SDL_FillRect(lcd_surface, &dest, sdlcolor);
    }

    SDL_UnlockSurface(lcd_surface);
}

#ifdef CONFIG_BACKLIGHT
void sim_backlight(int value)
{
    if (value > 0) {
        sdl_set_gradient(lcd_surface, &lcd_backlight_color_zero, &lcd_color_max,
                         0, (1<<LCD_DEPTH));
    } else {
        sdl_set_gradient(lcd_surface, &lcd_color_zero, &lcd_color_max,
                         0, (1<<LCD_DEPTH));
    }
    
    lcd_update();
}
#endif

/* initialise simulator lcd driver */
void sim_lcd_init(void)
{
    lcd_surface = SDL_CreateRGBSurface(SDL_SWSURFACE, LCD_WIDTH * display_zoom,
        LCD_HEIGHT * display_zoom, 8, 0, 0, 0, 0);

    sdl_set_gradient(lcd_surface, &lcd_backlight_color_zero, &lcd_color_max, 
                     0, (1<<LCD_DEPTH));
}