/** * @file lv_draw_sdl_line.c * */ /********************* * INCLUDES *********************/ #include "../../lv_conf_internal.h" #if LV_USE_GPU_SDL #include "lv_draw_sdl.h" #include "lv_draw_sdl_utils.h" #include "lv_draw_sdl_texture_cache.h" #include "lv_draw_sdl_composite.h" #include "lv_draw_sdl_mask.h" /********************* * DEFINES *********************/ #define ROUND_START 0x01 #define ROUND_END 0x02 /********************** * TYPEDEFS **********************/ typedef struct { lv_sdl_cache_key_magic_t magic; lv_coord_t length; lv_coord_t width; uint8_t round; } lv_draw_line_key_t; /********************** * STATIC PROTOTYPES **********************/ /********************** * STATIC VARIABLES **********************/ /********************** * MACROS **********************/ static lv_draw_line_key_t line_key_create(const lv_draw_line_dsc_t * dsc, lv_coord_t length); static SDL_Texture * line_texture_create(lv_draw_sdl_ctx_t * sdl_ctx, const lv_draw_line_dsc_t * dsc, lv_coord_t length); /********************** * GLOBAL FUNCTIONS **********************/ void lv_draw_sdl_draw_line(lv_draw_ctx_t * draw_ctx, const lv_draw_line_dsc_t * dsc, const lv_point_t * point1, const lv_point_t * point2, bool * in_cache) { lv_draw_sdl_ctx_t * sdl_ctx = (lv_draw_sdl_ctx_t *) draw_ctx; SDL_Renderer * renderer = sdl_ctx->renderer; lv_coord_t x1 = point1->x, x2 = point2->x, y1 = point1->y, y2 = point2->y; double length = SDL_sqrt(SDL_pow(x2 - x1, 2) + SDL_pow(y2 - y1, 2)); if(length - (long) length > 0.5) { length = (long) length + 1; } double angle = SDL_atan2(y2 - y1, x2 - x1) * 180 / M_PI; lv_draw_line_key_t key = line_key_create(dsc, (lv_coord_t) length); SDL_Texture * texture = lv_draw_sdl_texture_cache_get(sdl_ctx, &key, sizeof(key), NULL); if(!texture) { texture = line_texture_create(sdl_ctx, dsc, (lv_coord_t) length); *in_cache = lv_draw_sdl_texture_cache_put(sdl_ctx, &key, sizeof(key), texture); } lv_area_t coords = {x1, y1, x2, y2}; const lv_area_t * clip = draw_ctx->clip_area; SDL_Rect coords_r, clip_r; lv_area_to_sdl_rect(&coords, &coords_r); lv_area_to_sdl_rect(clip, &clip_r); lv_area_t t_coords = coords, t_clip = *clip, apply_area; lv_area_t extension = {dsc->width / 2, dsc->width / 2, dsc->width / 2, dsc->width / 2}; lv_draw_sdl_composite_begin(sdl_ctx, &coords, clip, &extension, dsc->blend_mode, &t_coords, &t_clip, &apply_area); SDL_Color color; lv_color_to_sdl_color(&dsc->color, &color); SDL_SetTextureColorMod(texture, color.r, color.g, color.b); SDL_SetTextureAlphaMod(texture, dsc->opa); SDL_Rect srcrect = {0, 0, (int) length + dsc->width + 2, dsc->width + 2}, dstrect = {t_coords.x1 - 1 - dsc->width / 2, t_coords.y1 - 1, srcrect.w, srcrect.h}; SDL_Point center = {1 + dsc->width / 2, 1 + dsc->width / 2}; SDL_Rect clip_rect; lv_area_to_sdl_rect(&t_clip, &clip_rect); if(!SDL_RectEquals(&clip_rect, &dstrect) || angle != 0) { SDL_RenderSetClipRect(renderer, &clip_rect); } SDL_RenderCopyEx(renderer, texture, &srcrect, &dstrect, angle, ¢er, 0); SDL_RenderSetClipRect(renderer, NULL); lv_draw_sdl_composite_end(sdl_ctx, &apply_area, dsc->blend_mode); } /********************** * STATIC FUNCTIONS **********************/ static lv_draw_line_key_t line_key_create(const lv_draw_line_dsc_t * dsc, lv_coord_t length) { lv_draw_line_key_t key; lv_memset_00(&key, sizeof(lv_draw_line_key_t)); key.magic = LV_GPU_CACHE_KEY_MAGIC_LINE; key.length = length; key.width = dsc->width; key.round = (dsc->round_start ? ROUND_START : 0) | (dsc->round_end ? ROUND_END : 0); return key; } static SDL_Texture * line_texture_create(lv_draw_sdl_ctx_t * sdl_ctx, const lv_draw_line_dsc_t * dsc, lv_coord_t length) { SDL_Texture * texture = SDL_CreateTexture(sdl_ctx->renderer, LV_DRAW_SDL_TEXTURE_FORMAT, SDL_TEXTUREACCESS_TARGET, length + dsc->width + 2, dsc->width + 2); SDL_Texture * target = SDL_GetRenderTarget(sdl_ctx->renderer); SDL_SetRenderTarget(sdl_ctx->renderer, texture); SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(sdl_ctx->renderer, 0xFF, 0xFF, 0xFF, 0x0); /* SDL_RenderClear is not working properly, so we overwrite the target with solid color */ SDL_SetRenderDrawBlendMode(sdl_ctx->renderer, SDL_BLENDMODE_NONE); SDL_RenderFillRect(sdl_ctx->renderer, NULL); SDL_SetRenderDrawBlendMode(sdl_ctx->renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(sdl_ctx->renderer, 0xFF, 0xFF, 0xFF, 0xFF); SDL_Rect line_rect = {1 + dsc->width / 2, 1, length, dsc->width}; SDL_RenderFillRect(sdl_ctx->renderer, &line_rect); if(dsc->round_start || dsc->round_end) { lv_draw_mask_radius_param_t param; lv_area_t round_area = {0, 0, dsc->width - 1, dsc->width - 1}; lv_draw_mask_radius_init(¶m, &round_area, LV_RADIUS_CIRCLE, false); int16_t mask_id = lv_draw_mask_add(¶m, NULL); SDL_Texture * round_texture = lv_draw_sdl_mask_dump_texture(sdl_ctx->renderer, &round_area, &mask_id, 1); lv_draw_mask_remove_id(mask_id); SDL_Rect round_src = {0, 0, dsc->width, dsc->width}; SDL_Rect round_dst = {line_rect.x - dsc->width / 2, 1, dsc->width, dsc->width}; SDL_RenderCopy(sdl_ctx->renderer, round_texture, &round_src, &round_dst); round_dst.x = line_rect.w + dsc->width / 2; SDL_RenderCopy(sdl_ctx->renderer, round_texture, &round_src, &round_dst); SDL_DestroyTexture(round_texture); } SDL_SetRenderTarget(sdl_ctx->renderer, target); return texture; } #endif /*LV_USE_GPU_SDL*/