Searched refs:mask_area (Results 1 – 12 of 12) sorted by relevance
/lvgl-latest/src/draw/renesas/ |
D | lv_gpu_d2_draw_label.c | 152 lv_area_t mask_area; in draw_letter_normal() local 153 lv_area_copy(&mask_area, &fill_area); in draw_letter_normal() 154 mask_area.y2 = mask_area.y1 + row_end; in draw_letter_normal() 155 bool mask_any = lv_draw_mask_is_any(&mask_area); in draw_letter_normal() 158 blend_dsc.mask_area = &fill_area; in draw_letter_normal()
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/lvgl-latest/src/draw/sw/ |
D | lv_draw_sw_letter.c | 273 lv_area_t mask_area; in draw_letter_normal() local 274 lv_area_copy(&mask_area, &fill_area); in draw_letter_normal() 275 mask_area.y2 = mask_area.y1 + row_end; in draw_letter_normal() 276 bool mask_any = lv_draw_mask_is_any(&mask_area); in draw_letter_normal() 279 blend_dsc.mask_area = &fill_area; in draw_letter_normal() 431 lv_area_t mask_area; in draw_letter_subpx() local 432 lv_area_copy(&mask_area, &map_area); in draw_letter_subpx() 433 mask_area.y2 = mask_area.y1 + row_end; in draw_letter_subpx() 447 blend_dsc.mask_area = &map_area; in draw_letter_subpx()
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D | lv_draw_sw_blend.h | 36 const lv_area_t * mask_area; /**< The area of `mask_buf` with absolute coordinates*/ member
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D | lv_draw_sw_img.c | 76 blend_dsc.mask_area = coords; in lv_draw_sw_img_decoded() 92 blend_dsc.mask_area = coords; in lv_draw_sw_img_decoded() 127 blend_dsc.mask_area = &blend_area; in lv_draw_sw_img_decoded()
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D | lv_draw_sw_line.c | 159 blend_dsc.mask_area = &blend_area; in draw_line_hor() 240 blend_dsc.mask_area = &blend_area; in draw_line_ver() 393 blend_dsc.mask_area = &blend_area; in draw_line_skew()
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D | lv_draw_sw_blend.c | 151 int32_t mask_size = lv_area_get_size(dsc->mask_area); in lv_draw_sw_blend_basic() 158 mask_stride = lv_area_get_width(dsc->mask_area); in lv_draw_sw_blend_basic() 159 … mask += mask_stride * (blend_area.y1 - dsc->mask_area->y1) + (blend_area.x1 - dsc->mask_area->x1); in lv_draw_sw_blend_basic()
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D | lv_draw_sw_rect.c | 163 blend_dsc.mask_area = &blend_area; in draw_bg() 527 blend_dsc.mask_area = &blend_area; in draw_shadow() 1186 blend_dsc.mask_area = &blend_area; in draw_border_generic()
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/lvgl-latest/src/extra/widgets/colorwheel/ |
D | lv_colorwheel.c | 267 lv_area_t mask_area; in draw_disc_grad() local 268 lv_area_copy(&mask_area, &obj->coords); in draw_disc_grad() 269 mask_area.x1 += cir_w; in draw_disc_grad() 270 mask_area.x2 -= cir_w; in draw_disc_grad() 271 mask_area.y1 += cir_w; in draw_disc_grad() 272 mask_area.y2 -= cir_w; in draw_disc_grad() 274 lv_draw_mask_radius_init(&mask_in_param, &mask_area, LV_RADIUS_CIRCLE, true); in draw_disc_grad()
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/lvgl-latest/src/draw/arm2d/ |
D | lv_gpu_arm2d.c | 265 .iWidth = lv_area_get_width((__dsc)->mask_area), \ 266 .iHeight = lv_area_get_height((__dsc)->mask_area), \ 285 .iX = (__dsc)->mask_area->x1 - (__blend_area).x1, \ 286 .iY = (__dsc)->mask_area->y1 - (__blend_area).y1, \ 727 mask_stride = lv_area_get_width(dsc->mask_area); in lv_draw_arm2d_blend() 728 … mask += mask_stride * (blend_area.y1 - dsc->mask_area->y1) + (blend_area.x1 - dsc->mask_area->x1); in lv_draw_arm2d_blend() 934 blend_dsc.mask_area = coords; in lv_draw_arm2d_img_decoded() 951 blend_dsc.mask_area = coords; in lv_draw_arm2d_img_decoded() 986 blend_dsc.mask_area = &blend_area; in lv_draw_arm2d_img_decoded()
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/lvgl-latest/src/draw/sdl/ |
D | lv_draw_sdl_rect.c | 664 lv_area_t mask_area = {blur_growth, blur_growth}, mask_area_blurred = {0, 0}; in draw_shadow() local 665 lv_area_set_width(&mask_area, frag_size * 2); in draw_shadow() 666 lv_area_set_height(&mask_area, frag_size * 2); in draw_shadow() 671 lv_draw_mask_radius_init(&mask_rout_param, &mask_area, radius, false); in draw_shadow()
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/lvgl-latest/src/draw/stm32_dma2d/ |
D | lv_gpu_stm32_dma2d.c | 165 lv_coord_t mask_stride = lv_area_get_width(dsc->mask_area); in lv_draw_stm32_dma2d_blend() 166 …lv_point_t mask_offset = lv_area_get_offset(dsc->mask_area, &draw_area); // mask offset in relatio… in lv_draw_stm32_dma2d_blend()
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/lvgl-latest/docs/porting/ |
D | gpu.md | 75 - `const lv_area_t * mask_area` The area of `mask_buf` with absolute coordinates
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