1 /**
2 * @file lv_draw_sdl_line.c
3 *
4 */
5
6 /*********************
7 * INCLUDES
8 *********************/
9 #include "../../lv_conf_internal.h"
10
11 #if LV_USE_GPU_SDL
12
13 #include "lv_draw_sdl.h"
14 #include "lv_draw_sdl_utils.h"
15 #include "lv_draw_sdl_texture_cache.h"
16 #include "lv_draw_sdl_composite.h"
17 #include "lv_draw_sdl_mask.h"
18
19 /*********************
20 * DEFINES
21 *********************/
22 #define ROUND_START 0x01
23 #define ROUND_END 0x02
24 /**********************
25 * TYPEDEFS
26 **********************/
27
28 typedef struct {
29 lv_sdl_cache_key_magic_t magic;
30 lv_coord_t length;
31 lv_coord_t width;
32 uint8_t round;
33 } lv_draw_line_key_t;
34
35 /**********************
36 * STATIC PROTOTYPES
37 **********************/
38
39 /**********************
40 * STATIC VARIABLES
41 **********************/
42
43 /**********************
44 * MACROS
45 **********************/
46
47 static lv_draw_line_key_t line_key_create(const lv_draw_line_dsc_t * dsc, lv_coord_t length);
48
49 static SDL_Texture * line_texture_create(lv_draw_sdl_ctx_t * sdl_ctx, const lv_draw_line_dsc_t * dsc,
50 lv_coord_t length);
51
52 /**********************
53 * GLOBAL FUNCTIONS
54 **********************/
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)55 void lv_draw_sdl_draw_line(lv_draw_ctx_t * draw_ctx, const lv_draw_line_dsc_t * dsc, const lv_point_t * point1,
56 const lv_point_t * point2)
57 {
58 lv_draw_sdl_ctx_t * sdl_ctx = (lv_draw_sdl_ctx_t *) draw_ctx;
59 SDL_Renderer * renderer = sdl_ctx->renderer;
60 lv_coord_t x1 = point1->x, x2 = point2->x, y1 = point1->y, y2 = point2->y;
61 double length = SDL_sqrt(SDL_pow(x2 - x1, 2) + SDL_pow(y2 - y1, 2));
62 if(length - (long) length > 0.5) {
63 length = (long) length + 1;
64 }
65
66 double angle = SDL_atan2(y2 - y1, x2 - x1) * 180 / M_PI;
67 lv_draw_line_key_t key = line_key_create(dsc, (lv_coord_t) length);
68 SDL_Texture * texture = lv_draw_sdl_texture_cache_get(sdl_ctx, &key, sizeof(key), NULL);
69 if(!texture) {
70 texture = line_texture_create(sdl_ctx, dsc, (lv_coord_t) length);
71 lv_draw_sdl_texture_cache_put(sdl_ctx, &key, sizeof(key), texture);
72 }
73
74 lv_area_t coords = {x1, y1, x2, y2};
75 const lv_area_t * clip = draw_ctx->clip_area;
76
77 SDL_Rect coords_r, clip_r;
78 lv_area_to_sdl_rect(&coords, &coords_r);
79 lv_area_to_sdl_rect(clip, &clip_r);
80
81 lv_area_t t_coords = coords, t_clip = *clip, apply_area;
82 lv_area_t extension = {dsc->width / 2, dsc->width / 2, dsc->width / 2, dsc->width / 2};
83 lv_draw_sdl_composite_begin(sdl_ctx, &coords, clip, &extension, dsc->blend_mode, &t_coords, &t_clip,
84 &apply_area);
85
86 SDL_Color color;
87 lv_color_to_sdl_color(&dsc->color, &color);
88
89 SDL_SetTextureColorMod(texture, color.r, color.g, color.b);
90 SDL_SetTextureAlphaMod(texture, dsc->opa);
91 SDL_Rect srcrect = {0, 0, (int) length + dsc->width + 2, dsc->width + 2},
92 dstrect = {t_coords.x1 - 1 - dsc->width / 2, t_coords.y1 - 1, srcrect.w, srcrect.h};
93 SDL_Point center = {1 + dsc->width / 2, 1 + dsc->width / 2};
94
95 SDL_Rect clip_rect;
96 lv_area_to_sdl_rect(&t_clip, &clip_rect);
97 if(!SDL_RectEquals(&clip_rect, &dstrect) || angle != 0) {
98 SDL_RenderSetClipRect(renderer, &clip_rect);
99 }
100 SDL_RenderCopyEx(renderer, texture, &srcrect, &dstrect, angle, ¢er, 0);
101 SDL_RenderSetClipRect(renderer, NULL);
102
103 lv_draw_sdl_composite_end(sdl_ctx, &apply_area, dsc->blend_mode);
104 }
105
106 /**********************
107 * STATIC FUNCTIONS
108 **********************/
109
line_key_create(const lv_draw_line_dsc_t * dsc,lv_coord_t length)110 static lv_draw_line_key_t line_key_create(const lv_draw_line_dsc_t * dsc, lv_coord_t length)
111 {
112 lv_draw_line_key_t key;
113 lv_memset_00(&key, sizeof(lv_draw_line_key_t));
114 key.magic = LV_GPU_CACHE_KEY_MAGIC_LINE;
115 key.length = length;
116 key.width = dsc->width;
117 key.round = (dsc->round_start ? ROUND_START : 0) | (dsc->round_end ? ROUND_END : 0);
118 return key;
119 }
120
line_texture_create(lv_draw_sdl_ctx_t * sdl_ctx,const lv_draw_line_dsc_t * dsc,lv_coord_t length)121 static SDL_Texture * line_texture_create(lv_draw_sdl_ctx_t * sdl_ctx, const lv_draw_line_dsc_t * dsc, lv_coord_t length)
122 {
123 SDL_Texture * texture = SDL_CreateTexture(sdl_ctx->renderer, LV_DRAW_SDL_TEXTURE_FORMAT, SDL_TEXTUREACCESS_TARGET,
124 length + dsc->width + 2, dsc->width + 2);
125 SDL_Texture * target = SDL_GetRenderTarget(sdl_ctx->renderer);
126 SDL_SetRenderTarget(sdl_ctx->renderer, texture);
127 SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
128 SDL_SetRenderDrawColor(sdl_ctx->renderer, 0xFF, 0xFF, 0xFF, 0x0);
129 SDL_RenderClear(sdl_ctx->renderer);
130 SDL_SetRenderDrawColor(sdl_ctx->renderer, 0xFF, 0xFF, 0xFF, 0xFF);
131 SDL_Rect line_rect = {1 + dsc->width / 2, 1, length, dsc->width};
132 SDL_RenderFillRect(sdl_ctx->renderer, &line_rect);
133 if(dsc->round_start || dsc->round_end) {
134 lv_draw_mask_radius_param_t param;
135 lv_area_t round_area = {0, 0, dsc->width - 1, dsc->width - 1};
136 lv_draw_mask_radius_init(¶m, &round_area, LV_RADIUS_CIRCLE, false);
137
138 int16_t mask_id = lv_draw_mask_add(¶m, NULL);
139 SDL_Texture * round_texture = lv_draw_sdl_mask_dump_texture(sdl_ctx->renderer, &round_area, &mask_id, 1);
140 lv_draw_mask_remove_id(mask_id);
141
142 SDL_Rect round_src = {0, 0, dsc->width, dsc->width};
143 SDL_Rect round_dst = {line_rect.x - dsc->width / 2, 1, dsc->width, dsc->width};
144 SDL_RenderCopy(sdl_ctx->renderer, round_texture, &round_src, &round_dst);
145 round_dst.x = line_rect.w + dsc->width / 2;
146 SDL_RenderCopy(sdl_ctx->renderer, round_texture, &round_src, &round_dst);
147 SDL_DestroyTexture(round_texture);
148 }
149
150 SDL_SetRenderTarget(sdl_ctx->renderer, target);
151 return texture;
152 }
153
154 #endif /*LV_USE_GPU_SDL*/
155