split SDL__display_show() otu of display

This commit is contained in:
Gwenhael Le Moine 2024-04-13 14:13:24 +02:00
parent 284f64c69f
commit 31533e8725
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GPG key ID: FDFE3669426707A7
8 changed files with 110 additions and 94 deletions

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@ -17,6 +17,7 @@ dist/hpemu: src/bus.o \
src/main.o \
src/opcodes.o \
src/gui_buttons.o \
src/gui_display.o \
src/files.o \
src/ports.o \
src/rpl.o \

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@ -1,8 +1,5 @@
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "types.h"
#include "bus.h"
#include "gui_buttons.h"
@ -25,16 +22,10 @@ static address cur_adr;
static bool in_menu;
static byte off_line;
static int off_cnt;
static bool shouldRender = false;
bool shouldRender = false;
static int screen_draw_count = 0;
static bool drawGS = false;
extern SDL_Renderer* renderer;
extern SDL_Window* window;
extern SDL_Texture* texTarget;
extern SDL_Texture* tex2Target;
extern SDL_Texture* faceplateTexture;
static address draw_lcd_line( address adr, int y )
{
int bit = 0;
@ -148,82 +139,3 @@ void display_update( void )
} else if ( off_cnt <= 7 ) /* Display is off and still fading */
off_cnt = 8;
}
void SDL__display_show()
{
SDL_SetRenderDrawColor( renderer, 48, 68, 90, 0xFF ); // bleu foncé
SDL_RenderClear( renderer );
if ( faceplateTexture ) {
SDL_Rect r3 = { 8, 0, 504, 1124 };
SDL_RenderCopy( renderer, faceplateTexture, NULL, &r3 );
}
if ( shouldRender == true ) {
shouldRender = false;
int pitch, w, h;
Uint32* pixels;
int access;
Uint32 format;
if ( SDL_QueryTexture( texTarget, &format, &access, &w, &h ) != 0 )
printf( "error\n" );
if ( SDL_LockTexture( texTarget, NULL, ( void** )&pixels, &pitch ) != 0 )
printf( "SDL_LockTexture: %s.\n", SDL_GetError() );
SDL_PixelFormat* pixelFormat = SDL_AllocFormat( format );
// do stuff
for ( int y = 0; y < LCD_HEIGHT; y++ ) {
for ( int x = 0; x < LCD_WIDTH; x++ ) {
int R = 0;
int G = 0;
int B = 0;
byte hp48pixel = lcdScreenGS[ x + y * LCD_WIDTH ];
if ( hp48pixel == '\0' ) {
R = 119;
G = 153;
B = 136;
} else if ( hp48pixel == '\1' ) {
R = 71; // 200;
G = 134; // 20;
B = 145; // 20;
} else if ( hp48pixel == '\2' ) {
R = 13; // 20;
G = 108; // 200;
B = 111; // 20;
} else if ( hp48pixel == '\3' ) {
R = 37;
G = 61;
B = 84;
}
// Now you want to format the color to a correct format that SDL
// can use. Basically we convert our RGB color to a hex-like BGR
// color.
Uint32 color = SDL_MapRGB( pixelFormat, R, G, B );
// Before setting the color, we need to know where we have to
// place it.
Uint32 pixelPosition = y * ( pitch / sizeof( unsigned int ) ) + x;
pixels[ pixelPosition ] = color;
}
}
SDL_UnlockTexture( texTarget );
}
// Show rendered to texture
SDL_Rect r1 = { 0, 0, LCD_WIDTH, LCD_HEIGHT };
SDL_Rect r2 = { LCD_X * UI_SCALE, LCD_Y * UI_SCALE, LCD_WIDTH * UI_SCALE, LCD_HEIGHT * UI_SCALE };
SDL_RenderCopyEx( renderer, texTarget, &r1, &r2, 0, NULL, SDL_FLIP_NONE );
button_draw_all( calc_buttons );
SDL_RenderPresent( renderer );
}

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@ -5,6 +5,9 @@
#include "types.h"
#define LCD_WIDTH 131
#define LCD_HEIGHT 64
extern address menu_base;
extern address display_base;
extern address display_line_offset;
@ -12,8 +15,9 @@ extern byte display_line_count;
extern byte display_height;
extern byte display_offset;
extern bool display_enable;
extern bool shouldRender;
extern byte lcdScreenGS[];
extern void display_update( void );
extern void SDL__display_show( void );
#endif

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@ -10,6 +10,9 @@
#include "files.h"
#include "gui.h"
#include "emulator.h"
#include "display.h"
#define PANEL_FLAG_VISIBLE 0x01
extern SDL_Renderer* renderer;
extern SDL_Texture* faceplateTexture;
@ -28,8 +31,6 @@ SDL_Texture* label_Rshift[ 49 ];
SDL_Surface* surfD[ 49 ];
SDL_Texture* label_below[ 49 ];
#define PANEL_FLAG_VISIBLE 0x01
static inline void drawText( int index, int x, int y, int btn_w, int btn_h )
{
SDL_Surface* letterSurface = surfA[ index ];

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@ -15,8 +15,6 @@
#define LCD_X UI_PADDING
#define LCD_Y ( UI_PADDING + ANNUNC_HEIGHT )
#define LCD_WIDTH 131
#define LCD_HEIGHT 64
#define UI_K_WIDTH_1 19
#define UI_K_HEIGHT_1 10

93
src/gui_display.c Normal file
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@ -0,0 +1,93 @@
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "display.h"
#include "gui.h"
#include "gui_buttons.h"
extern SDL_Renderer* renderer;
extern SDL_Window* window;
extern SDL_Texture* texTarget;
extern SDL_Texture* tex2Target;
extern SDL_Texture* faceplateTexture;
void SDL__display_show()
{
SDL_SetRenderDrawColor( renderer, 48, 68, 90, 0xFF ); // bleu foncé
SDL_RenderClear( renderer );
if ( faceplateTexture ) {
SDL_Rect r3 = { 8, 0, 504, 1124 };
SDL_RenderCopy( renderer, faceplateTexture, NULL, &r3 );
}
if ( shouldRender == true ) {
shouldRender = false;
int pitch, w, h;
Uint32* pixels;
int access;
Uint32 format;
if ( SDL_QueryTexture( texTarget, &format, &access, &w, &h ) != 0 )
printf( "error\n" );
if ( SDL_LockTexture( texTarget, NULL, ( void** )&pixels, &pitch ) != 0 )
printf( "SDL_LockTexture: %s.\n", SDL_GetError() );
SDL_PixelFormat* pixelFormat = SDL_AllocFormat( format );
// do stuff
for ( int y = 0; y < LCD_HEIGHT; y++ ) {
for ( int x = 0; x < LCD_WIDTH; x++ ) {
int R = 0;
int G = 0;
int B = 0;
byte hp48pixel = lcdScreenGS[ x + y * LCD_WIDTH ];
if ( hp48pixel == '\0' ) {
R = 119;
G = 153;
B = 136;
} else if ( hp48pixel == '\1' ) {
R = 71; // 200;
G = 134; // 20;
B = 145; // 20;
} else if ( hp48pixel == '\2' ) {
R = 13; // 20;
G = 108; // 200;
B = 111; // 20;
} else if ( hp48pixel == '\3' ) {
R = 37;
G = 61;
B = 84;
}
// Now you want to format the color to a correct format that SDL
// can use. Basically we convert our RGB color to a hex-like BGR
// color.
Uint32 color = SDL_MapRGB( pixelFormat, R, G, B );
// Before setting the color, we need to know where we have to
// place it.
Uint32 pixelPosition = y * ( pitch / sizeof( unsigned int ) ) + x;
pixels[ pixelPosition ] = color;
}
}
SDL_UnlockTexture( texTarget );
}
// Show rendered to texture
SDL_Rect r1 = { 0, 0, LCD_WIDTH, LCD_HEIGHT };
SDL_Rect r2 = { LCD_X * UI_SCALE, LCD_Y * UI_SCALE, LCD_WIDTH * UI_SCALE, LCD_HEIGHT * UI_SCALE };
SDL_RenderCopyEx( renderer, texTarget, &r1, &r2, 0, NULL, SDL_FLIP_NONE );
button_draw_all( calc_buttons );
SDL_RenderPresent( renderer );
}

6
src/gui_display.h Normal file
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@ -0,0 +1,6 @@
#ifndef __GUI_DISPLAY_H
#define __GUI_DISPLAY_H
extern void SDL__display_show( void );
#endif

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@ -6,6 +6,7 @@
#include "emulator.h"
#include "gui.h"
#include "display.h"
#include "gui_display.h"
unsigned int currentTime;