merge gui_display.* into gui.*
This commit is contained in:
parent
edf1fcb06b
commit
e0a789eef4
6 changed files with 84 additions and 98 deletions
1
Makefile
1
Makefile
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@ -16,7 +16,6 @@ dist/hpemu: src/bus.o \
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src/main.o \
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src/opcodes.o \
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src/gui_buttons.o \
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src/gui_display.o \
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src/files.o \
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src/ports.o \
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src/rpl.o \
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76
src/gui.c
76
src/gui.c
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@ -317,7 +317,81 @@ void button_draw_all( Button* buttons )
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}
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}
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bool gui_refresh()
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void SDL__display_show()
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{
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SDL_SetRenderDrawColor( renderer, colors.faceplate.r, colors.faceplate.g, colors.faceplate.b, colors.faceplate.a );
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SDL_RenderClear( renderer );
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if ( shouldRender == true ) {
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shouldRender = false;
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int pitch, w, h;
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Uint32* pixels;
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int access;
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Uint32 format;
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if ( SDL_QueryTexture( texTarget, &format, &access, &w, &h ) != 0 )
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printf( "error\n" );
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if ( SDL_LockTexture( texTarget, NULL, ( void** )&pixels, &pitch ) != 0 )
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printf( "SDL_LockTexture: %s.\n", SDL_GetError() );
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SDL_PixelFormat* pixelFormat = SDL_AllocFormat( format );
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// do stuff
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for ( int y = 0; y < LCD_HEIGHT; y++ ) {
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for ( int x = 0; x < LCD_WIDTH; x++ ) {
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int R = 0;
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int G = 0;
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int B = 0;
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byte hp48pixel = lcdScreenGS[ x + y * LCD_WIDTH ];
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if ( hp48pixel == '\0' ) {
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R = colors.lcd_pixoff.r;
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G = colors.lcd_pixoff.g;
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B = colors.lcd_pixoff.b;
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} else if ( hp48pixel == '\1' ) {
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R = colors.lcd_pixgray1.r;
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G = colors.lcd_pixgray1.g;
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B = colors.lcd_pixgray1.b;
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} else if ( hp48pixel == '\2' ) {
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R = colors.lcd_pixgray2.r;
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G = colors.lcd_pixgray2.g;
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B = colors.lcd_pixgray2.b;
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} else if ( hp48pixel == '\3' ) {
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R = colors.lcd_pixon.r;
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G = colors.lcd_pixon.g;
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B = colors.lcd_pixon.b;
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}
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// Now you want to format the color to a correct format that SDL
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// can use. Basically we convert our RGB color to a hex-like BGR
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// color.
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Uint32 color = SDL_MapRGB( pixelFormat, R, G, B );
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// Before setting the color, we need to know where we have to
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// place it.
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Uint32 pixelPosition = y * ( pitch / sizeof( unsigned int ) ) + x;
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pixels[ pixelPosition ] = color;
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}
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}
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SDL_UnlockTexture( texTarget );
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}
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// Show rendered to texture
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SDL_Rect r1 = { 0, 0, LCD_WIDTH, LCD_HEIGHT };
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SDL_Rect r2 = { LCD_X * UI_SCALE, LCD_Y * UI_SCALE, LCD_WIDTH * UI_SCALE, LCD_HEIGHT * UI_SCALE };
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SDL_RenderCopyEx( renderer, texTarget, &r1, &r2, 0, NULL, SDL_FLIP_NONE );
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button_draw_all( calc_buttons );
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SDL_RenderPresent( renderer );
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}
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bool gui_events()
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{
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SDL_Event event;
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@ -90,7 +90,9 @@ extern bool SDL_ready;
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extern void button_draw_all( /*BITMAP *bmp,*/ Button* buttons );
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extern bool gui_refresh();
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extern void SDL__display_show( void );
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extern bool gui_events();
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extern void gui_init( void );
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extern void gui_exit( void );
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#endif
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@ -1,82 +0,0 @@
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include "display.h"
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#include "gui.h"
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#include "gui_buttons.h"
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void SDL__display_show()
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{
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SDL_SetRenderDrawColor( renderer, colors.faceplate.r, colors.faceplate.g, colors.faceplate.b, colors.faceplate.a );
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SDL_RenderClear( renderer );
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if ( shouldRender == true ) {
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shouldRender = false;
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int pitch, w, h;
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Uint32* pixels;
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int access;
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Uint32 format;
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if ( SDL_QueryTexture( texTarget, &format, &access, &w, &h ) != 0 )
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printf( "error\n" );
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if ( SDL_LockTexture( texTarget, NULL, ( void** )&pixels, &pitch ) != 0 )
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printf( "SDL_LockTexture: %s.\n", SDL_GetError() );
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SDL_PixelFormat* pixelFormat = SDL_AllocFormat( format );
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// do stuff
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for ( int y = 0; y < LCD_HEIGHT; y++ ) {
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for ( int x = 0; x < LCD_WIDTH; x++ ) {
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int R = 0;
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int G = 0;
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int B = 0;
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byte hp48pixel = lcdScreenGS[ x + y * LCD_WIDTH ];
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if ( hp48pixel == '\0' ) {
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R = colors.lcd_pixoff.r;
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G = colors.lcd_pixoff.g;
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B = colors.lcd_pixoff.b;
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} else if ( hp48pixel == '\1' ) {
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R = colors.lcd_pixgray1.r;
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G = colors.lcd_pixgray1.g;
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B = colors.lcd_pixgray1.b;
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} else if ( hp48pixel == '\2' ) {
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R = colors.lcd_pixgray2.r;
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G = colors.lcd_pixgray2.g;
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B = colors.lcd_pixgray2.b;
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} else if ( hp48pixel == '\3' ) {
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R = colors.lcd_pixon.r;
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G = colors.lcd_pixon.g;
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B = colors.lcd_pixon.b;
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}
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// Now you want to format the color to a correct format that SDL
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// can use. Basically we convert our RGB color to a hex-like BGR
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// color.
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Uint32 color = SDL_MapRGB( pixelFormat, R, G, B );
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// Before setting the color, we need to know where we have to
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// place it.
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Uint32 pixelPosition = y * ( pitch / sizeof( unsigned int ) ) + x;
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pixels[ pixelPosition ] = color;
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}
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}
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SDL_UnlockTexture( texTarget );
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}
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// Show rendered to texture
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SDL_Rect r1 = { 0, 0, LCD_WIDTH, LCD_HEIGHT };
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SDL_Rect r2 = { LCD_X * UI_SCALE, LCD_Y * UI_SCALE, LCD_WIDTH * UI_SCALE, LCD_HEIGHT * UI_SCALE };
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SDL_RenderCopyEx( renderer, texTarget, &r1, &r2, 0, NULL, SDL_FLIP_NONE );
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button_draw_all( calc_buttons );
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SDL_RenderPresent( renderer );
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}
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@ -1,6 +0,0 @@
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#ifndef __GUI_DISPLAY_H
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#define __GUI_DISPLAY_H
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extern void SDL__display_show( void );
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#endif
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@ -7,7 +7,6 @@
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#include "emulator.h"
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#include "gui.h"
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#include "display.h"
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#include "gui_display.h"
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unsigned int currentTime;
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@ -38,7 +37,7 @@ static inline void mainloop()
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SDL__display_show();
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}
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if ( !gui_refresh() )
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if ( !gui_events() )
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return;
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}
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