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![CTCaer](/assets/img/avatar_default.png)
BDK will allow developers to use the full collection of drivers, with limited editing, if any, for making payloads for Nintendo Switch. Using a single source for everything will also help decoupling Switch specific code and easily port it to other Tegra X1/X1+ platforms. And maybe even to lower targets. Everything is now centrilized into bdk folder. Every module or project can utilize it by simply including it. This is just the start and it will continue to improve.
265 lines
9.2 KiB
C
265 lines
9.2 KiB
C
/**
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* @file lv_draw_arc.c
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*
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*/
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/*********************
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* INCLUDES
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*********************/
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#include "lv_draw_arc.h"
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#include "../lv_misc/lv_math.h"
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/*********************
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* DEFINES
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*********************/
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/**********************
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* TYPEDEFS
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**********************/
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/**********************
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* STATIC PROTOTYPES
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**********************/
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static uint16_t fast_atan2(int x, int y);
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static void ver_line(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_coord_t len, lv_color_t color, lv_opa_t opa);
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static void hor_line(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_coord_t len, lv_color_t color, lv_opa_t opa);
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static bool deg_test_norm(uint16_t deg, uint16_t start, uint16_t end);
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static bool deg_test_inv(uint16_t deg, uint16_t start, uint16_t end);
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/**********************
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* STATIC VARIABLES
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**********************/
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/**********************
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* MACROS
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**********************/
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/**********************
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* GLOBAL FUNCTIONS
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**********************/
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/**
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* Draw an arc. (Can draw pie too with great thickness.)
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* @param center_x the x coordinate of the center of the arc
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* @param center_y the y coordinate of the center of the arc
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* @param radius the radius of the arc
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* @param mask the arc will be drawn only in this mask
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* @param start_angle the start angle of the arc (0 deg on the bottom, 90 deg on the right)
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* @param end_angle the end angle of the arc
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* @param style style of the arc (`body.thickness`, `body.main_color`, `body.opa` is used)
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* @param opa_scale scale down all opacities by the factor
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*/
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void lv_draw_arc(lv_coord_t center_x, lv_coord_t center_y, uint16_t radius, const lv_area_t * mask,
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uint16_t start_angle, uint16_t end_angle, const lv_style_t * style, lv_opa_t opa_scale)
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{
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lv_coord_t thickness = style->line.width;
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if(thickness > radius) thickness = radius;
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lv_coord_t r_out = radius;
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lv_coord_t r_in = r_out - thickness;
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int16_t deg_base;
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int16_t deg;
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lv_coord_t x_start[4];
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lv_coord_t x_end[4];
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lv_color_t color = style->line.color;
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lv_opa_t opa = opa_scale == LV_OPA_COVER ? style->body.opa : (uint16_t)((uint16_t) style->body.opa * opa_scale) >> 8;
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bool (*deg_test)(uint16_t, uint16_t, uint16_t);
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if(start_angle <= end_angle) deg_test = deg_test_norm;
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else deg_test = deg_test_inv;
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if(deg_test(270, start_angle, end_angle)) hor_line(center_x - r_out + 1, center_y, mask, thickness - 1, color, opa); // Left Middle
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if(deg_test(90, start_angle, end_angle)) hor_line(center_x + r_in, center_y, mask, thickness - 1, color, opa); // Right Middle
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if(deg_test(180, start_angle, end_angle)) ver_line(center_x, center_y - r_out + 1, mask, thickness - 1, color, opa); // Top Middle
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if(deg_test(0, start_angle, end_angle)) ver_line(center_x, center_y + r_in, mask, thickness - 1, color, opa); // Bottom middle
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uint32_t r_out_sqr = r_out * r_out;
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uint32_t r_in_sqr = r_in * r_in;
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int16_t xi;
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int16_t yi;
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for(yi = -r_out; yi < 0; yi++) {
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x_start[0] = LV_COORD_MIN;
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x_start[1] = LV_COORD_MIN;
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x_start[2] = LV_COORD_MIN;
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x_start[3] = LV_COORD_MIN;
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x_end[0] = LV_COORD_MIN;
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x_end[1] = LV_COORD_MIN;
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x_end[2] = LV_COORD_MIN;
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x_end[3] = LV_COORD_MIN;
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for(xi = -r_out; xi < 0; xi++) {
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uint32_t r_act_sqr = xi * xi + yi * yi;
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if(r_act_sqr > r_out_sqr) continue;
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deg_base = fast_atan2(xi, yi) - 180;
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deg = 180 + deg_base;
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if(deg_test(deg, start_angle, end_angle)) {
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if(x_start[0] == LV_COORD_MIN) x_start[0] = xi;
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} else if(x_start[0] != LV_COORD_MIN && x_end[0] == LV_COORD_MIN) {
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x_end[0] = xi - 1;
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}
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deg = 360 - deg_base;
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if(deg_test(deg, start_angle, end_angle)) {
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if(x_start[1] == LV_COORD_MIN) x_start[1] = xi;
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} else if(x_start[1] != LV_COORD_MIN && x_end[1] == LV_COORD_MIN) {
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x_end[1] = xi - 1;
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}
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deg = 180 - deg_base;
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if(deg_test(deg, start_angle, end_angle)) {
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if(x_start[2] == LV_COORD_MIN) x_start[2] = xi;
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} else if(x_start[2] != LV_COORD_MIN && x_end[2] == LV_COORD_MIN) {
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x_end[2] = xi - 1;
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}
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deg = deg_base;
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if(deg_test(deg, start_angle, end_angle)) {
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if(x_start[3] == LV_COORD_MIN) x_start[3] = xi;
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} else if(x_start[3] != LV_COORD_MIN && x_end[3] == LV_COORD_MIN) {
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x_end[3] = xi - 1;
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}
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if(r_act_sqr < r_in_sqr) break; /*No need to continue the iteration in x once we found the inner edge of the arc*/
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}
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if(x_start[0] != LV_COORD_MIN) {
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if(x_end[0] == LV_COORD_MIN) x_end[0] = xi - 1;
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hor_line(center_x + x_start[0], center_y + yi, mask, x_end[0] - x_start[0], color, opa);
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}
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if(x_start[1] != LV_COORD_MIN) {
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if(x_end[1] == LV_COORD_MIN) x_end[1] = xi - 1;
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hor_line(center_x + x_start[1], center_y - yi, mask, x_end[1] - x_start[1], color, opa);
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}
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if(x_start[2] != LV_COORD_MIN) {
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if(x_end[2] == LV_COORD_MIN) x_end[2] = xi - 1;
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hor_line(center_x - x_end[2], center_y + yi, mask, LV_MATH_ABS(x_end[2] - x_start[2]), color, opa);
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}
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if(x_start[3] != LV_COORD_MIN) {
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if(x_end[3] == LV_COORD_MIN) x_end[3] = xi - 1;
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hor_line(center_x - x_end[3], center_y - yi, mask, LV_MATH_ABS(x_end[3] - x_start[3]), color, opa);
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}
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#if LV_ANTIALIAS
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/*TODO*/
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#endif
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}
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}
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static uint16_t fast_atan2(int x, int y)
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{
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// Fast XY vector to integer degree algorithm - Jan 2011 www.RomanBlack.com
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// Converts any XY values including 0 to a degree value that should be
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// within +/- 1 degree of the accurate value without needing
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// large slow trig functions like ArcTan() or ArcCos().
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// NOTE! at least one of the X or Y values must be non-zero!
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// This is the full version, for all 4 quadrants and will generate
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// the angle in integer degrees from 0-360.
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// Any values of X and Y are usable including negative values provided
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// they are between -1456 and 1456 so the 16bit multiply does not overflow.
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unsigned char negflag;
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unsigned char tempdegree;
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unsigned char comp;
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unsigned int degree; // this will hold the result
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//signed int x; // these hold the XY vector at the start
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//signed int y; // (and they will be destroyed)
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unsigned int ux;
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unsigned int uy;
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// Save the sign flags then remove signs and get XY as unsigned ints
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negflag = 0;
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if(x < 0) {
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negflag += 0x01; // x flag bit
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x = (0 - x); // is now +
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}
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ux = x; // copy to unsigned var before multiply
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if(y < 0) {
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negflag += 0x02; // y flag bit
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y = (0 - y); // is now +
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}
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uy = y; // copy to unsigned var before multiply
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// 1. Calc the scaled "degrees"
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if(ux > uy) {
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degree = (uy * 45) / ux; // degree result will be 0-45 range
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negflag += 0x10; // octant flag bit
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} else {
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degree = (ux * 45) / uy; // degree result will be 0-45 range
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}
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// 2. Compensate for the 4 degree error curve
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comp = 0;
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tempdegree = degree; // use an unsigned char for speed!
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if(tempdegree > 22) { // if top half of range
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if(tempdegree <= 44) comp++;
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if(tempdegree <= 41) comp++;
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if(tempdegree <= 37) comp++;
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if(tempdegree <= 32) comp++; // max is 4 degrees compensated
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} else { // else is lower half of range
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if(tempdegree >= 2) comp++;
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if(tempdegree >= 6) comp++;
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if(tempdegree >= 10) comp++;
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if(tempdegree >= 15) comp++; // max is 4 degrees compensated
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}
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degree += comp; // degree is now accurate to +/- 1 degree!
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// Invert degree if it was X>Y octant, makes 0-45 into 90-45
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if(negflag & 0x10) degree = (90 - degree);
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// 3. Degree is now 0-90 range for this quadrant,
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// need to invert it for whichever quadrant it was in
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if(negflag & 0x02) { // if -Y
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if(negflag & 0x01) // if -Y -X
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degree = (180 + degree);
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else // else is -Y +X
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degree = (180 - degree);
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} else { // else is +Y
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if(negflag & 0x01) // if +Y -X
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degree = (360 - degree);
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}
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return degree;
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}
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/**********************
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* STATIC FUNCTIONS
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**********************/
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static void ver_line(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_coord_t len, lv_color_t color, lv_opa_t opa)
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{
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lv_area_t area;
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lv_area_set(&area, x, y, x, y + len);
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fill_fp(&area, mask, color, opa);
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}
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static void hor_line(lv_coord_t x, lv_coord_t y, const lv_area_t * mask, lv_coord_t len, lv_color_t color, lv_opa_t opa)
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{
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lv_area_t area;
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lv_area_set(&area, x, y, x + len, y);
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fill_fp(&area, mask, color, opa);
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}
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static bool deg_test_norm(uint16_t deg, uint16_t start, uint16_t end)
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{
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if(deg >= start && deg <= end) return true;
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else return false;
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}
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static bool deg_test_inv(uint16_t deg, uint16_t start, uint16_t end)
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{
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if(deg >= start || deg <= end) {
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return true;
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} else return false;
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}
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