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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.
90 lines
2.3 KiB
C
90 lines
2.3 KiB
C
/**
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* @file lv_draw_vbasic.h
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*
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*/
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#ifndef LV_DRAW_VBASIC_H
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#define LV_DRAW_VBASIC_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*********************
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* INCLUDES
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*********************/
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#ifdef LV_CONF_INCLUDE_SIMPLE
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#include "lv_conf.h"
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#else
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#include "../../lv_conf.h"
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#endif
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#if LV_VDB_SIZE != 0
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#include "../lv_misc/lv_color.h"
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#include "../lv_misc/lv_area.h"
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#include "../lv_misc/lv_font.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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* GLOBAL PROTOTYPES
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**********************/
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void lv_vpx(lv_coord_t x, lv_coord_t y, const lv_area_t * mask_p, lv_color_t color, lv_opa_t opa);
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/**
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* Fill an area in the Virtual Display Buffer
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* @param cords_p coordinates of the area to fill
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* @param mask_p fill only o this mask
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* @param color fill color
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* @param opa opacity of the area (0..255)
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*/
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void lv_vfill(const lv_area_t * cords_p, const lv_area_t * mask_p,
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lv_color_t color, lv_opa_t opa);
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/**
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* Draw a letter in the Virtual Display Buffer
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* @param pos_p left-top coordinate of the latter
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* @param mask_p the letter will be drawn only on this area
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* @param font_p pointer to font
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* @param letter a letter to draw
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* @param color color of letter
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* @param opa opacity of letter (0..255)
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*/
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void lv_vletter(const lv_point_t * pos_p, const lv_area_t * mask_p,
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const lv_font_t * font_p, uint32_t letter,
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lv_color_t color, lv_opa_t opa);
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/**
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* Draw a color map to the display (image)
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* @param cords_p coordinates the color map
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* @param mask_p the map will drawn only on this area (truncated to VDB area)
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* @param map_p pointer to a lv_color_t array
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* @param opa opacity of the map
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* @param chroma_keyed true: enable transparency of LV_IMG_LV_COLOR_TRANSP color pixels
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* @param alpha_byte true: extra alpha byte is inserted for every pixel
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* @param recolor mix the pixels with this color
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* @param recolor_opa the intense of recoloring
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*/
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void lv_vmap(const lv_area_t * cords_p, const lv_area_t * mask_p,
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const uint8_t * map_p, lv_opa_t opa, bool chroma_key, bool alpha_byte,
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lv_color_t recolor, lv_opa_t recolor_opa);
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/**********************
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* MACROS
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**********************/
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#endif /*LV_VDB_SIZE != 0*/
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /*LV_DRAW_RBASIC_H*/
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