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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.
174 lines
5.4 KiB
C
174 lines
5.4 KiB
C
/**
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* @file hal_disp.h
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*
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* @description Display Driver HAL interface header file
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*
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*/
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#ifndef HAL_DISP_H
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#define HAL_DISP_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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#include <stdint.h>
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#include "lv_hal.h"
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#include "../lv_misc/lv_color.h"
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#include "../lv_misc/lv_area.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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* Display Driver structure to be registered by HAL
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*/
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typedef struct _disp_drv_t {
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/*Write the internal buffer (VDB) to the display. 'lv_flush_ready()' has to be called when finished*/
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void (*disp_flush)(int32_t x1, int32_t y1, int32_t x2, int32_t y2, const lv_color_t * color_p);
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/*Fill an area with a color on the display*/
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void (*disp_fill)(int32_t x1, int32_t y1, int32_t x2, int32_t y2, lv_color_t color);
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/*Write pixel map (e.g. image) to the display*/
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void (*disp_map)(int32_t x1, int32_t y1, int32_t x2, int32_t y2, const lv_color_t * color_p);
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/*Optional interface functions to use GPU*/
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#if USE_LV_GPU
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/*Blend two memories using opacity (GPU only)*/
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void (*mem_blend)(lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
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/*Fill a memory with a color (GPU only)*/
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void (*mem_fill)(lv_color_t * dest, uint32_t length, lv_color_t color);
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#endif
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#if LV_VDB_SIZE
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/*Optional: Set a pixel in a buffer according to the requirements of the display*/
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void (*vdb_wr)(uint8_t * buf, lv_coord_t buf_w, lv_coord_t x, lv_coord_t y, lv_color_t color, lv_opa_t opa);
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#endif
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} lv_disp_drv_t;
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typedef struct _disp_t {
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lv_disp_drv_t driver;
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struct _disp_t *next;
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} lv_disp_t;
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/**********************
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* GLOBAL PROTOTYPES
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**********************/
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/**
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* Initialize a display driver with default values.
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* It is used to surly have known values in the fields ant not memory junk.
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* After it you can set the fields.
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* @param driver pointer to driver variable to initialize
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*/
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void lv_disp_drv_init(lv_disp_drv_t *driver);
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/**
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* Register an initialized display driver.
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* Automatically set the first display as active.
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* @param driver pointer to an initialized 'lv_disp_drv_t' variable (can be local variable)
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* @return pointer to the new display or NULL on error
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*/
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lv_disp_t * lv_disp_drv_register(lv_disp_drv_t *driver);
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/**
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* Set the active display
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* @param disp pointer to a display (return value of 'lv_disp_register')
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*/
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void lv_disp_set_active(lv_disp_t * disp);
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/**
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* Get a pointer to the active display
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* @return pointer to the active display
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*/
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lv_disp_t * lv_disp_get_active(void);
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/**
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* Get the next display.
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* @param disp pointer to the current display. NULL to initialize.
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* @return the next display or NULL if no more. Give the first display when the parameter is NULL
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*/
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lv_disp_t * lv_disp_next(lv_disp_t * disp);
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/**
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* Fill a rectangular area with a color on the active display
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* @param x1 left coordinate of the rectangle
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* @param x2 right coordinate of the rectangle
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* @param y1 top coordinate of the rectangle
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* @param y2 bottom coordinate of the rectangle
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* @param color_p pointer to an array of colors
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*/
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void lv_disp_flush(int32_t x1, int32_t y1, int32_t x2, int32_t y2, lv_color_t *color_p);
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/**
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* Fill a rectangular area with a color on the active display
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* @param x1 left coordinate of the rectangle
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* @param x2 right coordinate of the rectangle
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* @param y1 top coordinate of the rectangle
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* @param y2 bottom coordinate of the rectangle
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* @param color fill color
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*/
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void lv_disp_fill(int32_t x1, int32_t y1, int32_t x2, int32_t y2, lv_color_t color);
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/**
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* Put a color map to a rectangular area on the active display
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* @param x1 left coordinate of the rectangle
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* @param x2 right coordinate of the rectangle
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* @param y1 top coordinate of the rectangle
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* @param y2 bottom coordinate of the rectangle
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* @param color_map pointer to an array of colors
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*/
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void lv_disp_map(int32_t x1, int32_t y1, int32_t x2, int32_t y2, const lv_color_t * color_map);
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#if USE_LV_GPU
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/**
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* Blend pixels to a destination memory from a source memory
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* In 'lv_disp_drv_t' 'mem_blend' is optional. (NULL if not available)
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* @param dest a memory address. Blend 'src' here.
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* @param src pointer to pixel map. Blend it to 'dest'.
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* @param length number of pixels in 'src'
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* @param opa opacity (0, LV_OPA_TRANSP: transparent ... 255, LV_OPA_COVER, fully cover)
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*/
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void lv_disp_mem_blend(lv_color_t * dest, const lv_color_t * src, uint32_t length, lv_opa_t opa);
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/**
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* Fill a memory with a color (GPUs may support it)
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* In 'lv_disp_drv_t' 'mem_fill' is optional. (NULL if not available)
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* @param dest a memory address. Copy 'src' here.
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* @param src pointer to pixel map. Copy it to 'dest'.
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* @param length number of pixels in 'src'
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* @param opa opacity (0, LV_OPA_TRANSP: transparent ... 255, LV_OPA_COVER, fully cover)
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*/
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void lv_disp_mem_fill(lv_color_t * dest, uint32_t length, lv_color_t color);
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/**
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* Shows if memory blending (by GPU) is supported or not
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* @return false: 'mem_blend' is not supported in the driver; true: 'mem_blend' is supported in the driver
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*/
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bool lv_disp_is_mem_blend_supported(void);
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/**
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* Shows if memory fill (by GPU) is supported or not
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* @return false: 'mem_fill' is not supported in the drover; true: 'mem_fill' is supported in the driver
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*/
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bool lv_disp_is_mem_fill_supported(void);
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#endif
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/**********************
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* MACROS
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**********************/
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif
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