/** * @file lv_draw.h * */ #ifndef LV_DRAW_H #define LV_DRAW_H #ifdef __cplusplus extern "C" { #endif /********************* * INCLUDES *********************/ #include "../lv_conf_internal.h" #include "../misc/lv_types.h" #include "../misc/lv_style.h" #include "../misc/lv_text.h" #include "../misc/lv_profiler.h" #include "lv_image_decoder.h" #include "../osal/lv_os.h" #include "lv_draw_buf.h" /********************* * DEFINES *********************/ #define LV_DRAW_UNIT_ID_ANY 0 /********************** * TYPEDEFS **********************/ typedef enum { LV_DRAW_TASK_TYPE_FILL, LV_DRAW_TASK_TYPE_BORDER, LV_DRAW_TASK_TYPE_BOX_SHADOW, LV_DRAW_TASK_TYPE_LABEL, LV_DRAW_TASK_TYPE_IMAGE, LV_DRAW_TASK_TYPE_LAYER, LV_DRAW_TASK_TYPE_LINE, LV_DRAW_TASK_TYPE_ARC, LV_DRAW_TASK_TYPE_TRIANGLE, LV_DRAW_TASK_TYPE_MASK_RECTANGLE, LV_DRAW_TASK_TYPE_MASK_BITMAP, LV_DRAW_TASK_TYPE_VECTOR, } lv_draw_task_type_t; typedef enum { LV_DRAW_TASK_STATE_WAITING, /*Waiting for something to be finished. E.g. rendering a layer*/ LV_DRAW_TASK_STATE_QUEUED, LV_DRAW_TASK_STATE_IN_PROGRESS, LV_DRAW_TASK_STATE_READY, } lv_draw_task_state_t; struct _lv_draw_task_t { lv_draw_task_t * next; lv_draw_task_type_t type; /** * The area where to draw */ lv_area_t area; /** * The real draw area. E.g. for shadow, outline, or transformed images it's different from `area` */ lv_area_t _real_area; /** The original area which is updated*/ lv_area_t clip_area_original; /** * The clip area of the layer is saved here when the draw task is created. * As the clip area of the layer can be changed as new draw tasks are added its current value needs to be saved. * Therefore during drawing the layer's clip area shouldn't be used as it might be already changed for other draw tasks. */ lv_area_t clip_area; volatile int state; /*int instead of lv_draw_task_state_t to be sure its atomic*/ void * draw_dsc; /** * The ID of the draw_unit which should take this task */ uint8_t preferred_draw_unit_id; /** * Set to which extent `preferred_draw_unit_id` is good at this task. * 80: means 20% better (faster) than software rendering * 100: the default value * 110: means 10% worse (slower) than software rendering */ uint8_t preference_score; }; typedef struct { void * user_data; } lv_draw_mask_t; struct _lv_draw_unit_t { lv_draw_unit_t * next; /** * The target_layer on which drawing should happen */ lv_layer_t * target_layer; const lv_area_t * clip_area; /** * Called to try to assign a draw task to itself. * `lv_draw_get_next_available_task` can be used to get an independent draw task. * A draw task should be assign only if the draw unit can draw it too * @param draw_unit pointer to the draw unit * @param layer pointer to a layer on which the draw task should be drawn * @return >=0: The number of taken draw task: * 0 means the task has not yet been completed. * 1 means a new task has been accepted. * -1: The draw unit wanted to work on a task but couldn't do that * due to some errors (e.g. out of memory). * It signals that LVGL should call the dispatcher later again * to let draw unit try to start the rendering again. */ int32_t (*dispatch_cb)(lv_draw_unit_t * draw_unit, lv_layer_t * layer); /** * * @param draw_unit * @param task * @return */ int32_t (*evaluate_cb)(lv_draw_unit_t * draw_unit, lv_draw_task_t * task); /** * Called to delete draw unit. * @param draw_unit * @return */ int32_t (*delete_cb)(lv_draw_unit_t * draw_unit); }; struct _lv_layer_t { /** Target draw buffer of the layer*/ lv_draw_buf_t * draw_buf; /** The absolute coordinates of the buffer */ lv_area_t buf_area; /** The color format of the layer. LV_COLOR_FORMAT_... */ lv_color_format_t color_format; /** * NEVER USE IT DRAW UNITS. USED INTERNALLY DURING DRAW TASK CREATION. * The current clip area with absolute coordinates, always the same or smaller than `buf_area` * Can be set before new draw tasks are added to indicate the clip area of the draw tasks. * Therefore `lv_draw_add_task()` always saves it in the new draw task to know the clip area when the draw task was added. * During drawing the draw units also sees the saved clip_area and should use it during drawing. * During drawing the layer's clip area shouldn't be used as it might be already changed for other draw tasks. */ lv_area_t _clip_area; /** Linked list of draw tasks */ lv_draw_task_t * draw_task_head; lv_layer_t * parent; lv_layer_t * next; bool all_tasks_added; void * user_data; }; typedef struct { lv_obj_t * obj; uint32_t part; uint32_t id1; uint32_t id2; lv_layer_t * layer; size_t dsc_size; void * user_data; } lv_draw_dsc_base_t; typedef struct { lv_draw_unit_t * unit_head; uint32_t used_memory_for_layers_kb; #if LV_USE_OS lv_thread_sync_t sync; #else int dispatch_req; #endif lv_mutex_t circle_cache_mutex; bool task_running; } lv_draw_global_info_t; /********************** * GLOBAL PROTOTYPES **********************/ /** * Used internally to initialize the drawing module */ void lv_draw_init(void); /** * Deinitialize the drawing module */ void lv_draw_deinit(void); /** * Allocate a new draw unit with the given size and appends it to the list of draw units * @param size the size to allocate. E.g. `sizeof(my_draw_unit_t)`, * where the first element of `my_draw_unit_t` is `lv_draw_unit_t`. */ void * lv_draw_create_unit(size_t size); /** * Add an empty draw task to the draw task list of a layer. * @param layer pointer to a layer * @param coords the coordinates of the draw task * @return the created draw task which needs to be * further configured e.g. by added a draw descriptor */ lv_draw_task_t * lv_draw_add_task(lv_layer_t * layer, const lv_area_t * coords); /** * Needs to be called when a draw task is created and configured. * It will send an event about the new draw task to the widget * and assign it to a draw unit. * @param layer pointer to a layer * @param t poinr to a draw task */ void lv_draw_finalize_task_creation(lv_layer_t * layer, lv_draw_task_t * t); /** * Try dispatching draw tasks to draw units */ void lv_draw_dispatch(void); /** * Used internally to try dispatching draw tasks of a specific layer * @param disp pointer to a display on which the dispatching was requested * @param layer pointer to a layer * @return at least one draw task is being rendered (maybe it was taken earlier) */ bool lv_draw_dispatch_layer(lv_display_t * disp, lv_layer_t * layer); /** * Wait for a new dispatch request. * It's blocking if `LV_USE_OS == 0` else it yields */ void lv_draw_dispatch_wait_for_request(void); /** * When a draw unit finished a draw task it needs to request dispatching * to let LVGL assign a new draw task to it */ void lv_draw_dispatch_request(void); /** * Find and available draw task * @param layer the draw ctx to search in * @param t_prev continue searching from this task * @param draw_unit_id check the task where `preferred_draw_unit_id` equals this value or `LV_DRAW_UNIT_ID_ANY` * @return tan available draw task or NULL if there is no any */ lv_draw_task_t * lv_draw_get_next_available_task(lv_layer_t * layer, lv_draw_task_t * t_prev, uint8_t draw_unit_id); /** * Tell how many draw task are waiting to be drawn on the area of `t_check`. * It can be used to determine if a GPU shall combine many draw tasks in to one or not. * If a lot of tasks are waiting for the current ones it makes sense to draw them one-by-one * to not block the dependent tasks' rendering * @param t_check the task whose dependent tasks shall be counted * @return number of tasks depending on `t_check` */ uint32_t lv_draw_get_dependent_count(lv_draw_task_t * t_check); /** * Create a new layer on a parent layer * @param parent_layer the parent layer to which the layer will be merged when it's rendered * @param color_format the color format of the layer * @param area the areas of the layer (absolute coordinates) * @return the new target_layer or NULL on error */ lv_layer_t * lv_draw_layer_create(lv_layer_t * parent_layer, lv_color_format_t color_format, const lv_area_t * area); /** * Try to allocate a buffer for the layer. * @param layer pointer to a layer * @return pointer to the allocated aligned buffer or NULL on failure */ void * lv_draw_layer_alloc_buf(lv_layer_t * layer); /** * Got to a pixel at X and Y coordinate on a layer * @param layer pointer to a layer * @param x the target X coordinate * @param y the target X coordinate * @return `buf` offset to point to the given X and Y coordinate */ void * lv_draw_layer_go_to_xy(lv_layer_t * layer, int32_t x, int32_t y); /********************** * GLOBAL VARIABLES **********************/ /********************** * MACROS **********************/ /********************** * POST INCLUDES *********************/ #include "lv_draw_rect.h" #include "lv_draw_label.h" #include "lv_draw_image.h" #include "lv_draw_arc.h" #include "lv_draw_line.h" #include "lv_draw_triangle.h" #include "lv_draw_mask.h" #ifdef __cplusplus } /*extern "C"*/ #endif #endif /*LV_DRAW_H*/