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tangara-fw/lib/lvgl/src/draw/lv_draw.h

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/**
* @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*/