Basic swim GUI for LPC4088

Fork of DMBasicGUI by Embedded Artists

Revision:
5:f4de114c31c3
Child:
13:bff2288c2c61
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SlideShow/Renderer.cpp	Sun Dec 21 13:53:07 2014 +0100
@@ -0,0 +1,240 @@
+#include "mbed.h"
+#include "Renderer.h"
+#include "DMBoard.h"
+
+#if !defined(MIN)
+  #define MIN(__a, __b)  (((__a)<(__b))?(__a):(__b))
+#endif
+
+Renderer::Renderer(/*LcdController::Config* screen, EaLcdBoard* lcdBoard*/)
+{
+  memset(layers, 0, sizeof(layerinfo_t)*MaxNumLayers);
+  for (int i = 0; i < MaxNumLayers; i++) {
+    layers[i].used = false;
+    order[i] = NULL;
+  }
+
+  numRegisteredLayers = 0;
+  t = NULL;
+  activeBackBuffer = 0;
+  display = DMBoard::instance().display();
+
+  this->screenWidth = display->width();
+  this->screenHeight = display->height();
+  this->screenPixels = this->screenWidth * this->screenHeight;
+
+  // Assume screen->bpp == Bpp_16
+  this->screenBytes = display->bytesPerPixel() * this->screenPixels;
+
+  ImageBackBuffer[0] = (image_t)display->allocateFramebuffer();//malloc(this->screenBytes);
+  ImageBackBuffer[1] = (image_t)display->allocateFramebuffer();//malloc(this->screenBytes);
+  if ((ImageBackBuffer[0] == NULL) || (ImageBackBuffer[1] == NULL)) {
+    printf("Failed to allocate buffer(s) for Renderer. Halting...\n");
+    while(1) {
+      ;
+    }
+  }
+  memset(ImageBackBuffer[0], 0xff, screenBytes);
+  memset(ImageBackBuffer[1], 0xff, screenBytes);
+}
+
+Renderer::~Renderer()
+{
+  free(ImageBackBuffer[0]);
+  free(ImageBackBuffer[1]);
+  for (int i = 0; i < MaxNumLayers; i++) {
+    if (layers[i].used) {
+      free(layers[i].tmp);
+      delete(layers[i].lock);
+    }
+  }
+}
+
+uint32_t Renderer::registerUser(int layer, int xoff, int yoff, int width, int height)
+{
+  setupMutex.lock();
+  if (numRegisteredLayers < MaxNumLayers) {
+    for (int i = 0; i < MaxNumLayers; i++) {
+      if (!layers[i].used) {
+        // found a spot
+        layers[i].used = true;
+        layers[i].x0 = xoff;
+        layers[i].y0 = yoff;
+        layers[i].x1 = MIN(xoff+width, screenWidth);
+        layers[i].y1 = MIN(yoff+height, screenHeight);
+        layers[i].width = width;
+        layers[i].clippedHeight = layers[i].y1 - layers[i].y0;
+        layers[i].zorder = layer;
+        layers[i].signalId = 1;//(1<<i);
+        layers[i].lock = new Mutex();
+        layers[i].newData = NULL;
+        layers[i].activeData = NULL;
+        layers[i].fullscreen = false;
+        if ((xoff == 0) && (yoff == 0) && (width == screenWidth) && (height == screenHeight)) {
+          layers[i].fullscreen = true;
+        }
+
+        layers[i].tmp = (uint16_t*)malloc(width*layers[i].clippedHeight*2);
+        if (layers[i].tmp != NULL) {
+          memset(layers[i].tmp, 0, width*layers[i].clippedHeight*2);
+        }
+
+
+        // sort the order
+        for (int j = 0; j < MaxNumLayers; j++) {
+          if (order[j] == NULL) {
+            // no more layers so add the new one to the top
+            order[j] = &(layers[i]);
+            break;
+          }
+          if (order[j]->zorder > layer) {
+            // should insert the new layer here
+            for (int k = numRegisteredLayers; k > j; k--) {
+              order[k] = order[k-1];
+            }
+            order[j] = &(layers[i]);
+            break;
+          }
+        }
+
+        // Cause a repaint of all layers. It does not have to be immediate
+        // as for unregisterUser() - it is enough that it is done next time.
+        order[0]->activeData = NULL;
+
+        numRegisteredLayers++;
+
+        setupMutex.unlock();
+        return (uint32_t)(&(layers[i]));
+      }
+    }
+  }
+  setupMutex.unlock();
+  return 0;
+}
+
+uint32_t Renderer::registerFullscreenUser(int layer)
+{
+  return registerUser(layer, 0, 0, screenWidth, screenHeight);
+}
+
+void Renderer::unregisterUser(uint32_t handle)
+{
+  setupMutex.lock();
+  if (handle != 0) {
+    layerinfo_t* layer = (layerinfo_t*)handle;
+    for (int i = 0; i < MaxNumLayers; i++) {
+      if (order[i] == layer) {
+        layer->used = false;
+        free(layer->tmp);
+        delete layer->lock;
+
+        // move all layers "down" one step
+        for (int j = i+1; j<numRegisteredLayers; j++) {
+          order[j-1] = order[j];
+        }
+        order[numRegisteredLayers-1] = NULL;
+        numRegisteredLayers--;
+
+        // cause a repaint
+        if (order[0] != NULL) {
+          order[0]->activeData = NULL;
+
+          // Very important that the signal is not sent while the lock is held
+          // as it will cause the renderer thread be able to take it also
+          setupMutex.unlock();
+          t->signal_set(layer->signalId);
+          return;
+        } else {
+          // no longer anything to show, clear back buffers
+          memset(ImageBackBuffer[0], 0xff, screenBytes);
+          memset(ImageBackBuffer[1], 0xff, screenBytes);
+        }
+
+        break;
+      }
+    }
+  }
+  setupMutex.unlock();
+}
+
+void Renderer::setFramebuffer(uint32_t handle, const uint16_t* data)
+{
+  layerinfo_t* layer = (layerinfo_t*)handle;
+
+  // make sure that the render thread is not using the data when
+  // we change it
+  layer->lock->lock();
+  layer->newData = data;
+  layer->activeData = NULL;
+  layer->lock->unlock();
+
+  // notify the renderer that there is new data for our layer
+  t->signal_set(layer->signalId);
+}
+
+void Renderer::render()
+{
+  int mask = 1;//(1<<MaxNumLayers) - 1;
+  while(true)
+  {
+    osEvent ev = Thread::signal_wait(mask);
+    if (ev.status == osEventSignal) {
+      setupMutex.lock();
+      for (int i = 0; i < numRegisteredLayers; i++) {
+        if (order[i]->activeData != order[i]->newData) {
+        //if (order[i]->signalId & ev.value.signals) {
+
+          int n = (activeBackBuffer + 1) & 1;
+
+//          if (i == 0) {
+//            // TEMPORARY
+//            board->setFrameBuffer((uint32_t)ImageBackBuffer[n]);
+//            if (order[i]->activeData != NULL && order[i]->newData != NULL) {
+//              for (int y = 0; y < order[i]->clippedHeight; y++) {
+//                for (int x = 0; x < order[i]->width; x++) {
+//                  if (order[i]->activeData[y*order[i]->width+x] != order[i]->newData[y*order[i]->width+x]) {
+//                    printf("Difference in x,y {%d,%d} active is 0x%04x, new is 0x%04x\n", x, y,
+//                           order[i]->activeData[y*order[i]->width+x], order[i]->newData[y*order[i]->width+x]);
+//                  }
+//                }
+//              }
+//            }
+//          }
+
+          // Layer i have new data
+          // redraw this layer and all on top of it
+          for (int j = i; j < numRegisteredLayers; j++) {
+            layerinfo_t* layer = order[j];
+            layer->lock->lock();
+            layer->activeData = layer->newData;
+            memcpy(layer->tmp, layer->newData, layer->width*layer->clippedHeight*2);
+            layer->lock->unlock();
+            if (layer->activeData != NULL) {
+              if (layer->fullscreen) {
+                memcpy(ImageBackBuffer[n], layer->tmp, screenBytes);
+              } else {
+                for (int y = 0; y < layer->clippedHeight; y++) {
+                  memcpy(ImageBackBuffer[n] + ((y + layer->y0) * screenWidth) + layer->x0,
+                         layer->tmp + (y * layer->width),
+                         (layer->x1 - layer->x0) * 2);
+                }
+              }
+            }
+          }
+
+          //board->setFrameBuffer((uint32_t)ImageBackBuffer[n]);
+          display->setFramebuffer(ImageBackBuffer[n]);
+          if (i == (numRegisteredLayers - 1)) {
+            // only top layer changed, no need to copy entire back buffer
+          } else {
+            // more layers exist on top so the back buffer must be updated
+            memcpy(ImageBackBuffer[activeBackBuffer], ImageBackBuffer[n], screenBytes);
+          }
+          activeBackBuffer = n;
+          break;
+        }
+      }
+      setupMutex.unlock();
+    }
+  }
+}