/* Copyright (C) 2007-2008 The Android Open Source Project ** ** This software is licensed under the terms of the GNU General Public ** License version 2, as published by the Free Software Foundation, and ** may be copied, distributed, and modified under those terms. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. */ #include "android/skin/window.h" #include "android/skin/image.h" #include "android/skin/scaler.h" #include "android/charmap.h" #include "android/utils/debug.h" #include "android/utils/system.h" #include "android/utils/duff.h" #include "android/protocol/core-commands-api.h" #include #include "user-events.h" #include #include "android/framebuffer.h" #include "android/opengles.h" /* when shrinking, we reduce the pixel ratio by this fixed amount */ #define SHRINK_SCALE 0.6 /* maximum value of LCD brighness */ #define LCD_BRIGHTNESS_MIN 0 #define LCD_BRIGHTNESS_DEFAULT 128 #define LCD_BRIGHTNESS_MAX 255 typedef struct Background { SkinImage* image; SkinRect rect; SkinPos origin; } Background; static void background_done( Background* back ) { skin_image_unref( &back->image ); } static void background_init( Background* back, SkinBackground* sback, SkinLocation* loc, SkinRect* frame ) { SkinRect r; back->image = skin_image_rotate( sback->image, loc->rotation ); skin_rect_rotate( &r, &sback->rect, loc->rotation ); r.pos.x += loc->anchor.x; r.pos.y += loc->anchor.y; back->origin = r.pos; skin_rect_intersect( &back->rect, &r, frame ); } static void background_redraw( Background* back, SkinRect* rect, SDL_Surface* surface ) { SkinRect r; if (skin_rect_intersect( &r, rect, &back->rect ) ) { SDL_Rect rd, rs; rd.x = r.pos.x; rd.y = r.pos.y; rd.w = r.size.w; rd.h = r.size.h; rs.x = r.pos.x - back->origin.x; rs.y = r.pos.y - back->origin.y; rs.w = r.size.w; rs.h = r.size.h; SDL_BlitSurface( skin_image_surface(back->image), &rs, surface, &rd ); //SDL_UpdateRects( surface, 1, &rd ); } } typedef struct ADisplay { SkinRect rect; SkinPos origin; SkinRotation rotation; SkinSize datasize; /* framebuffer size */ void* data; /* framebuffer pixels */ QFrameBuffer* qfbuff; SkinImage* onion; /* onion image */ SkinRect onion_rect; /* onion rect, if any */ int brightness; } ADisplay; static void display_done( ADisplay* disp ) { disp->data = NULL; disp->qfbuff = NULL; skin_image_unref( &disp->onion ); } static int display_init( ADisplay* disp, SkinDisplay* sdisp, SkinLocation* loc, SkinRect* frame ) { skin_rect_rotate( &disp->rect, &sdisp->rect, loc->rotation ); disp->rect.pos.x += loc->anchor.x; disp->rect.pos.y += loc->anchor.y; disp->rotation = (loc->rotation + sdisp->rotation) & 3; switch (disp->rotation) { case SKIN_ROTATION_0: disp->origin = disp->rect.pos; break; case SKIN_ROTATION_90: disp->origin.x = disp->rect.pos.x + disp->rect.size.w; disp->origin.y = disp->rect.pos.y; break; case SKIN_ROTATION_180: disp->origin.x = disp->rect.pos.x + disp->rect.size.w; disp->origin.y = disp->rect.pos.y + disp->rect.size.h; break; default: disp->origin.x = disp->rect.pos.x; disp->origin.y = disp->rect.pos.y + disp->rect.size.h; break; } skin_size_rotate( &disp->datasize, &sdisp->rect.size, sdisp->rotation ); skin_rect_intersect( &disp->rect, &disp->rect, frame ); #if 0 fprintf(stderr, "... display_init rect.pos(%d,%d) rect.size(%d,%d) datasize(%d,%d)\n", disp->rect.pos.x, disp->rect.pos.y, disp->rect.size.w, disp->rect.size.h, disp->datasize.w, disp->datasize.h); #endif disp->qfbuff = sdisp->qfbuff; disp->data = sdisp->qfbuff->pixels; disp->onion = NULL; disp->brightness = LCD_BRIGHTNESS_DEFAULT; return (disp->data == NULL) ? -1 : 0; } static __inline__ uint32_t rgb565_to_argb32( uint32_t pix ) { uint32_t r = ((pix & 0xf800) << 8) | ((pix & 0xe000) << 3); uint32_t g = ((pix & 0x07e0) << 5) | ((pix & 0x0600) >> 1); uint32_t b = ((pix & 0x001f) << 3) | ((pix & 0x001c) >> 2); return 0xff000000 | r | g | b; } /* The framebuffer format is R,G,B,X in framebuffer memory, on a * little-endian system, this translates to XBGR after a load. */ static __inline__ uint32_t xbgr_to_argb32( uint32_t pix ) { uint32_t g = (pix & 0x0000ff00); uint32_t rb = (pix & 0xff00ff); return 0xff000000 | (rb << 16) | g | (rb >> 16); } static void display_set_onion( ADisplay* disp, SkinImage* onion, SkinRotation rotation, int blend ) { int onion_w, onion_h; SkinRect* rect = &disp->rect; SkinRect* orect = &disp->onion_rect; rotation = (rotation + disp->rotation) & 3; skin_image_unref( &disp->onion ); disp->onion = skin_image_clone_full( onion, rotation, blend ); onion_w = skin_image_w(disp->onion); onion_h = skin_image_h(disp->onion); switch (rotation) { case SKIN_ROTATION_0: orect->pos = rect->pos; break; case SKIN_ROTATION_90: orect->pos.x = rect->pos.x + rect->size.w - onion_w; orect->pos.y = rect->pos.y; break; case SKIN_ROTATION_180: orect->pos.x = rect->pos.x + rect->size.w - onion_w; orect->pos.y = rect->pos.y + rect->size.h - onion_h; break; default: orect->pos.x = rect->pos.x; orect->pos.y = rect->pos.y + rect->size.h - onion_h; } orect->size.w = onion_w; orect->size.h = onion_h; } #define DOT_MATRIX 0 #if DOT_MATRIX static void dotmatrix_dither_argb32( unsigned char* pixels, int x, int y, int w, int h, int pitch ) { static const unsigned dotmatrix_argb32[16] = { 0x003f00, 0x00003f, 0x3f0000, 0x000000, 0x3f3f3f, 0x000000, 0x3f3f3f, 0x000000, 0x3f0000, 0x000000, 0x003f00, 0x00003f, 0x3f3f3f, 0x000000, 0x3f3f3f, 0x000000 }; int yy = y & 3; pixels += 4*x + y*pitch; for ( ; h > 0; h-- ) { unsigned* line = (unsigned*) pixels; int nn, xx = x & 3; for (nn = 0; nn < w; nn++) { unsigned c = line[nn]; c = c - ((c >> 2) & dotmatrix_argb32[(yy << 2)|xx]); xx = (xx + 1) & 3; line[nn] = c; } yy = (yy + 1) & 3; pixels += pitch; } } #endif /* DOT_MATRIX */ /* technical note about the lightness emulation * * we try to emulate something that looks like the Dream's * non-linear LCD lightness, without going too dark or bright. * * the default lightness is around 105 (about 40%) and we prefer * to keep full RGB colors at that setting, to not alleviate * developers who will not understand why the emulator's colors * look slightly too dark. * * we also want to implement a 'bright' mode by de-saturating * colors towards bright white. * * All of this leads to the implementation below that looks like * the following: * * if (level == MIN) * screen is off * * if (level > MIN && level < LOW) * interpolate towards black, with * MINALPHA = 0.2 * alpha = MINALPHA + (1-MINALPHA)*(level-MIN)/(LOW-MIN) * * if (level >= LOW && level <= HIGH) * keep full RGB colors * * if (level > HIGH) * interpolate towards bright white, with * MAXALPHA = 0.6 * alpha = MAXALPHA*(level-HIGH)/(MAX-HIGH) * * we probably want some sort of power law instead of interpolating * linearly, but frankly, this is sufficient for most uses. */ #define LCD_BRIGHTNESS_LOW 80 #define LCD_BRIGHTNESS_HIGH 180 #define LCD_ALPHA_LOW_MIN 0.2 #define LCD_ALPHA_HIGH_MAX 0.6 /* treat as special value to turn screen off */ #define LCD_BRIGHTNESS_OFF LCD_BRIGHTNESS_MIN static void lcd_brightness_argb32( unsigned char* pixels, SkinRect* r, int pitch, int brightness ) { const unsigned b_min = LCD_BRIGHTNESS_MIN; const unsigned b_max = LCD_BRIGHTNESS_MAX; const unsigned b_low = LCD_BRIGHTNESS_LOW; const unsigned b_high = LCD_BRIGHTNESS_HIGH; unsigned alpha = brightness; int w = r->size.w; int h = r->size.h; if (alpha <= b_min) alpha = b_min; else if (alpha > b_max) alpha = b_max; pixels += 4*r->pos.x + r->pos.y*pitch; if (alpha < b_low) { const unsigned alpha_min = (255*LCD_ALPHA_LOW_MIN); const unsigned alpha_range = (255 - alpha_min); alpha = alpha_min + ((alpha - b_min)*alpha_range) / (b_low - b_min); for ( ; h > 0; h-- ) { unsigned* line = (unsigned*) pixels; int nn = 0; DUFF4(w, { unsigned c = line[nn]; unsigned ag = (c >> 8) & 0x00ff00ff; unsigned rb = (c) & 0x00ff00ff; ag = (ag*alpha) & 0xff00ff00; rb = ((rb*alpha) >> 8) & 0x00ff00ff; line[nn] = (unsigned)(ag | rb); nn++; }); pixels += pitch; } } else if (alpha > LCD_BRIGHTNESS_HIGH) /* 'superluminous' mode */ { const unsigned alpha_max = (255*LCD_ALPHA_HIGH_MAX); const unsigned alpha_range = (255-alpha_max); unsigned ialpha; alpha = ((alpha - b_high)*alpha_range) / (b_max - b_high); ialpha = 255-alpha; for ( ; h > 0; h-- ) { unsigned* line = (unsigned*) pixels; int nn = 0; DUFF4(w, { unsigned c = line[nn]; unsigned ag = (c >> 8) & 0x00ff00ff; unsigned rb = (c) & 0x00ff00ff; /* interpolate towards bright white, i.e. 0x00ffffff */ ag = ((ag*ialpha + 0x00ff00ff*alpha)) & 0xff00ff00; rb = ((rb*ialpha + 0x00ff00ff*alpha) >> 8) & 0x00ff00ff; line[nn] = (unsigned)(ag | rb); nn++; }); pixels += pitch; } } } /* this is called when the LCD framebuffer is off */ static void lcd_off_argb32( unsigned char* pixels, SkinRect* r, int pitch ) { int x = r->pos.x; int y = r->pos.y; int w = r->size.w; int h = r->size.h; pixels += 4*x + y*pitch; for ( ; h > 0; h-- ) { memset( pixels, 0, w*4 ); pixels += pitch; } } static void display_redraw_rect16( ADisplay* disp, SkinRect* rect, SDL_Surface* surface) { int x = rect->pos.x - disp->rect.pos.x; int y = rect->pos.y - disp->rect.pos.y; int w = rect->size.w; int h = rect->size.h; int disp_w = disp->rect.size.w; int disp_h = disp->rect.size.h; int dst_pitch = surface->pitch; uint8_t* dst_line = (uint8_t*)surface->pixels + rect->pos.x*4 + rect->pos.y*dst_pitch; int src_pitch = disp->datasize.w*2; uint8_t* src_line = (uint8_t*)disp->data; int yy, xx; switch ( disp->rotation & 3 ) { case ANDROID_ROTATION_0: src_line += x*2 + y*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* dst = (uint32_t*)dst_line; uint16_t* src = (uint16_t*)src_line; xx = 0; DUFF4(w, { dst[xx] = rgb565_to_argb32(src[xx]); xx++; }); src_line += src_pitch; dst_line += dst_pitch; } break; case ANDROID_ROTATION_90: src_line += y*2 + (disp_w - x - 1)*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* dst = (uint32_t*)dst_line; uint8_t* src = src_line; DUFF4(w, { dst[0] = rgb565_to_argb32(((uint16_t*)src)[0]); src -= src_pitch; dst += 1; }); src_line += 2; dst_line += dst_pitch; } break; case ANDROID_ROTATION_180: src_line += (disp_w -1 - x)*2 + (disp_h-1-y)*src_pitch; for (yy = h; yy > 0; yy--) { uint16_t* src = (uint16_t*)src_line; uint32_t* dst = (uint32_t*)dst_line; DUFF4(w, { dst[0] = rgb565_to_argb32(src[0]); src -= 1; dst += 1; }); src_line -= src_pitch; dst_line += dst_pitch; } break; default: /* ANDROID_ROTATION_270 */ src_line += (disp_h-1-y)*2 + x*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* dst = (uint32_t*)dst_line; uint8_t* src = src_line; DUFF4(w, { dst[0] = rgb565_to_argb32(((uint16_t*)src)[0]); dst += 1; src += src_pitch; }); src_line -= 2; dst_line += dst_pitch; } } } static void display_redraw_rect32( ADisplay* disp, SkinRect* rect,SDL_Surface* surface) { int x = rect->pos.x - disp->rect.pos.x; int y = rect->pos.y - disp->rect.pos.y; int w = rect->size.w; int h = rect->size.h; int disp_w = disp->rect.size.w; int disp_h = disp->rect.size.h; int dst_pitch = surface->pitch; uint8_t* dst_line = (uint8_t*)surface->pixels + rect->pos.x*4 + rect->pos.y*dst_pitch; int src_pitch = disp->datasize.w*4; uint8_t* src_line = (uint8_t*)disp->data; int yy; switch ( disp->rotation & 3 ) { case ANDROID_ROTATION_0: src_line += x*4 + y*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* src = (uint32_t*)src_line; uint32_t* dst = (uint32_t*)dst_line; DUFF4(w, { dst[0] = xbgr_to_argb32(src[0]); dst++; src++; }); src_line += src_pitch; dst_line += dst_pitch; } break; case ANDROID_ROTATION_90: src_line += y*4 + (disp_w - x - 1)*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* dst = (uint32_t*)dst_line; uint8_t* src = src_line; DUFF4(w, { dst[0] = xbgr_to_argb32(*(uint32_t*)src); src -= src_pitch; dst += 1; }); src_line += 4; dst_line += dst_pitch; } break; case ANDROID_ROTATION_180: src_line += (disp_w -1 - x)*4 + (disp_h-1-y)*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* src = (uint32_t*)src_line; uint32_t* dst = (uint32_t*)dst_line; DUFF4(w, { dst[0] = xbgr_to_argb32(src[0]); src -= 1; dst += 1; }); src_line -= src_pitch; dst_line += dst_pitch; } break; default: /* ANDROID_ROTATION_270 */ src_line += (disp_h-1-y)*4 + x*src_pitch; for (yy = h; yy > 0; yy--) { uint32_t* dst = (uint32_t*)dst_line; uint8_t* src = src_line; DUFF4(w, { dst[0] = xbgr_to_argb32(*(uint32_t*)src); dst += 1; src += src_pitch; }); src_line -= 4; dst_line += dst_pitch; } } } static void display_redraw( ADisplay* disp, SkinRect* rect, SDL_Surface* surface ) { SkinRect r; if (skin_rect_intersect( &r, rect, &disp->rect )) { #if 0 fprintf(stderr, "--- display redraw r.pos(%d,%d) r.size(%d,%d) " "disp.pos(%d,%d) disp.size(%d,%d) datasize(%d,%d) rect.pos(%d,%d) rect.size(%d,%d)\n", r.pos.x - disp->rect.pos.x, r.pos.y - disp->rect.pos.y, r.size.w, r.size.h, disp->rect.pos.x, disp->rect.pos.y, disp->rect.size.w, disp->rect.size.h, disp->datasize.w, disp->datasize.h, rect->pos.x, rect->pos.y, rect->size.w, rect->size.h ); #endif SDL_LockSurface( surface ); if (disp->brightness == LCD_BRIGHTNESS_OFF) { lcd_off_argb32( surface->pixels, &r, surface->pitch ); } else { if (disp->qfbuff->bits_per_pixel == 32) display_redraw_rect32(disp, &r, surface); else display_redraw_rect16(disp, &r, surface); #if DOT_MATRIX dotmatrix_dither_argb32( surface->pixels, r.pos.x, r.pos.y, r.size.w, r.size.h, surface->pitch ); #endif /* apply lightness */ lcd_brightness_argb32( surface->pixels, &r, surface->pitch, disp->brightness ); } SDL_UnlockSurface( surface ); /* Apply onion skin */ if (disp->onion != NULL) { SkinRect r2; if ( skin_rect_intersect( &r2, &r, &disp->onion_rect ) ) { SDL_Rect rs, rd; rd.x = r2.pos.x; rd.y = r2.pos.y; rd.w = r2.size.w; rd.h = r2.size.h; rs.x = rd.x - disp->onion_rect.pos.x; rs.y = rd.y - disp->onion_rect.pos.y; rs.w = rd.w; rs.h = rd.h; SDL_BlitSurface( skin_image_surface(disp->onion), &rs, surface, &rd ); } } SDL_UpdateRect( surface, r.pos.x, r.pos.y, r.size.w, r.size.h ); } } typedef struct Button { SkinImage* image; SkinRect rect; SkinPos origin; Background* background; unsigned keycode; int down; } Button; static void button_done( Button* button ) { skin_image_unref( &button->image ); button->background = NULL; } static void button_init( Button* button, SkinButton* sbutton, SkinLocation* loc, Background* back, SkinRect* frame, SkinLayout* slayout ) { SkinRect r; button->image = skin_image_rotate( sbutton->image, loc->rotation ); button->background = back; button->keycode = sbutton->keycode; button->down = 0; if (slayout->has_dpad_rotation) { /* Dpad keys must be rotated if the skin provides a 'dpad-rotation' field. * this is used as a counter-measure to the fact that the framework always assumes * that the physical D-Pad has been rotated when in landscape mode. */ button->keycode = android_keycode_rotate( button->keycode, -slayout->dpad_rotation ); } skin_rect_rotate( &r, &sbutton->rect, loc->rotation ); r.pos.x += loc->anchor.x; r.pos.y += loc->anchor.y; button->origin = r.pos; skin_rect_intersect( &button->rect, &r, frame ); } static void button_redraw( Button* button, SkinRect* rect, SDL_Surface* surface ) { SkinRect r; if (skin_rect_intersect( &r, rect, &button->rect )) { if ( button->down && button->image != SKIN_IMAGE_NONE ) { SDL_Rect rs, rd; rs.x = r.pos.x - button->origin.x; rs.y = r.pos.y - button->origin.y; rs.w = r.size.w; rs.h = r.size.h; rd.x = r.pos.x; rd.y = r.pos.y; rd.w = r.size.w; rd.h = r.size.h; if (button->image != SKIN_IMAGE_NONE) { SDL_BlitSurface( skin_image_surface(button->image), &rs, surface, &rd ); if (button->down > 1) SDL_BlitSurface( skin_image_surface(button->image), &rs, surface, &rd ); } } } } typedef struct { char tracking; char inside; SkinPos pos; ADisplay* display; } FingerState; static void finger_state_reset( FingerState* finger ) { finger->tracking = 0; finger->inside = 0; } typedef struct { Button* pressed; Button* hover; } ButtonState; static void button_state_reset( ButtonState* button ) { button->pressed = NULL; button->hover = NULL; } typedef struct { char tracking; SkinTrackBall* ball; SkinRect rect; SkinWindow* window; } BallState; static void ball_state_reset( BallState* state, SkinWindow* window ) { state->tracking = 0; state->ball = NULL; state->rect.pos.x = 0; state->rect.pos.y = 0; state->rect.size.w = 0; state->rect.size.h = 0; state->window = window; } static void ball_state_redraw( BallState* state, SkinRect* rect, SDL_Surface* surface ) { SkinRect r; if (skin_rect_intersect( &r, rect, &state->rect )) skin_trackball_draw( state->ball, 0, 0, surface ); } static void ball_state_show( BallState* state, int enable ) { if (enable) { if ( !state->tracking ) { state->tracking = 1; SDL_ShowCursor(0); SDL_WM_GrabInput( SDL_GRAB_ON ); skin_trackball_refresh( state->ball ); skin_window_redraw( state->window, &state->rect ); } } else { if ( state->tracking ) { state->tracking = 0; SDL_WM_GrabInput( SDL_GRAB_OFF ); SDL_ShowCursor(1); skin_window_redraw( state->window, &state->rect ); } } } static void ball_state_set( BallState* state, SkinTrackBall* ball ) { ball_state_show( state, 0 ); state->ball = ball; if (ball != NULL) { SDL_Rect sr; skin_trackball_rect( ball, &sr ); state->rect.pos.x = sr.x; state->rect.pos.y = sr.y; state->rect.size.w = sr.w; state->rect.size.h = sr.h; } } typedef struct Layout { int num_buttons; int num_backgrounds; int num_displays; unsigned color; Button* buttons; Background* backgrounds; ADisplay* displays; SkinRect rect; SkinLayout* slayout; } Layout; #define LAYOUT_LOOP_BUTTONS(layout,button) \ do { \ Button* __button = (layout)->buttons; \ Button* __button_end = __button + (layout)->num_buttons; \ for ( ; __button < __button_end; __button ++ ) { \ Button* button = __button; #define LAYOUT_LOOP_END_BUTTONS \ } \ } while (0); #define LAYOUT_LOOP_DISPLAYS(layout,display) \ do { \ ADisplay* __display = (layout)->displays; \ ADisplay* __display_end = __display + (layout)->num_displays; \ for ( ; __display < __display_end; __display ++ ) { \ ADisplay* display = __display; #define LAYOUT_LOOP_END_DISPLAYS \ } \ } while (0); static void layout_done( Layout* layout ) { int nn; for (nn = 0; nn < layout->num_buttons; nn++) button_done( &layout->buttons[nn] ); for (nn = 0; nn < layout->num_backgrounds; nn++) background_done( &layout->backgrounds[nn] ); for (nn = 0; nn < layout->num_displays; nn++) display_done( &layout->displays[nn] ); AFREE( layout->buttons ); layout->buttons = NULL; AFREE( layout->backgrounds ); layout->backgrounds = NULL; AFREE( layout->displays ); layout->displays = NULL; layout->num_buttons = 0; layout->num_backgrounds = 0; layout->num_displays = 0; } static int layout_init( Layout* layout, SkinLayout* slayout ) { int n_buttons, n_backgrounds, n_displays; /* first, count the number of elements of each kind */ n_buttons = 0; n_backgrounds = 0; n_displays = 0; layout->color = slayout->color; layout->slayout = slayout; SKIN_LAYOUT_LOOP_LOCS(slayout,loc) SkinPart* part = loc->part; if ( part->background->valid ) n_backgrounds += 1; if ( part->display->valid ) n_displays += 1; SKIN_PART_LOOP_BUTTONS(part, sbutton) n_buttons += 1; sbutton=sbutton; SKIN_PART_LOOP_END SKIN_LAYOUT_LOOP_END layout->num_buttons = n_buttons; layout->num_backgrounds = n_backgrounds; layout->num_displays = n_displays; /* now allocate arrays, then populate them */ AARRAY_NEW0(layout->buttons, n_buttons); AARRAY_NEW0(layout->backgrounds, n_backgrounds); AARRAY_NEW0(layout->displays, n_displays); if (layout->buttons == NULL && n_buttons > 0) goto Fail; if (layout->backgrounds == NULL && n_backgrounds > 0) goto Fail; if (layout->displays == NULL && n_displays > 0) goto Fail; n_buttons = 0; n_backgrounds = 0; n_displays = 0; layout->rect.pos.x = 0; layout->rect.pos.y = 0; layout->rect.size = slayout->size; SKIN_LAYOUT_LOOP_LOCS(slayout,loc) SkinPart* part = loc->part; Background* back = NULL; if ( part->background->valid ) { back = layout->backgrounds + n_backgrounds; background_init( back, part->background, loc, &layout->rect ); n_backgrounds += 1; } if ( part->display->valid ) { ADisplay* disp = layout->displays + n_displays; display_init( disp, part->display, loc, &layout->rect ); n_displays += 1; } SKIN_PART_LOOP_BUTTONS(part, sbutton) Button* button = layout->buttons + n_buttons; button_init( button, sbutton, loc, back, &layout->rect, slayout ); n_buttons += 1; SKIN_PART_LOOP_END SKIN_LAYOUT_LOOP_END return 0; Fail: layout_done(layout); return -1; } struct SkinWindow { SDL_Surface* surface; Layout layout; SkinPos pos; FingerState finger; ButtonState button; BallState ball; char enabled; char fullscreen; char no_display; char enable_touch; char enable_trackball; char enable_dpad; char enable_qwerty; SkinImage* onion; SkinRotation onion_rotation; int onion_alpha; int x_pos; int y_pos; SkinScaler* scaler; int shrink; double shrink_scale; unsigned* shrink_pixels; SDL_Surface* shrink_surface; double effective_scale; double effective_x; double effective_y; }; static void add_finger_event(unsigned x, unsigned y, unsigned state) { //fprintf(stderr, "::: finger %d,%d %d\n", x, y, state); /* NOTE: the 0 is used in hw/goldfish_events.c to differentiate * between a touch-screen and a trackball event */ user_event_mouse(x, y, 0, state); } static void skin_window_find_finger( SkinWindow* window, int x, int y ) { FingerState* finger = &window->finger; /* find the display that contains this movement */ finger->display = NULL; finger->inside = 0; if (!window->enable_touch) return; LAYOUT_LOOP_DISPLAYS(&window->layout,disp) if ( skin_rect_contains( &disp->rect, x, y ) ) { finger->inside = 1; finger->display = disp; finger->pos.x = x - disp->origin.x; finger->pos.y = y - disp->origin.y; skin_pos_rotate( &finger->pos, &finger->pos, -disp->rotation ); break; } LAYOUT_LOOP_END_DISPLAYS } static void skin_window_move_mouse( SkinWindow* window, int x, int y ) { FingerState* finger = &window->finger; ButtonState* button = &window->button; if (finger->tracking) { ADisplay* disp = finger->display; char inside = 1; int dx = x - disp->rect.pos.x; int dy = y - disp->rect.pos.y; if (dx < 0) { dx = 0; inside = 0; } else if (dx >= disp->rect.size.w) { dx = disp->rect.size.w - 1; inside = 0; } if (dy < 0) { dy = 0; inside = 0; } else if (dy >= disp->rect.size.h) { dy = disp->rect.size.h-1; inside = 0; } finger->inside = inside; finger->pos.x = dx + (disp->rect.pos.x - disp->origin.x); finger->pos.y = dy + (disp->rect.pos.y - disp->origin.y); skin_pos_rotate( &finger->pos, &finger->pos, -disp->rotation ); } { Button* hover = button->hover; if (hover) { if ( skin_rect_contains( &hover->rect, x, y ) ) return; hover->down = 0; skin_window_redraw( window, &hover->rect ); button->hover = NULL; } hover = NULL; LAYOUT_LOOP_BUTTONS( &window->layout, butt ) if ( skin_rect_contains( &butt->rect, x, y ) ) { hover = butt; break; } LAYOUT_LOOP_END_BUTTONS /* filter DPAD and QWERTY buttons right here */ if (hover != NULL) { switch (hover->keycode) { /* these correspond to the DPad */ case kKeyCodeDpadUp: case kKeyCodeDpadDown: case kKeyCodeDpadLeft: case kKeyCodeDpadRight: case kKeyCodeDpadCenter: if (!window->enable_dpad) hover = NULL; break; /* these correspond to non-qwerty buttons */ case kKeyCodeSoftLeft: case kKeyCodeSoftRight: case kKeyCodeVolumeUp: case kKeyCodeVolumeDown: case kKeyCodePower: case kKeyCodeHome: case kKeyCodeBack: case kKeyCodeCall: case kKeyCodeEndCall: case kKeyCodeTV: case kKeyCodeEPG: case kKeyCodeDVR: case kKeyCodePrevious: case kKeyCodeNext: case kKeyCodePlay: case kKeyCodePause: case kKeyCodeStop: case kKeyCodeRewind: case kKeyCodeFastForward: case kKeyCodeBookmarks: case kKeyCodeCycleWindows: case kKeyCodeChannelUp: case kKeyCodeChannelDown: break; /* all the rest is assumed to be qwerty */ default: if (!window->enable_qwerty) hover = NULL; } } if (hover != NULL) { hover->down = 1; skin_window_redraw( window, &hover->rect ); button->hover = hover; } } } static void skin_window_trackball_press( SkinWindow* window, int down ) { user_event_key( BTN_MOUSE, down ); } static void skin_window_trackball_move( SkinWindow* window, int xrel, int yrel ) { BallState* state = &window->ball; if ( skin_trackball_move( state->ball, xrel, yrel ) ) { skin_trackball_refresh( state->ball ); skin_window_redraw( window, &state->rect ); } } void skin_window_set_trackball( SkinWindow* window, SkinTrackBall* ball ) { BallState* state = &window->ball; ball_state_set( state, ball ); } void skin_window_show_trackball( SkinWindow* window, int enable ) { BallState* state = &window->ball; if (state->ball != NULL && window->enable_trackball) { ball_state_show(state, enable); } } /* Hide the OpenGL ES framebuffer */ static void skin_window_hide_opengles( SkinWindow* window ) { android_hideOpenglesWindow(); } /* Show the OpenGL ES framebuffer window */ static void skin_window_show_opengles( SkinWindow* window ) { { SDL_SysWMinfo wminfo; void* winhandle; ADisplay* disp = window->layout.displays; SkinRect drect = disp->rect; memset(&wminfo, 0, sizeof(wminfo)); SDL_GetWMInfo(&wminfo); #ifdef _WIN32 winhandle = (void*)wminfo.window; #elif defined(CONFIG_DARWIN) winhandle = (void*)wminfo.nsWindowPtr; #else winhandle = (void*)wminfo.info.x11.window; #endif skin_scaler_get_scaled_rect(window->scaler, &drect, &drect); android_showOpenglesWindow(winhandle, drect.pos.x, drect.pos.y, drect.size.w, drect.size.h, disp->rotation * -90.); } } static void skin_window_redraw_opengles( SkinWindow* window ) { android_redrawOpenglesWindow(); } static int skin_window_reset_internal (SkinWindow*, SkinLayout*); SkinWindow* skin_window_create( SkinLayout* slayout, int x, int y, double scale, int no_display ) { SkinWindow* window; /* If scale is <= 0, we want to check that the window's default size if * not larger than the current screen. Otherwise, we need to compute * a new scale to ensure it is. */ if (scale <= 0) { SDL_Rect monitor; int screen_w, screen_h; int win_w = slayout->size.w; int win_h = slayout->size.h; double scale_w, scale_h; /* To account for things like menu bars, window decorations etc.. * We only compute 95% of the real screen size. */ SDL_WM_GetMonitorRect(&monitor); screen_w = monitor.w * 0.95; screen_h = monitor.h * 0.95; scale_w = 1.0; scale_h = 1.0; if (screen_w < win_w && win_w > 1.) scale_w = 1.0 * screen_w / win_w; if (screen_h < win_h && win_h > 1.) scale_h = 1.0 * screen_h / win_h; scale = (scale_w <= scale_h) ? scale_w : scale_h; VERBOSE_PRINT(init,"autoconfig: -scale %g", scale); } ANEW0(window); window->shrink_scale = scale; window->shrink = (scale != 1.0); window->scaler = skin_scaler_create(); window->no_display = no_display; /* enable everything by default */ window->enable_touch = 1; window->enable_trackball = 1; window->enable_dpad = 1; window->enable_qwerty = 1; window->x_pos = x; window->y_pos = y; if (skin_window_reset_internal(window, slayout) < 0) { skin_window_free(window); return NULL; } SDL_WM_SetPos( x, y ); /* Check that the window is fully visible */ if ( !window->no_display && !SDL_WM_IsFullyVisible(0) ) { SDL_Rect monitor; int win_x, win_y, win_w, win_h; int new_x, new_y; SDL_WM_GetMonitorRect(&monitor); SDL_WM_GetPos(&win_x, &win_y); win_w = window->surface->w; win_h = window->surface->h; /* First, we recenter the window */ new_x = (monitor.w - win_w)/2; new_y = (monitor.h - win_h)/2; /* If it is still too large, we ensure the top-border is visible */ if (new_y < 0) new_y = 0; /* Done */ SDL_WM_SetPos(new_x, new_y); dprint( "emulator window was out of view and was recentered\n" ); } skin_window_show_opengles(window); return window; } void skin_window_enable_touch( SkinWindow* window, int enabled ) { window->enable_touch = !!enabled; } void skin_window_enable_trackball( SkinWindow* window, int enabled ) { window->enable_trackball = !!enabled; } void skin_window_enable_dpad( SkinWindow* window, int enabled ) { window->enable_dpad = !!enabled; } void skin_window_enable_qwerty( SkinWindow* window, int enabled ) { window->enable_qwerty = !!enabled; } void skin_window_set_title( SkinWindow* window, const char* title ) { if (window && title) SDL_WM_SetCaption( title, title ); } static void skin_window_resize( SkinWindow* window ) { if ( !window->no_display ) skin_window_hide_opengles(window); /* now resize window */ if (window->surface) { SDL_FreeSurface(window->surface); window->surface = NULL; } if (window->shrink_surface) { SDL_FreeSurface(window->shrink_surface); window->shrink_surface = NULL; } if (window->shrink_pixels) { AFREE(window->shrink_pixels); window->shrink_pixels = NULL; } if ( !window->no_display ) { int layout_w = window->layout.rect.size.w; int layout_h = window->layout.rect.size.h; int window_w = layout_w; int window_h = layout_h; int window_x = window->x_pos; int window_y = window->y_pos; int flags; SDL_Surface* surface; double scale = 1.0; int fullscreen = window->fullscreen; if (fullscreen) { SDL_Rect r; if (SDL_WM_GetMonitorRect(&r) < 0) { fullscreen = 0; } else { double x_scale, y_scale; window_x = r.x; window_y = r.y; window_w = r.w; window_h = r.h; x_scale = window_w * 1.0 / layout_w; y_scale = window_h * 1.0 / layout_h; scale = (x_scale <= y_scale) ? x_scale : y_scale; } } else if (window->shrink) { scale = window->shrink_scale; window_w = (int) ceil(layout_w*scale); window_h = (int) ceil(layout_h*scale); } { char temp[32]; sprintf(temp, "%d,%d", window_x, window_y); setenv("SDL_VIDEO_WINDOW_POS", temp, 1); setenv("SDL_VIDEO_WINDOW_FORCE_VISIBLE", "1", 1); } flags = SDL_SWSURFACE; if (fullscreen) { flags |= SDL_FULLSCREEN; } surface = SDL_SetVideoMode( window_w, window_h, 32, flags ); if (surface == NULL) { fprintf(stderr, "### Error: could not create or resize SDL window: %s\n", SDL_GetError() ); exit(1); } SDL_WM_SetPos( window_x, window_y ); window->effective_scale = scale; window->effective_x = 0; window->effective_y = 0; if (fullscreen) { window->effective_x = (window_w - layout_w*scale)*0.5; window->effective_y = (window_h - layout_h*scale)*0.5; } if (scale == 1.0) { window->surface = surface; skin_scaler_set( window->scaler, 1.0, 0, 0 ); } else { window_w = (int) ceil(window_w / scale ); window_h = (int) ceil(window_h / scale ); window->shrink_surface = surface; AARRAY_NEW0(window->shrink_pixels, window_w * window_h * 4); if (window->shrink_pixels == NULL) { fprintf(stderr, "### Error: could not allocate memory for rescaling surface\n"); exit(1); } window->surface = sdl_surface_from_argb32( window->shrink_pixels, window_w, window_h ); if (window->surface == NULL) { fprintf(stderr, "### Error: could not create or resize SDL window: %s\n", SDL_GetError() ); exit(1); } skin_scaler_set( window->scaler, scale, window->effective_x, window->effective_y ); } skin_window_show_opengles(window); } } static int skin_window_reset_internal ( SkinWindow* window, SkinLayout* slayout ) { Layout layout; ADisplay* disp; if ( layout_init( &layout, slayout ) < 0 ) return -1; layout_done( &window->layout ); window->layout = layout; disp = window->layout.displays; if (disp != NULL && window->onion) display_set_onion( disp, window->onion, window->onion_rotation, window->onion_alpha ); skin_window_resize(window); finger_state_reset( &window->finger ); button_state_reset( &window->button ); ball_state_reset( &window->ball, window ); skin_window_redraw( window, NULL ); if (slayout->event_type != 0) { user_event_generic( slayout->event_type, slayout->event_code, slayout->event_value ); /* XXX: hack, replace by better code here */ if (slayout->event_value != 0) corecmd_set_coarse_orientation( ANDROID_COARSE_PORTRAIT ); else corecmd_set_coarse_orientation( ANDROID_COARSE_LANDSCAPE ); } return 0; } int skin_window_reset ( SkinWindow* window, SkinLayout* slayout ) { if (!window->fullscreen) { SDL_WM_GetPos(&window->x_pos, &window->y_pos); } if (skin_window_reset_internal( window, slayout ) < 0) return -1; return 0; } void skin_window_set_lcd_brightness( SkinWindow* window, int brightness ) { ADisplay* disp = window->layout.displays; if (disp != NULL) { disp->brightness = brightness; skin_window_redraw( window, NULL ); } } void skin_window_free ( SkinWindow* window ) { if (window) { if (window->surface) { SDL_FreeSurface(window->surface); window->surface = NULL; } if (window->shrink_surface) { SDL_FreeSurface(window->shrink_surface); window->shrink_surface = NULL; } if (window->shrink_pixels) { AFREE(window->shrink_pixels); window->shrink_pixels = NULL; } if (window->onion) { skin_image_unref( &window->onion ); window->onion_rotation = SKIN_ROTATION_0; } if (window->scaler) { skin_scaler_free(window->scaler); window->scaler = NULL; } layout_done( &window->layout ); AFREE(window); } } void skin_window_set_onion( SkinWindow* window, SkinImage* onion, SkinRotation onion_rotation, int onion_alpha ) { ADisplay* disp; SkinImage* old = window->onion; window->onion = skin_image_ref(onion); window->onion_rotation = onion_rotation; window->onion_alpha = onion_alpha; skin_image_unref( &old ); disp = window->layout.displays; if (disp != NULL) display_set_onion( disp, window->onion, onion_rotation, onion_alpha ); } static void skin_window_update_shrink( SkinWindow* window, SkinRect* rect ) { skin_scaler_scale( window->scaler, window->shrink_surface, window->surface, rect->pos.x, rect->pos.y, rect->size.w, rect->size.h ); } void skin_window_set_scale( SkinWindow* window, double scale ) { window->shrink = (scale != 1.0); window->shrink_scale = scale; skin_window_resize( window ); skin_window_redraw( window, NULL ); } void skin_window_redraw( SkinWindow* window, SkinRect* rect ) { if (window != NULL && window->surface != NULL) { Layout* layout = &window->layout; if (rect == NULL) rect = &layout->rect; { SkinRect r; if ( skin_rect_intersect( &r, rect, &layout->rect ) ) { SDL_Rect rd; rd.x = r.pos.x; rd.y = r.pos.y; rd.w = r.size.w; rd.h = r.size.h; SDL_FillRect( window->surface, &rd, layout->color ); } } { Background* back = layout->backgrounds; Background* end = back + layout->num_backgrounds; for ( ; back < end; back++ ) background_redraw( back, rect, window->surface ); } { ADisplay* disp = layout->displays; ADisplay* end = disp + layout->num_displays; for ( ; disp < end; disp++ ) display_redraw( disp, rect, window->surface ); } { Button* button = layout->buttons; Button* end = button + layout->num_buttons; for ( ; button < end; button++ ) button_redraw( button, rect, window->surface ); } if ( window->ball.tracking ) ball_state_redraw( &window->ball, rect, window->surface ); if (window->effective_scale != 1.0) skin_window_update_shrink( window, rect ); else { SDL_Rect rd; rd.x = rect->pos.x; rd.y = rect->pos.y; rd.w = rect->size.w; rd.h = rect->size.h; SDL_UpdateRects( window->surface, 1, &rd ); } skin_window_redraw_opengles( window ); } } void skin_window_toggle_fullscreen( SkinWindow* window ) { if (window && window->surface) { if (!window->fullscreen) SDL_WM_GetPos( &window->x_pos, &window->y_pos ); window->fullscreen = !window->fullscreen; skin_window_resize( window ); skin_window_redraw( window, NULL ); } } void skin_window_get_display( SkinWindow* window, ADisplayInfo *info ) { ADisplay* disp = window->layout.displays; if (disp != NULL) { info->width = disp->datasize.w; info->height = disp->datasize.h; info->rotation = disp->rotation; info->data = disp->data; } else { info->width = 0; info->height = 0; info->rotation = SKIN_ROTATION_0; info->data = NULL; } } static void skin_window_map_to_scale( SkinWindow* window, int *x, int *y ) { *x = (*x - window->effective_x) / window->effective_scale; *y = (*y - window->effective_y) / window->effective_scale; } void skin_window_process_event( SkinWindow* window, SDL_Event* ev ) { Button* button; int mx, my; if (!window->surface) return; switch (ev->type) { case SDL_MOUSEBUTTONDOWN: if ( window->ball.tracking ) { skin_window_trackball_press( window, 1 ); break; } mx = ev->button.x; my = ev->button.y; skin_window_map_to_scale( window, &mx, &my ); skin_window_move_mouse( window, mx, my ); skin_window_find_finger( window, mx, my ); #if 0 printf("down: x=%d y=%d fx=%d fy=%d fis=%d\n", ev->button.x, ev->button.y, window->finger.pos.x, window->finger.pos.y, window->finger.inside); #endif if (window->finger.inside) { window->finger.tracking = 1; add_finger_event(window->finger.pos.x, window->finger.pos.y, 1); } else { window->button.pressed = NULL; button = window->button.hover; if(button) { button->down += 1; skin_window_redraw( window, &button->rect ); window->button.pressed = button; if(button->keycode) { user_event_key(button->keycode, 1); } } } break; case SDL_MOUSEBUTTONUP: if ( window->ball.tracking ) { skin_window_trackball_press( window, 0 ); break; } button = window->button.pressed; mx = ev->button.x; my = ev->button.y; skin_window_map_to_scale( window, &mx, &my ); if (button) { button->down = 0; skin_window_redraw( window, &button->rect ); if(button->keycode) { user_event_key(button->keycode, 0); } window->button.pressed = NULL; window->button.hover = NULL; skin_window_move_mouse( window, mx, my ); } else if (window->finger.tracking) { skin_window_move_mouse( window, mx, my ); window->finger.tracking = 0; add_finger_event( window->finger.pos.x, window->finger.pos.y, 0); } break; case SDL_MOUSEMOTION: if ( window->ball.tracking ) { skin_window_trackball_move( window, ev->motion.xrel, ev->motion.yrel ); break; } mx = ev->button.x; my = ev->button.y; skin_window_map_to_scale( window, &mx, &my ); if ( !window->button.pressed ) { skin_window_move_mouse( window, mx, my ); if ( window->finger.tracking ) { add_finger_event( window->finger.pos.x, window->finger.pos.y, 1 ); } } break; case SDL_VIDEOEXPOSE: skin_window_redraw_opengles(window); break; } } static ADisplay* skin_window_display( SkinWindow* window ) { return window->layout.displays; } void skin_window_update_display( SkinWindow* window, int x, int y, int w, int h ) { ADisplay* disp = skin_window_display(window); if ( !window->surface ) return; if (disp != NULL) { SkinRect r; r.pos.x = x; r.pos.y = y; r.size.w = w; r.size.h = h; skin_rect_rotate( &r, &r, disp->rotation ); r.pos.x += disp->origin.x; r.pos.y += disp->origin.y; if (window->effective_scale != 1.0) skin_window_redraw( window, &r ); else display_redraw( disp, &r, window->surface ); } }