arch(sdl) migrated to use new backend architecture (#2840)

* migrated to use new backend architecture

* formatted code

* with direct_mode blend coordinates are working now

* added draw_img_core to backend

* moving from gpu/sdl to draw/sdl

* updated format

* updated format

* fixed include path

* fixing build issue
This commit is contained in:
Mariotaku
2021-11-29 22:53:06 +09:00
committed by GitHub
parent 163deb3dfb
commit 1281abef9e
25 changed files with 364 additions and 570 deletions

View File

@@ -0,0 +1,57 @@
/**
* @file lv_draw_sdl_mask.h
*
*/
#ifndef LV_DRAW_SDL_MASK_H
#define LV_DRAW_SDL_MASK_H
#ifdef __cplusplus
extern "C" {
#endif
/*********************
* INCLUDES
*********************/
#include "../../lv_conf_internal.h"
#include LV_GPU_SDL_INCLUDE_PATH
#include "../../misc/lv_area.h"
#include "../../misc/lv_color.h"
/*********************
* DEFINES
*********************/
/**********************
* TYPEDEFS
**********************/
/**********************
* GLOBAL PROTOTYPES
**********************/
lv_opa_t * lv_draw_mask_dump(const lv_area_t * coords, const int16_t * ids, int16_t ids_count);
SDL_Surface * lv_sdl_create_mask_surface(lv_opa_t * pixels, lv_coord_t width, lv_coord_t height, lv_coord_t stride);
SDL_Texture * lv_sdl_create_mask_texture(SDL_Renderer * renderer, lv_opa_t * pixels, lv_coord_t width,
lv_coord_t height, lv_coord_t stride);
SDL_Surface * lv_sdl_apply_mask_surface(const lv_area_t * coords, const int16_t * ids, int16_t ids_count);
SDL_Texture *
lv_sdl_gen_mask_texture(SDL_Renderer * renderer, const lv_area_t * coords, const int16_t * ids, int16_t ids_count);
/**********************
* MACROS
**********************/
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /*LV_DRAW_SDL_MASK_H*/