feat(draw): add initial SDL renderer
It caches SW rendered bitmaps in textures. The cache is also updated to support data and source separately. E.g. source is a path to an image, and if that image changes all related cache entries needs to found and invalidated. Limitations of SDL rederer: - not all draw task types are supported - image transformation is not supported - some textures (e.g. button matrix texts) are not detected as cached - images are not cached - images are supported only from path
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@@ -225,7 +225,7 @@ static void draw_vector(lv_layer_t * layer)
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void lv_demo_vector_graphic(void)
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{
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static uint8_t canvas_buf[WIDTH * HEIGHT * 4];
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static uint8_t canvas_buf[LV_CANVAS_BUF_SIZE(WIDTH, HEIGHT, 32, LV_DRAW_BUF_STRIDE_ALIGN)];
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lv_obj_t * canvas = lv_canvas_create(lv_scr_act());
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lv_canvas_set_buffer(canvas, canvas_buf, WIDTH, HEIGHT, LV_COLOR_FORMAT_ARGB8888);
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@@ -249,6 +249,7 @@ static void profile_create(lv_obj_t * parent)
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LV_IMAGE_DECLARE(img_demo_widgets_avatar);
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lv_obj_t * avatar = lv_image_create(panel1);
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lv_image_set_src(avatar, &img_demo_widgets_avatar);
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// lv_image_set_src(avatar, "A:lvgl/demos/widgets/assets/avatar.png")
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lv_obj_t * name = lv_label_create(panel1);
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lv_label_set_text(name, "Elena Smith");
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