refactor: replace lv_coord_t with int32_t
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@@ -176,14 +176,14 @@ can do custom GPU operations. Here is a complete example:
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dsc->blend_mode == LV_BLEND_MODE_NORMAL && lv_area_get_size(&blend_area) > 100) {
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/*Got the first pixel on the buffer*/
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lv_coord_t dest_stride = lv_area_get_width(draw_ctx->buf_area); /*Width of the destination buffer*/
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int32_t dest_stride = lv_area_get_width(draw_ctx->buf_area); /*Width of the destination buffer*/
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lv_color_t * dest_buf = draw_ctx->buf;
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dest_buf += dest_stride * (blend_area.y1 - draw_ctx->buf_area->y1) + (blend_area.x1 - draw_ctx->buf_area->x1);
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/*Make the blend area relative to the buffer*/
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/*Make the blend area relative to the buffer*/
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lv_area_move(&blend_area, -draw_ctx->buf_area->x1, -draw_ctx->buf_area->y1);
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/*Call your custom gou fill function to fill blend_area, on dest_buf with dsc->color*/
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/*Call your custom gou fill function to fill blend_area, on dest_buf with dsc->color*/
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my_gpu_fill(dest_buf, dest_stride, &blend_area, dsc->color);
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}
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/*Fallback: the GPU doesn't support these settings. Call the SW renderer.*/
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@@ -199,7 +199,7 @@ The implementation of wait callback is much simpler:
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void my_gpu_wait(lv_draw_ctx_t * draw_ctx)
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{
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while(my_gpu_is_working());
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/*Call SW renderer's wait callback too*/
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lv_draw_sw_wait_for_finish(draw_ctx);
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}
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@@ -220,12 +220,12 @@ rectangles you can replace the original software drawer too. A custom
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{
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/*Draw the background*/
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my_bg_drawer(draw_ctx, coords, dsc->bg_color, dsc->radius);
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/*Draw the border if any*/
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if(dsc->border_width) {
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my_border_drawer(draw_ctx, coords, dsc->border_width, dsc->border_color, dsc->border_opa)
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}
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/*Draw the outline if any*/
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if(dsc->outline_width) {
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my_outline_drawer(draw_ctx, coords, dsc->outline_width, dsc->outline_color, dsc->outline_opa, dsc->outline_pad)
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