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#include <stdlib.h>
#include <string.h>
#include "eve.h"
#include "eve_kbd.h"
#include "screen.h"
#include "window.h"
#include "view.h"
int eve_screen_init(EVEScreen *screen, uint16_t w, uint16_t h) {
memset(screen, 0, sizeof(EVEScreen));
screen->w = w;
screen->h = h;
screen->mem_next = EVE_RAM_G;
eve_touch_set_handler(eve_screen_handle_touch, screen);
}
void eve_screen_set_kbd(EVEScreen *screen, EVEKbd *kbd) {
screen->kbd = kbd;
}
EVEKbd *eve_screen_get_kbd(EVEScreen *screen) {
return screen->kbd;
}
void eve_screen_show_kbd(EVEScreen *screen) {
EVEWindow *win = screen->win_tail;
EVEKbd *kbd = eve_screen_get_kbd(screen);
if (win && kbd) win->g.y = screen->h - kbd->g.h;
}
void eve_screen_hide_kbd(EVEScreen *screen) {
EVEWindow *win = screen->win_tail;
EVEKbd *kbd = eve_screen_get_kbd(screen);
if (win && kbd) {
win->g.y = screen->h;
eve_kbd_close(kbd);
}
}
void eve_screen_draw(EVEScreen *screen) {
EVEWindow *win;
uint8_t tagN = 0x80;
eve_cmd_burst_start();
eve_cmd_dl(CMD_DLSTART);
win = screen->win_head;
while (win) {
if (eve_window_visible(win)) {
int16_t x = win->g.x;
int16_t y = win->g.y;
uint16_t w = win->g.w;
uint16_t h = win->g.h;
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (x + w > screen->w) w = screen->w - x;
if (y + h > screen->h) h = screen->h - y;
win->tag = tagN;
if (tagN != EVE_TAG_NOTAG) {
eve_cmd_dl(CLEAR_TAG(tagN));
tagN++;
}
eve_cmd_dl(CLEAR_COLOR_RGBC(win->color_bg));
eve_cmd_dl(SCISSOR_XY(x, y));
eve_cmd_dl(SCISSOR_SIZE(w, h));
eve_cmd_dl(CLEAR(1,1,1));
eve_cmd_dl(COLOR_RGBC(win->color_fg));
tagN = win->view->draw(win->view, tagN);
}
win = win->next;
}
eve_cmd_dl(DISPLAY());
eve_cmd_dl(CMD_SWAP);
eve_cmd_burst_end();
eve_cmd_exec(1);
}
void eve_screen_handle_touch(void *s, uint8_t tag0, int touch_idx) {
EVEScreen *screen = s;
EVEWindow *win;
int h = 0;
eve_touch_clear_opt();
if (touch_idx >= 0) {
win = screen->win_tail;
while (win) {
if (eve_window_visible(win)) {
h = win->view->touch(win->view, tag0, touch_idx);
if (h) break;
}
win = win->prev;
}
}
if (h) eve_screen_draw(screen);
}
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