/* * This file is part of the Micro Python project, http://micropython.org/ * * The MIT License (MIT) * * Copyright (c) 2018 Scott Shawcroft for Adafruit Industries * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "shared-bindings/displayio/TileGrid.h" #include "shared-bindings/displayio/Bitmap.h" #include "shared-bindings/displayio/ColorConverter.h" #include "shared-bindings/displayio/OnDiskBitmap.h" #include "shared-bindings/displayio/Palette.h" #include "shared-bindings/displayio/Shape.h" void common_hal_displayio_tilegrid_construct(displayio_tilegrid_t *self, mp_obj_t bitmap, uint16_t bitmap_width_in_tiles, mp_obj_t pixel_shader, uint16_t width, uint16_t height, uint16_t tile_width, uint16_t tile_height, uint16_t x, uint16_t y, uint8_t default_tile) { uint32_t total_tiles = width * height; // Sprites will only have one tile so save a little memory by inlining values in the pointer. uint8_t inline_tiles = sizeof(uint8_t*); if (total_tiles <= inline_tiles) { self->tiles = 0; // Pack values into the pointer since there are only a few. for (uint32_t i = 0; i < inline_tiles; i++) { ((uint8_t*) &self->tiles)[i] = default_tile; } self->inline_tiles = true; } else { self->tiles = (uint8_t*) m_malloc(total_tiles, false); for (uint32_t i = 0; i < total_tiles; i++) { self->tiles[i] = default_tile; } self->inline_tiles = false; } self->bitmap_width_in_tiles = bitmap_width_in_tiles; self->width_in_tiles = width; self->height_in_tiles = height; self->area.x1 = x; self->area.y1 = y; self->area.x2 = x + width * tile_width; self->area.y2 = y + height * tile_height; self->tile_width = tile_width; self->tile_height = tile_height; self->bitmap = bitmap; self->pixel_shader = pixel_shader; } mp_int_t common_hal_displayio_tilegrid_get_x(displayio_tilegrid_t *self) { return self->area.x1; } void common_hal_displayio_tilegrid_set_x(displayio_tilegrid_t *self, mp_int_t x) { if (self->area.x1 == x) { return; } self->needs_refresh = true; self->area.x2 += (self->area.x1 - x); self->area.x1 = x; } mp_int_t common_hal_displayio_tilegrid_get_y(displayio_tilegrid_t *self) { return self->area.y1; } void common_hal_displayio_tilegrid_set_y(displayio_tilegrid_t *self, mp_int_t y) { if (self->area.y1 == y) { return; } self->needs_refresh = true; self->area.y2 += (self->area.y1 - y); self->area.y1 = y; } mp_obj_t common_hal_displayio_tilegrid_get_pixel_shader(displayio_tilegrid_t *self) { return self->pixel_shader; } void common_hal_displayio_tilegrid_set_pixel_shader(displayio_tilegrid_t *self, mp_obj_t pixel_shader) { self->pixel_shader = pixel_shader; self->needs_refresh = true; } uint16_t common_hal_displayio_tilegrid_get_width(displayio_tilegrid_t *self) { return self->width_in_tiles; } uint16_t common_hal_displayio_tilegrid_get_height(displayio_tilegrid_t *self) { return self->height_in_tiles; } uint8_t common_hal_displayio_tilegrid_get_tile(displayio_tilegrid_t *self, uint16_t x, uint16_t y) { uint8_t* tiles = self->tiles; if (self->inline_tiles) { tiles = (uint8_t*) &self->tiles; } if (tiles == NULL) { return 0; } return tiles[y * self->width_in_tiles + x]; } void common_hal_displayio_tilegrid_set_tile(displayio_tilegrid_t *self, uint16_t x, uint16_t y, uint8_t tile_index) { uint8_t* tiles = self->tiles; if (self->inline_tiles) { tiles = (uint8_t*) &self->tiles; } if (tiles == NULL) { return; } tiles[y * self->width_in_tiles + x] = tile_index; self->needs_refresh = true; } void common_hal_displayio_tilegrid_set_top_left(displayio_tilegrid_t *self, uint16_t x, uint16_t y) { self->top_left_x = x; self->top_left_y = y; self->needs_refresh = true; } bool displayio_tilegrid_get_area(displayio_tilegrid_t *self, displayio_buffer_transform_t* transform, displayio_area_t* area, uint32_t* mask, uint32_t *buffer) { // If no tiles are present we have no impact. uint8_t* tiles = self->tiles; if (self->inline_tiles) { tiles = (uint8_t*) &self->tiles; } if (tiles == NULL) { return false; } displayio_area_t overlap; displayio_area_t scaled_area = { .x1 = self->area.x1 * transform->scale, .y1 = self->area.y1 * transform->scale, .x2 = self->area.x2 * transform->scale, .y2 = self->area.y2 * transform->scale }; if (!displayio_area_compute_overlap(area, &scaled_area, &overlap)) { return false; } int16_t x_stride = 1; int16_t y_stride = displayio_area_width(area); if (transform->transpose_xy) { x_stride = displayio_area_height(area); y_stride = 1; } uint16_t start = 0; if (transform->mirror_x) { start += (area->x2 - area->x1 - 1) * x_stride; x_stride *= -1; } if (transform->mirror_y) { start += (area->y2 - area->y1 - 1) * y_stride; y_stride *= -1; } // Track if this layer finishes filling in the given area. We can ignore any remaining // layers at that point. bool full_coverage = displayio_area_equal(area, &overlap); // TODO(tannewt): Skip coverage tracking if all pixels outside the overlap have already been // set and our palette is all opaque. // TODO(tannewt): Check to see if the pixel_shader has any transparency. If it doesn't then we // can either return full coverage or bulk update the mask. int16_t y = overlap.y1 - scaled_area.y1; if (y < 0) { y = 0; } int16_t x_shift = area->x1 - scaled_area.x1; int16_t y_shift = area->y1 - scaled_area.y1; for (; y < overlap.y2 - scaled_area.y1; y++) { int16_t x = overlap.x1 - scaled_area.x1; if (x < 0) { x = 0; } int16_t row_start = start + (y - y_shift) * y_stride; int16_t local_y = y / transform->scale; for (; x < overlap.x2 - scaled_area.x1; x++) { // Compute the destination pixel in the buffer and mask based on the transformations. uint16_t offset = row_start + (x - x_shift) * x_stride; // This is super useful for debugging out range accesses. Uncomment to use. // if (offset < 0 || offset >= displayio_area_size(area)) { // asm("bkpt"); // } // Check the mask first to see if the pixel has already been set. if ((mask[offset / 32] & (1 << (offset % 32))) != 0) { continue; } int16_t local_x = x / transform->scale; uint16_t tile_location = ((local_y / self->tile_height + self->top_left_y) % self->height_in_tiles) * self->width_in_tiles + (local_x / self->tile_width + self->top_left_x) % self->width_in_tiles; uint8_t tile = tiles[tile_location]; uint16_t tile_x = (tile % self->bitmap_width_in_tiles) * self->tile_width + local_x % self->tile_width; uint16_t tile_y = (tile / self->bitmap_width_in_tiles) * self->tile_height + local_y % self->tile_height; uint32_t value = 0; // We always want to read bitmap pixels by row first and then transpose into the destination // buffer because most bitmaps are row associated. if (MP_OBJ_IS_TYPE(self->bitmap, &displayio_bitmap_type)) { value = common_hal_displayio_bitmap_get_pixel(self->bitmap, tile_x, tile_y); } else if (MP_OBJ_IS_TYPE(self->bitmap, &displayio_shape_type)) { value = common_hal_displayio_shape_get_pixel(self->bitmap, tile_x, tile_y); } else if (MP_OBJ_IS_TYPE(self->bitmap, &displayio_ondiskbitmap_type)) { value = common_hal_displayio_ondiskbitmap_get_pixel(self->bitmap, tile_x, tile_y); } uint16_t* pixel = ((uint16_t*) buffer) + offset; if (self->pixel_shader == mp_const_none) { *pixel = value; return true; } else if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_palette_type)) { if (!displayio_palette_get_color(self->pixel_shader, value, pixel)) { // A pixel is transparent so we haven't fully covered the area ourselves. full_coverage = false; } else { mask[offset / 32] |= 1 << (offset % 32); } } else if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_colorconverter_type)) { if (!common_hal_displayio_colorconverter_convert(self->pixel_shader, value, pixel)) { // A pixel is transparent so we haven't fully covered the area ourselves. full_coverage = false; } else { mask[offset / 32] |= 1 << (offset % 32); } } } } return full_coverage; } bool displayio_tilegrid_needs_refresh(displayio_tilegrid_t *self) { if (self->needs_refresh) { return true; } else if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_palette_type)) { return displayio_palette_needs_refresh(self->pixel_shader); } else if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_colorconverter_type)) { return displayio_colorconverter_needs_refresh(self->pixel_shader); } return false; } void displayio_tilegrid_finish_refresh(displayio_tilegrid_t *self) { self->needs_refresh = false; if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_palette_type)) { displayio_palette_finish_refresh(self->pixel_shader); } else if (MP_OBJ_IS_TYPE(self->pixel_shader, &displayio_colorconverter_type)) { displayio_colorconverter_finish_refresh(self->pixel_shader); } // TODO(tannewt): We could double buffer changes to position and move them over here. // That way they won't change during a refresh and tear. }