Update to streaming demo program to only update the needed area (results in much faster display on slow devices)
Also now demonstrates streaming to a non-full screen area.
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@ -27,7 +27,7 @@
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#define GDISP_NEED_ARC FALSE
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#define GDISP_NEED_SCROLL FALSE
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#define GDISP_NEED_PIXELREAD FALSE
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#define GDISP_NEED_CONTROL TRUE
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#define GDISP_NEED_CONTROL FALSE
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#define GDISP_NEED_MULTITHREAD FALSE
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#define GDISP_NEED_STREAMING TRUE
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@ -40,35 +40,44 @@
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#define WALLCOLOR HTML2COLOR(0x303030)
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#define BACKCOLOR HTML2COLOR(0xC0C0C0)
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#define FLOORCOLOR HTML2COLOR(0x606060)
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#define SHADOW (255-255*0.2)
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#define SHADOWALPHA (255-255*0.2)
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int main(void) {
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coord_t width, height, x, y, i, l, m, n, floor;
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coord_t width, height, x, y, radius, ballx, bally, dx, floor;
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coord_t minx, miny, maxx, maxy;
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coord_t ballcx, ballcy;
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color_t colour;
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float ii, spin, o, spinspeed, h, f, g;
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float ii, spin, dy, spinspeed, h, f, g;
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gfxInit();
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gdispSetOrientation(GDISP_ROTATE_90);
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#if GDISP_NEED_CONTROL
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gdispSetOrientation(GDISP_ROTATE_90);
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#endif
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width = gdispGetWidth();
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height = gdispGetHeight();
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i=height/5+height%2+1;
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ii = 1.0/i;
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floor=height/5-1;
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spin=0.0;
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l=width/2;
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m=height/4;
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n=.01*width;
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o=0.0;
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spinspeed=0.1;
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radius=height/5+height%2+1; // The ball radius
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ii = 1.0/radius; // radius as easy math
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floor=height/5-1; // floor position
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spin=0.0; // current spin angle on the ball
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spinspeed=0.1; // current spin speed of the ball
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ballx=width/2; // ball x position (relative to the ball center)
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bally=height/4; // ball y position (relative to the ball center)
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dx=.01*width; // motion in the x axis
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dy=0.0; // motion in the y axis
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ballcx = 12*radius/5; // ball x diameter including the shadow
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ballcy = 21*radius/10; // ball y diameter including the shadow
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minx = miny = 0; maxx = width; maxy = height; // The clipping window for this frame.
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while(1) {
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// Draw one frame
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gdispStreamStart(0, 0, width, height);
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for (y=0; h = (m-y)*ii, y<height; y++) {
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for (x=0; x < width; x++) {
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g=(l-x)*ii;
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gdispStreamStart(minx, miny, maxx-minx, maxy-miny);
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for (y=miny; h = (bally-y)*ii, y<maxy; y++) {
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for (x=minx; x < maxx; x++) {
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g=(ballx-x)*ii;
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f=-.3*g+.954*h;
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if (g*g < 1-h*h) {
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/* The inside of the ball */
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@ -90,17 +99,27 @@ int main(void) {
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// The ball shadow is darker
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if (g*(g+.4)+h*(h+.1) < 1)
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colour = gdispBlendColor(colour, Black, SHADOW);
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colour = gdispBlendColor(colour, Black, SHADOWALPHA);
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}
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gdispStreamColor(colour); /* pixel to the LCD */
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}
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}
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gdispStreamStop();
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// Calculate the new frame size (note this is a drawing optimisation only)
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minx = ballx - radius; miny = bally - radius;
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maxx = minx + ballcx; maxy = miny + ballcy;
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if (dx > 0) maxx += dx; else minx += dx;
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if (dy > 0) maxy += dy; else miny += dy;
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if (minx < 0) minx = 0;
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if (maxx > width) maxx = width;
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if (miny < 0) miny = 0;
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if (maxy > height) maxy = height;
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// Motion
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spin += spinspeed;
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m += o;
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o = m > height-1.75*floor ? -.04*height : o+.002*height;
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n = (l+=n)<i || l>width-i ? spinspeed=-spinspeed,-n : n;
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ballx += dx; bally += dy;
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dx = ballx < radius || ballx > width-radius ? spinspeed=-spinspeed,-dx : dx;
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dy = bally > height-1.75*floor ? -.04*height : dy+.002*height;
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}
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}
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