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koreader/frontend/device/screen.lua

247 lines
6.7 KiB
Lua

local Blitbuffer = require("ffi/blitbuffer")
local einkfb = require("ffi/framebuffer")
local Geom = require("ui/geometry")
local util = require("ffi/util")
local DEBUG = require("dbg")
--[[
Codes for rotation modes:
1 for no rotation,
2 for landscape with bottom on the right side of screen, etc.
2
+--------------+
| +----------+ |
| | | |
| | Freedom! | |
| | | |
| | | |
3 | | | | 1
| | | |
| | | |
| +----------+ |
| |
| |
+--------------+
0
--]]
local Screen = {
cur_rotation_mode = 0,
native_rotation_mode = nil,
blitbuffer_rotation_mode = 0,
bb = nil,
saved_bb = nil,
screen_size = Geom:new(),
viewport = nil,
fb = einkfb.open("/dev/fb0"),
-- will be set upon loading by Device class:
device = nil,
}
function Screen:new(o)
local o = o or {}
setmetatable(o, self)
self.__index = self
if o.init then o:init() end
return o
end
function Screen:init()
self.bb = self.fb.bb
self.blitbuffer_rotation_mode = self.bb:getRotation()
-- asking the framebuffer for orientation is error prone,
-- so we do this simple heuristic (for now)
self.screen_size.w = self.bb:getWidth()
self.screen_size.h = self.bb:getHeight()
if self.screen_size.w > self.screen_size.h then
self.native_rotation_mode = 1
self.screen_size.w, self.screen_size.h = self.screen_size.h, self.screen_size.w
else
self.native_rotation_mode = 0
end
self.cur_rotation_mode = self.native_rotation_mode
end
--[[
set a rectangle that represents the area of the screen we are working on
--]]
function Screen:setViewport(viewport)
self.viewport = self.screen_size:intersect(viewport)
self.bb = self.fb.bb:viewport(
self.viewport.x, self.viewport.y,
self.viewport.w, self.viewport.h)
end
function Screen:refresh(refresh_type, waveform_mode, wait_for_marker, x, y, w, h)
if self.viewport and x and y then
--[[
we need to adapt the coordinates when we have a viewport.
this adaptation depends on the rotation:
0,0 fb.w
+---+---------------------------+---+
| |v.y v.y| |
|v.x| |vx2|
+---+---------------------------+---+
| | v.w | |
| | | |
| | | |
| |v.h (viewport) | |
| | | | fb.h
| | | |
| | | |
| | | |
+---+---------------------------+---+
|v.x| |vx2|
| |vy2 vy2| |
+---+---------------------------+---+
The viewport offset v.y/v.x only applies when rotation is 0 degrees.
For other rotations (0,0 is in one of the other edges), we need to
recalculate the offsets.
--]]
local vx2 = self.screen_size.w - (self.viewport.x + self.viewport.w)
local vy2 = self.screen_size.h - (self.viewport.y + self.viewport.h)
if self.cur_rotation_mode == 0 then
-- (0,0) is at top left of screen
x = x + self.viewport.x
y = y + self.viewport.y
elseif self.cur_rotation_mode == 1 then
-- (0,0) is at bottom left of screen
x = x + vy2
y = y + self.viewport.x
elseif self.cur_rotation_mode == 2 then
-- (0,0) is at bottom right of screen
x = x + vx2
y = y + vy2
else
-- (0,0) is at top right of screen
x = x + self.viewport.y
y = y + vx2
end
end
self.fb:refresh(refresh_type, waveform_mode, wait_for_marker, x, y, w, h)
end
function Screen:getSize()
return Geom:new{w = self.bb:getWidth(), h = self.bb:getHeight()}
end
function Screen:getWidth()
return self.bb:getWidth()
end
function Screen:getScreenWidth()
return self.screen_size.w
end
function Screen:getScreenHeight()
return self.screen_size.h
end
function Screen:getHeight()
return self.bb:getHeight()
end
function Screen:getDPI()
if self.dpi == nil then
self.dpi = G_reader_settings:readSetting("screen_dpi")
end
if self.dpi == nil then
self.dpi = self.device.display_dpi
end
if self.dpi == nil then
self.dpi = 160
end
return self.dpi
end
function Screen:setDPI(dpi)
G_reader_settings:saveSetting("screen_dpi", dpi)
end
function Screen:scaleByDPI(px)
local dpi = self:getDPI()
-- larger screen needs larger scale
local size_scale = math.min(self:getWidth(), self:getHeight())/dpi/3.6
-- scaled positive px should also be positive
return math.ceil(px * size_scale * dpi/167)
end
function Screen:getRotationMode()
return self.cur_rotation_mode
end
function Screen:getScreenMode()
if self:getWidth() > self:getHeight() then
return "landscape"
else
return "portrait"
end
end
function Screen:setRotationMode(mode)
self.bb:rotateAbsolute(-90 * (mode - self.native_rotation_mode - self.blitbuffer_rotation_mode))
if self.viewport then
self.fb.bb:setRotation(self.bb:getRotation())
end
self.cur_rotation_mode = mode
end
function Screen:setScreenMode(mode)
if mode == "portrait" then
if self.cur_rotation_mode ~= 0 then
self:setRotationMode(0)
end
elseif mode == "landscape" then
if self.cur_rotation_mode == 0 or self.cur_rotation_mode == 2 then
self:setRotationMode(DLANDSCAPE_CLOCKWISE_ROTATION and 1 or 3)
elseif self.cur_rotation_mode == 1 or self.cur_rotation_mode == 3 then
self:setRotationMode((self.cur_rotation_mode + 2) % 4)
end
end
end
function Screen:toggleNightMode()
self.bb:invert()
if self.viewport then
-- invert and blank out the full framebuffer when we are working on a viewport
self.fb.bb:invert()
self.fb.bb:fill(Blitbuffer.COLOR_WHITE)
end
end
function Screen:saveCurrentBB()
if self.saved_bb then self.saved_bb:free() end
self.saved_bb = self.bb:copy()
end
function Screen:restoreFromSavedBB()
if self.saved_bb then
self.bb:blitFullFrom(self.saved_bb)
-- free data
self.saved_bb:free()
self.saved_bb = nil
end
end
function Screen:shot(filename)
DEBUG("write PNG file", filename)
self.bb:writePNG(filename)
end
function Screen:close()
DEBUG("close screen framebuffer")
self.fb:close()
end
return Screen