Difference between revisions of "Pixmaps"
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== API reference == | == API reference == | ||
− | The API reference of the pixmap can be found [ | + | The API reference of the pixmap can be found [https://api.ugfx.io/group___pixmap.html here]. |
+ | |||
+ | == Limitations == | ||
+ | In µGFX < v3.0, pixmaps are not supported when using the [[Getting_Started#Single_File_Inclusion|single file inclusion]] mechanism as pixmaps rely on multi-display capabilities. | ||
== Creating and destroying a pixmap == | == Creating and destroying a pixmap == | ||
− | Pixmaps can be created and destroyed at any time during runtime using | + | Pixmaps can be created and destroyed at any time during runtime using <code>gdispPixmapCreate()</code> and <code>gdispPixmapDelete()</code>. |
== Accessing the pixmap == | == Accessing the pixmap == | ||
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=== Virtual display === | === Virtual display === | ||
− | + | <code>gdispPixmapCreate()</code> returns a [[GDISP#GDisplay|GDisplay]] pointer. Hence the pixmap can be treated like a regular display and all the [[GDISP]] operations (including orientations) can be used on a pixmap. | |
=== Frame buffer surface === | === Frame buffer surface === | ||
− | The memory of a created pixmap can be accessed directly in order to use it like a regular frame buffer surface. | + | The memory of a created pixmap can be accessed directly in order to use it like a regular frame buffer surface. <code>gdispPixmapGetBits()</code> returns a pointer to the first pixel of the pixmap. |
+ | |||
+ | === Image access === | ||
+ | It's possible to treat a pixmap as an image. <code>gdispPixmapGetMemoryImage()</code> returns a pointer to a native GDISP image (<code>gdispImage*</code>). This allows to use a pixmap as the image for image rendering routines. | ||
== Displaying a pixmap == | == Displaying a pixmap == | ||
− | A pixmap can be displayed on a real display at any time using the | + | A pixmap can be displayed on a real display at any time using the <code>gdispBlitArea()</code> function. Note that this call allows to display the pixmap at any location on the screen, not only at the display origin. Therefore, this can be used to implement scrolling and other animations. |
== Example == | == Example == | ||
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | |||
+ | == Double buffering == | ||
+ | Pixmaps can be used to implement application level double buffering if the underlying hardware doesn't support it. More information can be found in this [https://community.ugfx.io/topic/960-flicker community forum topic]. | ||
[[Category:GDISP]] | [[Category:GDISP]] |
Latest revision as of 16:02, 4 December 2023
Pixmaps provide dynamic frame buffers. A pixmap of any size can by dynamically created and destroyed during runtime. A pixmap represents itself as a virtual display to the user. Hence a pixmap can be treated like a regular display and all the available GDISP drawing routines can be performed inside the pixmap frame buffer. A pixmap can be rendered at any location of a real display at any time.
Note that pixmaps always use the system pixel format. See color formats for more information.
Contents
API reference
The API reference of the pixmap can be found here.
Limitations
In µGFX < v3.0, pixmaps are not supported when using the single file inclusion mechanism as pixmaps rely on multi-display capabilities.
Creating and destroying a pixmap
Pixmaps can be created and destroyed at any time during runtime using gdispPixmapCreate()
and gdispPixmapDelete()
.
Accessing the pixmap
A pixmap can be treated as either a virtual display or as a memory frame buffer surface.
Virtual display
gdispPixmapCreate()
returns a GDisplay pointer. Hence the pixmap can be treated like a regular display and all the GDISP operations (including orientations) can be used on a pixmap.
Frame buffer surface
The memory of a created pixmap can be accessed directly in order to use it like a regular frame buffer surface. gdispPixmapGetBits()
returns a pointer to the first pixel of the pixmap.
Image access
It's possible to treat a pixmap as an image. gdispPixmapGetMemoryImage()
returns a pointer to a native GDISP image (gdispImage*
). This allows to use a pixmap as the image for image rendering routines.
Displaying a pixmap
A pixmap can be displayed on a real display at any time using the gdispBlitArea()
function. Note that this call allows to display the pixmap at any location on the screen, not only at the display origin. Therefore, this can be used to implement scrolling and other animations.
Example
The following example will show how to create a pixmap and access it both as a virtual display and as a frame buffer surface. Once the pixmap is created it will be blitted incrementally across the entire screen (The pixmap will move across the screen).
#include "gfx.h" #define PIXMAP_WIDTH 40 #define PIXMAP_HEIGHT 10 static GDisplay* pixmap; static pixel_t* surface; int main(void) { coord_t width, height; coord_t i, j; // Initialize and clear the display gfxInit(); // Get the screen size width = gdispGetWidth(); height = gdispGetHeight(); // Create a pixmap and get a pointer to the bits pixmap = gdispPixmapCreate(PIXMAP_WIDTH, PIXMAP_HEIGHT); surface = gdispPixmapGetBits(pixmap); // A pixmap can be treated either as a virtual display or as a memory framebuffer surface. // We demonstrate writing to it using both methods. // First demo drawing onto the surface directly for(j = 0; j < PIXMAP_HEIGHT; j++) for(i = 0; i < PIXMAP_WIDTH; i++) surface[j*PIXMAP_WIDTH + i] = RGB2COLOR(0, 255-i*(256/PIXMAP_WIDTH), j*(256/PIXMAP_HEIGHT)); // Secondly, show drawing a line on it like a virtual display gdispGDrawLine(pixmap, 0, 0, gdispGGetWidth(pixmap)-1, gdispGGetHeight(pixmap)-1, White); i = j = 0; while(TRUE) { // Clear the old position gdispFillArea(i, j, PIXMAP_WIDTH, PIXMAP_HEIGHT, Black); // Change the position i += PIXMAP_WIDTH/2; if (i >= width - PIXMAP_WIDTH/2) { i %= width - PIXMAP_WIDTH/2; j = (j + PIXMAP_HEIGHT/2) % (height - PIXMAP_HEIGHT/2); } // Blit the pixmap to the real display at the new position gdispBlitArea(i, j, PIXMAP_WIDTH, PIXMAP_HEIGHT, surface); // Wait gfxSleepMilliseconds(100); } // Clean up gdispPixmapDelete(pixmap); }
Double buffering
Pixmaps can be used to implement application level double buffering if the underlying hardware doesn't support it. More information can be found in this community forum topic.