/* * This file is part of the TREZOR project, https://trezor.io/ * * Copyright (c) SatoshiLabs * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include #ifndef TREZOR_NOUI #include #include static SDL_Renderer *RENDERER; static SDL_Surface *BUFFER; static SDL_Texture *TEXTURE, *BACKGROUND; static struct { struct { uint16_t x, y; } start; struct { uint16_t x, y; } end; struct { uint16_t x, y; } pos; } PIXELWINDOW; void PIXELDATA(uint16_t c) { if (!RENDERER) { display_init(); } if (PIXELWINDOW.pos.x <= PIXELWINDOW.end.x && PIXELWINDOW.pos.y <= PIXELWINDOW.end.y) { ((uint16_t *)BUFFER->pixels)[PIXELWINDOW.pos.x + PIXELWINDOW.pos.y * BUFFER->pitch / sizeof(uint16_t)] = c; } PIXELWINDOW.pos.x++; if (PIXELWINDOW.pos.x > PIXELWINDOW.end.x) { PIXELWINDOW.pos.x = PIXELWINDOW.start.x; PIXELWINDOW.pos.y++; } } #else #define PIXELDATA(X) (void)(X) #endif void display_init(void) { #ifndef TREZOR_NOUI if (SDL_Init(SDL_INIT_VIDEO) != 0) { printf("%s\n", SDL_GetError()); ensure(secfalse, "SDL_Init error"); } atexit(SDL_Quit); SDL_Window *win = SDL_CreateWindow("TREZOR Emulator", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_SHOWN); if (!win) { printf("%s\n", SDL_GetError()); ensure(secfalse, "SDL_CreateWindow error"); } RENDERER = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED); if (!RENDERER) { printf("%s\n", SDL_GetError()); SDL_DestroyWindow(win); ensure(secfalse, "SDL_CreateRenderer error"); } SDL_SetRenderDrawColor(RENDERER, 0, 0, 0, 255); SDL_RenderClear(RENDERER); BUFFER = SDL_CreateRGBSurface(0, MAX_DISPLAY_RESX, MAX_DISPLAY_RESY, 16, 0xF800, 0x07E0, 0x001F, 0x0000); TEXTURE = SDL_CreateTexture(RENDERER, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, DISPLAY_RESX, DISPLAY_RESY); SDL_SetTextureBlendMode(TEXTURE, SDL_BLENDMODE_BLEND); // TODO: find better way how to embed/distribute background image BACKGROUND = IMG_LoadTexture(RENDERER, "../embed/unix/background.jpg"); if (BACKGROUND) { SDL_SetTextureBlendMode(BACKGROUND, SDL_BLENDMODE_NONE); } DISPLAY_BACKLIGHT = 0; DISPLAY_ORIENTATION = 0; #endif } static void display_set_window(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1) { #ifndef TREZOR_NOUI if (!RENDERER) { display_init(); } PIXELWINDOW.start.x = x0; PIXELWINDOW.start.y = y0; PIXELWINDOW.end.x = x1; PIXELWINDOW.end.y = y1; PIXELWINDOW.pos.x = x0; PIXELWINDOW.pos.y = y0; #endif } void display_refresh(void) { #ifndef TREZOR_NOUI if (!RENDERER) { display_init(); } if (BACKGROUND) { SDL_RenderCopy(RENDERER, BACKGROUND, NULL, NULL); } else { SDL_RenderClear(RENDERER); } SDL_UpdateTexture(TEXTURE, NULL, BUFFER->pixels, BUFFER->pitch); #define BACKLIGHT_NORMAL 150 SDL_SetTextureAlphaMod(TEXTURE, MIN(255, 255 * DISPLAY_BACKLIGHT / BACKLIGHT_NORMAL)); const SDL_Rect r = {DISPLAY_TOUCH_OFFSET_X, DISPLAY_TOUCH_OFFSET_Y, DISPLAY_RESX, DISPLAY_RESY}; SDL_RenderCopyEx(RENDERER, TEXTURE, NULL, &r, DISPLAY_ORIENTATION, NULL, 0); SDL_RenderPresent(RENDERER); #endif } static void display_set_orientation(int degrees) { display_refresh(); } static void display_set_backlight(int val) { display_refresh(); } void display_save(const char *filename) { #ifndef TREZOR_NOUI if (!RENDERER) { display_init(); } IMG_SavePNG(BUFFER, filename); #endif }