#define const
#include "ui.h"
#undef const
-#include <tpl_drv_keyboard.h>
+#include <api_drv_keyboard.h>
// === IMPORTS ===
extern void AcessNative_Exit(void);
// Start main thread
gInputThread = SDL_CreateThread(UI_MainThread, NULL);
+ while(gScreen == NULL)
+ SDL_Delay(10);
+
return 0;
}
// Fast return
if( gUI_Keymap[shiftState][Sym] )
return gUI_Keymap[shiftState][Sym];
+
+ // Enter key on acess returns \n, but SDL returns \r
+ if( Sym == SDLK_RETURN )
+ Unicode = '\n';
// How nice of you, a unicode value
if( Unicode )
case SDLK_F10: ret = KEY_F10; break;
case SDLK_F11: ret = KEY_F11; break;
case SDLK_F12: ret = KEY_F12; break;
+ case SDLK_RETURN: ret = '\n'; break;
default:
printf("Unhandled key code %i\n", Sym);
break;
SDL_Surface *tmp;
SDL_Rect dstRect;
+// printf("UI_BlitBitmap: Blit to (%i,%i) from %p (%ix%i 32bpp bitmap)\n",
+// DstX, DstY, Bitmap, SrcW, SrcH);
+
tmp = SDL_CreateRGBSurfaceFrom(Bitmap, SrcW, SrcH, 32, SrcW*4,
0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
SDL_SetAlpha(tmp, 0, SDL_ALPHA_OPAQUE);
dstRect.x = DstX; dstRect.y = DstY;
+ dstRect.w = -1; dstRect.h = -1;
SDL_BlitSurface(tmp, NULL, gScreen, &dstRect);
+ //SDL_BlitSurface(tmp, NULL, gScreen, NULL);
SDL_FreeSurface(tmp);
+// SDL_Flip(gScreen);
}
void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H)
dstRect.x = X; dstRect.y = Y;
dstRect.w = W; dstRect.h = H;
+// printf("UI_FillBitmap: gScreen = %p\n", gScreen);
SDL_FillRect(gScreen, &dstRect, Value);
}
void UI_Redraw(void)
{
- // No-Op, we're not using double buffering
+ // TODO: Keep track of changed rectangle
+ SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
}