| Commit message (Collapse) | Author | Age |
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Change-Id: Ibe2bc6602ff27524a3b96d9523780acbfbf03c76
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rb.strncasecmp
strcasecmp just exclude count -> rb.strncasecmp(s1, s2)
rb.backlight_brightness_set
backlight_set_brightness -- redundant
rb.backlight_brightness_use_setting -> rb.backlight_brightness_set()
rb.buttonlight_brightness_set
buttonlight_set_brightness -- redundant
rb.buttonlight_brightness_use_setting -> rb.buttonlight_brightness_set()
rb.mixer_frequency
rb.mixer_set_frequency -> mixer_frequency(freq)
rb.mixer_get_frequency -> mixer_frequency
rb.backlight_onoff
rb.backlight_on -> rb.backlight_onoff(true)
rb.backlight_off -> rb.backlight_onoff(false)
rb.touchscreen_mode
rb.touchscreen_set_mode -> rb.touchscreen_mode(mode)
rb.touchscreen_get_mode -> rb.touchscreen_mode()
rb.schedule_cpu_boost
rb.trigger_cpu_boost -> rb.schedule_cpu_boost(true)
rb.cancel_cpu_boost -> rb.schedule_cpu_boost(false)
Includes rbcompat.lua for backwards compatibility
if your script is broken by this change you simply add
`require("rbcompat")` to the top for the old functionality
Change-Id: Ibffd79a0d9be6d7d6a65cc4af5c0a1c6a0f3f94d
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Lessen confusion for end users looking for the underlying function names in
plugin.h
Change-Id: I6662dc7bd9f22d83af372b3d3c5af53d9a1eac9a
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The way to call the pcm functions has changed
rb.pcm("option", var)
rb.pcm_set_frequency(freq) = becomes rb.pcm("pcmsetfrequency", freq)
added pcm.lua to the includes for conversion to old functions
if your script is broken by this change you simply add
`require("pcm")` to the top for the old functionality
added rb.pcm("calculatepeaks")
Change-Id: I092057b0c0b5575e567862661f122da1ca2680e8
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The way to call the playlist functions has changed
rb.playlist("option", var)
rb.playlist_add(filename) = becomes rb.playlist("add", filename)
added playlist.lua to the includes for conversion to old functions
if your script is broken by this change you simply add `require("playlist")`
to the top for the old functionality
added rb.playlist_tracks(dir, filename) to playlist.lua
this will allow you to add all tracks in a playlist.m3u8
to a lua table
Change-Id: I87fcc56be365d8495d214f069331b6ddbfbef1db
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audio_play was removed from the rocklib I assume due to inconsistent
behavior I've readded it with a check for audio paused which instead
uses rewind/ff and then resumes audio
the way to call the audio functions has changed as well
rb.audio("option", var)
so rb.audio_play(0, 0) becomes rb.audio("play", 0, 0)
audio_audio_flush_and_reload_tracks becomes
rb.audio("flushandreloadtracks")
all functions except audio("getfilepos") return the previous (or still current)
status
added audio.lua to the includes for conversion to old functions
if your script is broken by this change you simply add `require("audio")`
to the top for the old functionality
Change-Id: I364adf0c85d9c12b98cde29c26fbe5ee05b9d331
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int is an incompatible type for targets that have 32bit fb_data
need to use FB_SCALARPACK for them
Change-Id: Ib3b5ff19c54d8d1bb76af33d0538a17a71301514
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optimize both size and speed
fix invert for color screens
Change-Id: I7edecae32dcb3daf5b3ed984a0e5b3d463269e60
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I previously noticed that manually clearing the framebuffer while scroll
function was active caused lua to crash
I could reproduce in sim and on device but I thought using the plugin
supplied rb->lcd_clear_screen was immune to this issue
Unfortunately some devices exhibit this behavior with the plugin function
as well
This patch adds rb->lcd_scroll_stop() before lcd_clear_screen at lua start-up
and to the supplied include file lcd.lua
Change-Id: I9800145e5c834ea27df5db5f1bca50b0d40faa49
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Change-Id: I888612f3339ffcde28602a4e739b08f630de9c28
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Hopefully this will fix the build faliures for a few targets
Change-Id: I68f6c85513ef589e5f6a50a8efc7bfae9fd62acd
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Some devices(1-bit / 2-bit displays) have packed bit formats that
need to be unpacked in order to work on them at a pixel level.
This caused a few issues on 1 & 2-bit devices:
Greatly Oversized data arrays for bitmaps
Improper handling of native image data
Framebuffer data was near unusable without jumping through hoops
Conversion between native addressing and per pixel addressing
incurs extra overhead but it is much faster to do it
on the 'C' side rather than in lua.
Not to mention the advantage of a unified interface for the end programer
-------------------------------------------------------------------
Adds a sane way to access each pixel of image data
Adds:
--------------------------------------------------------------------
img:clear([color],[x1],[y1],[x2],[y2])
(set whole image or a portion to a particular value)
--------------------------------------------------------------------
img:invert([x1],[y1],[x2],[y2])
(inverts whole image or a portion)
--------------------------------------------------------------------
img:marshal([x1],[y1],[x2],[y2],[funct])
(calls funct for each point defined by rect of x1,y1 x2,y2
returns value and allows setting value of each point return
nil to terminate early)
--------------------------------------------------------------------
img:points([x1],[y1],[x2],[y2],[dx],[dy])
(returns iterator function that steps delta-x and delta-y pixels each call
returns value of pixel each call but doesn't allow setting to a new value
compare to lua pairs method)
--------------------------------------------------------------------
img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct])
(copies all or part of an image -- straight copy or special ops
optionally calls funct for each point defined by rect of
x1, y1, w, h and x2, y2, w, h for dest and src images
returns value of dst and src and allows setting value of
each point return nil to terminate early)
--------------------------------------------------------------------
img:line(x1, y1, x2, y2, color)
--------------------------------------------------------------------
img:ellipse(x1, y1, x2, y2, color, [fillcolor]
--------------------------------------------------------------------
Fixed handling of 2-bit vertical integrated screens
Added direct element access for saving / restoring native image etc.
Added more data to tostring() handler and a way to access individual items
Added equals method to see if two variables reference the same image address
(doesn't check if two separate images contain the same 'picture')
Optimized get and set routines
Fixed out of bound x coord access shifting to next line
Added lua include files to expose new functionality
Finished image saving routine
Static allocation of set_viewport struct faster + saves ram over dynamic
Cleaned up code
Fixed pixel get/set for 1/2 bit devices
Fixed handling for 24-bit devices (32?)
-------------------------------------------------------------------------
Example lua script to follow on forums
-------------------------------------------------------------------------
Change-Id: I8a9ff0ff72aacf4b1662767ccb2b312fc355239c
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This reverts commit 2daec3d3c3d84e7176a22bc073ca5530e8e44c6d.
Change-Id: I53ea1f491e3c6d6fb759f426f203f927bd26b1e9
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Some devices(1-bit / 2-bit displays) have packed bit formats that
need to be unpacked in order to work on them at a pixel level.
This caused a few issues on 1 & 2-bit devices:
Greatly Oversized data arrays for bitmaps
Improper handling of native image data
Framebuffer data was near unusable without jumping through hoops
Conversion between native addressing and per pixel addressing
incurs extra overhead but it is much faster to do it
on the 'C' side rather than in lua.
Not to mention the advantage of a unified interface for the end programer
-------------------------------------------------------------------
Adds a sane way to access each pixel of image data
Adds:
--------------------------------------------------------------------
img:clear([color],[x1],[y1],[x2],[y2])
(set whole image or a portion to a particular value)
--------------------------------------------------------------------
img:invert([x1],[y1],[x2],[y2])
(inverts whole image or a portion)
--------------------------------------------------------------------
img:marshal([x1],[y1],[x2],[y2],[funct])
(calls funct for each point defined by rect of x1,y1 x2,y2
returns value and allows setting value of each point return
nil to terminate early)
--------------------------------------------------------------------
img:points([x1],[y1],[x2],[y2],[dx],[dy])
(returns iterator function that steps delta-x and delta-y pixels each call
returns value of pixel each call but doesn't allow setting to a new value
compare to lua pairs method)
--------------------------------------------------------------------
img:copy(src,[x1],[y1],[x2],[y2],[w],[h],[clip][operation][clr/funct])
(copies all or part of an image -- straight copy or special ops
optionally calls funct for each point defined by rect of
x1, y1, w, h and x2, y2, w, h for dest and src images
returns value of dst and src and allows setting value of
each point return nil to terminate early)
--------------------------------------------------------------------
img:line(x1, y1, x2, y2, color)
--------------------------------------------------------------------
img:ellipse(x1, y1, x2, y2, color, [fillcolor]
--------------------------------------------------------------------
Fixed handling of 2-bit vertical integrated screens
Added direct element access for saving / restoring native image etc.
Added more data to tostring() handler and a way to access individual items
Added equals method to see if two variables reference the same image address
(doesn't check if two separate images contain the same 'picture')
Optimized get and set routines
Fixed out of bound x coord access shifting to next line
Added lua include files to expose new functionality
Finished image saving routine
Static allocation of set_viewport struct faster + saves ram over dynamic
Cleaned up code
Fixed pixel get/set for 1/2 bit devices
-------------------------------------------------------------------------
Example lua script to follow on forums
-------------------------------------------------------------------------
Change-Id: I7b9c1fd699442fb683760f781021091786c18509
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