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?? fsgui_bmpui.c

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/**************************************************************
** FILE
** fsGUI_BmpUI.c
**
** DESCRIPTION
** On the base of fsGUI_new.c, build a new GUI with bmp for MP3/JPEG/GAME.
**
**
**   Creator: zhaoyanhua
**   Date:    2004-6-3 10:17
****************************************************************/



#include "global.h"
#include "func.h"
#include "memmap.h"
#include "util.h"
#include "graph.h"
#include "memcfg.h"
#include "framebuf.h"
#include "macro.h"
#include "stc.h"
#include "cfont.h"
#include "vfdfunc.h"
#include "osd.h"
#include "image.h"
#include "nesinit.h"
#include "fs96602.h"
#include "fsNAV.h"
#include "fsGUI.h"
#include "fsGUI1.h"

#include "fsGUI1.h"
//#include "fsGUI_new.h"

#ifdef JPG_OLD_PARSER_FLOW
    #ifdef JPG_EFFECT
    #include "jpegeffect.h"
    #endif
#else
    #include "pic_effect.h"
#endif

#ifdef FS_BMP_GUI
#include "FrameBuf_BmpUI.h"
#include "fsGUI_Palette.h"
#include "fsGUI_Bmp.h"
#include "fsGUI_BmpUI.h"

const BITMAP_LAYOUT g_aBitmapLayout[] =
{
    //absolute postion
    {0,   0,   720,     0,   0,   1}, //bg.bmp top line                 //0
    {0,   171,   720,     0,   1,   1}, //bg.bmp middle line                 //0
    {0,   382,   720,     0,   2,   1}, //bg.bmp bottom line              //1
    {54,  27,    0,     0,   3,   1}, //tab_bar2-1.bmp                  //2
    {244, 35,    0,     0,   7,   0},//MP3_icon_L.bmp                   //3
    {348, 35,    0,     0,   8,   0},//JPG_icon_L.bmp                   //4
#if defined(SUPPORT_NESGAME)||defined(SUPPORT_SPG_GAME)
    {555, 34,    0,     0,   9,   0},//VIDEO_icon_L.bmp                 //5
    {454, 33,    0,     0,   10,   0},//GAME_icon_L.bmp                  //6
#else 
    {449, 36,    0,     0,   9,   0},//VIDEO_icon_L.bmp                 //5
    {560, 35,    0,     0,   10,   0},//GAME_icon_L.bmp                  //6
#endif    
    {78,  76,    0,     0,   11,  1},//playing_bar_3_1.bmp              //7
    {635, 76,    0,     0,   12,  1},//playing_bar_3_3                  //8
    
#ifdef	GPS_MP3_UI//frank.huang 050923
    {99,  99,    0,     0,   14,  0},//animation1.bmp                   //9
    {99,  99,    0,     0,   15,  0},//animation2.bmp                   //10
#else
    {99,  84,    0,     0,   14,  0},//animation1.bmp                   //9
    {99,  84,    0,     0,   15,  0},//animation2.bmp                   //10
#endif

    //opsite postion. when use these bmp, must add its start position
    {0,    0,    105,     1,    4,  1},//tab_bar2-2.bmp                   //11
    {0,    0,    105,     1,    5,  0},//tab_bar_shine.bmp                //12
    {0,    0,    105,     1,    6,  1},//tab_bar_down.bmp                 //13
    {0,    0,    0,     0,   13,  1},//playing_bar_3_2.bmp              //14
    {0,    0,    0,     0,   16,  1},//FILE bg Cornre LT                //15
    {0,    0,    0,     0,   17,  1},//FILE bg Cornre RT                //16
    {0,    0,    0,     0,   18,  1},//FILE bg Cornre LB                //17
    {0,    0,    0,     0,   19,  1},//FILE bg Cornre RB                //18
    {0,    0,    0,     0,   20,  0},//MP3_icon_S.bmp                   //19
    {0,    0,    0,     0,   21,  0},//JPEG_icon_S.bmp                  //20
#if defined(SUPPORT_NESGAME)||defined(SUPPORT_SPG_GAME)
    {0,    0,    0,     0,   22,  1},//Game_icon_S.bmp                 //22
    {0,    0,    0,     0,   23,  0},//Video_icon_S.bmp                  //23
#else
    {0,    0,    0,     0,   22,  0},//Video_icon_S.bmp                 //22
    {0,    0,    0,     0,   23,  1},//Game_icon_S.bmp                  //23
#endif    
    {0,    0,    0,     0,   24,  1},//FileBg10_0.bmp                   //23
    {0,    0,    0,     0,   25,  1},//FileBg10_1.bmp                   //24
    {0,    0,    0,     0,   26,  1},//FileBg10_2.bmp                   //25
    {0,    0,    0,     0,   27,  1},//FileBg10_3.bmp                   //26
    {0,    0,    0,     0,   28,  1},//FileBg10_4.bmp                   //27
    {0,    0,    0,     0,   29,  1},//FileBg10_5.bmp                   //28
    {0,    0,    0,     0,   30,  1},//FileBg10_6.bmp                   //29
    {0,    0,    0,     0,   31,  1},//FileBg10_7.bmp                   //30
    {0,    0,    0,     0,   32,  1},//FileBg10_8.bmp                   //31
    {0,    0,    0,     0,   33,  1},//FileBg10_9.bmp                   //32
    {0,    0,    0,     0,   34,  1},//folder_icon                      //33
#ifdef GPS_MP3_UI//frank.huang 050915
    {0,    0,    0,     0,   35,  1},//folder_icon                      //34
    {0,    0,    0,     0,   36,  1},//PATH_INFO_BACKGROUND_L 			//35
    {0,    0,    0,     0,   37,  1},//PATH_INFO_BACKGROUND_R           //36
    {89,   65,    0,     0,   38,  1},//MP3_PAGE_ICON           			//37
    {89,   65,    0,     0,   39,  1},//JPG_PAGE_ICON           			//38
    {89,   65,    0,     0,   40,  1},//VIDEO_PAGE_ICON           		//39
    {0,   0,   32*PER_PAGE,     1,   41,  1},//VIDEO_PAGE_ICON           		//40
    {0,   0,   0,     0,   42,  1},//ARROW_U           		//41
    {0,   0,   0,     0,   43,  1},//ARROW_D           		//42
    {0,   0,   0,     0,   44,  1},//SLIDER_BLOCK           		//43
    {0,   0,   0,     0,   45,  1},//SLIDER_BLOCK_U           		//44
    {0,   0,   0,     0,   46,  1},//SLIDER_BLOCK_D           		//45
#endif
};


/* 
 * Description:
 *      Draw all the buttons,including background and icon
 * NOTE:
 *      This function has be defined in fsGUI_pub.c
 *     
 *      we only modify the codes of DrawButton. 
 *
 *Creater:
 *	feeling
 *Date:
 *	2004-06-08
 */
void DrawButton(void)
{
	BYTE iBtnState = 0;

#ifdef AUDIO_SHOW_SAVER
    	if (bDisableGUI) return;
#endif

    //draw the left and right edge of button array 
    FSGUI_LayoutBmp(LAY_TAB_BAR2_1);

    //draw the backgroud
    FSGUI_DrawBackGround(fsArea[FS_AREA_BUTTONBACKGROUND].xStart,
		fsArea[FS_AREA_BUTTONBACKGROUND].yStart,
		fsArea[FS_AREA_BUTTONBACKGROUND].xSize,
		fsArea[FS_AREA_BUTTONBACKGROUND].ySize,
		LAY_TAB_BAR2_2);

    //draw the buttons
	
	//draw MP3 button
	#ifdef USE_FSGUI_TO_PLAY_CD//frank.huang add 051014 in order not to show button in CD-FSUI
	if(cd_type_loaded==CDDA)
		return;
	#endif
	
	if (pFsJpeg->gifsMP3Count) 
	{
		if (pFsJpeg->ControlArea == CNT_AREA_MP3BUTTON)
			iBtnState = HL_STATE;
		else if (pFsJpeg->gifsFuncBtn == FS_FUNC_MP3)
			iBtnState = DOWN_STATE;
		else
			iBtnState = UP_STATE;
		
		FSGUI_DrawOneButton(FS_FUNC_MP3,iBtnState);		    
	}
	else
	{
		FSGUI_DrawOneButton(FS_FUNC_MP3, UP_STATE);	
	}
	

	//draw JPEG button
	if (pFsJpeg->gifsJPEGCount)
	{
		if (pFsJpeg->ControlArea == CNT_AREA_JPEGBUTTON)
			iBtnState = HL_STATE;
		else if (pFsJpeg->gifsFuncBtn == FS_FUNC_JPEG)
			iBtnState = DOWN_STATE;
		else
			iBtnState = UP_STATE;
		
		FSGUI_DrawOneButton(FS_FUNC_JPEG, iBtnState);		    
	}
	else
	{
		FSGUI_DrawOneButton(FS_FUNC_JPEG, UP_STATE);	
	}


#if defined(SUPPORT_NESGAME)||defined(SUPPORT_SPG_GAME)
	//draw GAME button
	if (pFsJpeg->gifsGAMECount)
	{
		if (pFsJpeg->ControlArea == CNT_AREA_GAMEBUTTON)
			iBtnState = HL_STATE;
		else if (pFsJpeg->gifsFuncBtn == FS_FUNC_GAME)
			iBtnState = DOWN_STATE;
		else
			iBtnState = UP_STATE;
		
		FSGUI_DrawOneButton(FS_FUNC_GAME, iBtnState);		    
	}
	else
	{
		FSGUI_DrawOneButton(FS_FUNC_GAME, UP_STATE);	
	}

#endif//#ifdef SUPPORT_NESGAME

#ifdef SUPPORT_FILE_SYSTEM_MODE
	//draw video button
	if (pFsJpeg->gifsOtherCount)
	{
		if (pFsJpeg->ControlArea == CNT_AREA_OTHERBUTTON)
			iBtnState = HL_STATE;
		else if (pFsJpeg->gifsFuncBtn == FS_FUNC_OTHER)
			iBtnState = DOWN_STATE;
		else
			iBtnState = UP_STATE;
		
		FSGUI_DrawOneButton(FS_FUNC_OTHER,iBtnState);		    
	}
	else
	{
		FSGUI_DrawOneButton(FS_FUNC_OTHER, UP_STATE);	
	}
#endif
	FSGUI_ShowBtnTitle();
	
#ifdef DISP_REGION_BOTTOM
	//if define OSD_BMP_DISPLAY, Jpeg Thumnail state display should show in top,
	//and quit Thumbnail state,display should show in bottom,so note jpeg mode here.
	if (pFsJpeg->gifsFuncBtn == FS_FUNC_JPEG)
	    pFsJpeg->g_nJpegMode = JPEG_NORMAL_MODE;
#endif
}//end DrawButton


/* 
 * Description:
 *      draw the bmp defined in g_aBitLayout[] according to the index.
 *
 * INPUT:
 *      LayoutIndex --> index of g_aBitMapLayout[]
 *
 */
void FSGUI_LayoutBmp(UINT8 LayoutIndex)
{
    const BITMAP_LAYOUT* pLayout  =  &g_aBitmapLayout[LayoutIndex];
   
    //only draw bmp no need repeat
    if ((pLayout->uiXRepeat != 0) 
       ||(pLayout->uiYRepeat != 0))
        return;
    
    FrameBuf_DrawBmp(pLayout->uiXPos, pLayout->uiYPos, 
                     g_aBitmap[pLayout->uiIndex],
                     g_aPalette[pLayout->uiPalette]);
    
}

/* 
 * Description:
 *      draw the bmp defined in g_aBitmapLayout[] according to the index.
 *
 * NOTE:
 *      the postion of the bmp is not fixed ,it can be variable.
 *    
 * INPUT:
 *      xStart      --> the bmp x position
 *      yStart      ---> the bmp y position
 *      LayoutIndex --> index of g_aBitmapLayout[]
 *
 */
void FSGUI_LayPosVariableBmp(UINT16 xStart, UINT16 yStart,UINT8 LayoutIndex)
{
    const BITMAP_LAYOUT* pLayout  =  &g_aBitmapLayout[LayoutIndex];
   
    //only draw bmp no need repeat
    if ((pLayout->uiXRepeat != 0) 
       ||(pLayout->uiYRepeat != 0))
        return;
    
    //the position of the bmp is fixed ,can not draw with this function.
    if ((pLayout->uiXPos != 0) || (pLayout->uiYPos != 0))
        return;
    
    FrameBuf_DrawBmp(xStart, yStart, 
                     g_aBitmap[pLayout->uiIndex],
                     g_aPalette[pLayout->uiPalette]);
  
}


/*
 *  Description:
 *      Draw a background by repeating the same bmp in Framebuf
 *  NOTE:
 *      the bmp is a bmp of Line generally,this only for a line,which width is 1 piexl
 *
 *  INPUT:   
 *      xStart  -->  the background x start position
 *      yStart  -->  the background y start position
 *      xRepeat  --> bmp repeat times in x axis
 *      yRepeat -->  bmp repreat times in y axis
 *      LayoutIndex --> index of g_aBitMapLayout[]
 * Creator: zhaoyanhua
 * Date: 2004-6-3 10:07
 * Update:  suqiaoli 2004-6-8 
 * Update:  yltseng  2004-6-23 
 */
void FSGUI_DrawBackGround(UINT16 xStart, UINT16 yStart, UINT16 xRepeat, UINT16 yRepeat,UINT8 LayoutIndex)
{
    const BITMAP_LAYOUT* pLayout   = &g_aBitmapLayout[LayoutIndex];
    const UINT8 *bmp               = g_aBitmap[pLayout->uiIndex];
    const YCrCb_COLOR *Palette     = g_aPalette[pLayout->uiPalette];
    
    int i               = 0;
    int j               = 0;
    int k               = 0;
    const BYTE *pBmp    = bmp + 3;
    int iBmpWidth       = bmp[0];
    int iBmpHeigth      = bmp[1];

    UINT32  uiYBase     = SDRAM_BASE + 1024 * REF0_LUMA + xStart;
    UINT32  uiCBase     = SDRAM_BASE + 1024 * REF0_CHROMA + 2 * ( xStart >> 1 );

//wanghaoying 2005-9-28 19:08 moved here.
#ifdef GPS_MP3_UI
	if(xRepeat<=1)//frank.huang 050922 add for when(xREPEAT==1) show  BackGround
	{
        const YCrCb_COLOR *pPalette     = g_aPalette[pLayout->uiPalette];
	    UINT16 uiCurX;
        UINT16 uiCurY;
        printf("uiWidth=%d\n",iBmpWidth);
	    printf("xRepeat=%d\n",xRepeat);
        for (j = 0, uiCurY = yStart; j < yRepeat; j++, uiCurY += iBmpHeigth )
        {
            for (i = 0, uiCurX = xStart; i < xRepeat; i++, uiCurX += iBmpWidth )
            {
                FrameBuf_DrawBmp( uiCurX, uiCurY, bmp,pPalette);
            }
        }
    }
	else
#endif
	{
        for (j = 0; j < iBmpHeigth; j++)
        {
            BYTE*   pY  = (BYTE*)   ( uiYBase + OFFSET_Y( yStart + j ) );
            UINT16* pC  = (UINT16*) ( uiCBase + OFFSET_C( (yStart + j) >> 1 ) );
            
            //draw pixel start from x axis
            for (i = 0; i < iBmpWidth; i++)
            {         
                int ColorIndex = *pBmp++;            
                if (ColorIndex == 0)    //index 0 is transparent
                    continue;
                
                YCrCb_COLOR PixelValue  = *(Palette+ColorIndex); 
                pY[i]                   =   PixelValue.uiY;
                pC[i>>1]                =   PixelValue.uiCrCb;
            }
            
            //one bmp in x axis has been drawn. 
            //Its data has been saved in pY[], and pC[]
            //so we can draw the other same bmp(repeat) with the same pY,pCrcb
           BYTE* pNextY  = pY;        
            for( k = 1; k < xRepeat; k++ )
            {
                pNextY += iBmpWidth;
                UINT16* pNextC = pC + ( ( iBmpWidth * k ) >> 1 );
                            
                for( i = 0; i < iBmpWidth; i++ )
                {
                    pNextY[i]       = pY[i];
                    pNextC[i>>1]    = pC[i>>1];
                }
            }
        }
    }  
/*    
    int i = 0;
    int j = 0;
    
    const BITMAP_LAYOUT* pLayout = &g_aBitmapLayout[LayoutIndex];
    const UINT8 *pBmp = g_aBitmap[pLayout->uiIndex];
    const YCrCb_COLOR *pPalette     = g_aPalette[pLayout->uiPalette];
    
    UINT8 uiWidth   = pBmp[0];
    UINT8 uiHeight  = pBmp[1];
    UINT16 uiCurX;
    UINT16 uiCurY;
    
    for (j = 0, uiCurY = yStart; j < yRepeat; j++, uiCurY += uiHeight )
    {
        for (i = 0, uiCurX = xStart; i < xRepeat; i++, uiCurX += uiWidth )
        {
            FrameBuf_DrawBmp( uiCurX, uiCurY, pBmp,pPalette); 
        }
    }
*/    
}


/*
 * Description:
 *      draw one button according its type.
 * 
 * INPUT:
 *      type ---> FS_FUNC_MP3    NOTE: different type has different button icon.
 *                FS_FUNC_JPEG  
 *                FS_FUNC_GAME
 *                FS_FUNC_OTHERS
 
 *      state --> HL_STATE       //HL in this button
 *                DOWN_STATE    //now playing the type file
 *                UP_STATE     //has no HL and no playing file
 *
 *Creater:feeling
 *
 *Date:2004-06-08
 */
void FSGUI_DrawOneButton(BYTE type, BYTE state)
{
	#ifdef 	GPS_MP3_UI//frank.huang 050927 
		return;//don't show button in gps_mp3 ui
	#endif

    const BITMAP_LAYOUT* pBgLayout;
    UINT8  uiBgIndex = 0, uiIcnIndex = 0, uiBgYPos = 0;
    UINT16 uiBgXPos = 0;

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