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#include "GUI_Interface.h"
#include "jcua.h"
#include "loc_graphics.h"
/******************************************************************************
函数名:GUI_General_Digit_Display
******************************************************************************/
/*数字显示函数
Digit:数值
u16Font: 字号
Len: 长度
Blank:消隐
*px: X坐标,个位在前
y: Y坐标
*/
void GUI_General_Digit_Display(SpriteName_t SpriteID, uint32_t Digit, uint16_t u16Font, uint8_t Len, uint8_t Blank, const uint16_t *px, uint16_t y, uint8_t u8BlendEn)
{
uint8_t i;
uint8_t ActLen;
uint8_t d[10];
LogicLayerAttr_t LogicLayerAttr = {0};
ActLen = 0;
while (Digit)
{
d[ActLen] = Digit % 10;
Digit /= 10;
ActLen++;
}
if (ActLen == 0)
{
ActLen = 1;
d[0] = 0;
}
for (i = ActLen; i < Len; i++ )
d[i] = 0;
i = (Len - 1);
while ((d[i] == 0) && (i >= (Len - Blank)))
{
d[i] = 0xFF;
i--;
}
loc_memset_LogicLayerAttr(&LogicLayerAttr);
LogicLayerAttr.u8BlendEn = u8BlendEn;
for (i = 0; i < Len; i++)
{
if (d[i] == 0xFF)
{
LogicLayerAttr.u16ImageID = SpriteSize;
LogicLayerAttr.u16PosX = *(px + i);
LogicLayerAttr.u16PosY = y;
loc_RenderTexture_Normal(SpriteID, LogicLayerAttr);
}
else
{
LogicLayerAttr.u16ImageID = u16Font + d[i];
LogicLayerAttr.u16PosX = *(px + i);
LogicLayerAttr.u16PosY = y;
loc_RenderTexture_Normal(SpriteID, LogicLayerAttr);
}
}
}
/*
Function : GUI_Translate_Display
SpriteID : The map's name
Position : posx posy
坐标自行填写
*/
void GUI_Translate_Display(SpriteName_t SpriteID, uint16_t ImageID, uint16_t Posx, uint16_t Posy, uint8_t u8BlendEn)
{
LogicLayerAttr_t LogicLayerAttr = {0};
loc_memset_LogicLayerAttr(&LogicLayerAttr);
LogicLayerAttr.u16ImageID = ImageID;
LogicLayerAttr.u16PosX = Posx;
LogicLayerAttr.u16PosY = Posy;
LogicLayerAttr.u8BlendEn = u8BlendEn;
loc_RenderTexture_Normal(SpriteID, LogicLayerAttr);
}
/*
Function : GUI_General_Display
SpriteID : The map's name
坐标自动索引
底图用jpg格式用此函数
*/
void GUI_General_Display(SpriteName_t SpriteID, uint16_t ImageID, uint8_t u8BlendEn)
{
LogicLayerAttr_t LogicLayerAttr = {0};
t_PicStruct picStruct = get_Pic_Attribute(ImageID);
if (picStruct .u16Pic_Format != JPG)
{
loc_memset_LogicLayerAttr(&LogicLayerAttr);
LogicLayerAttr.u16ImageID = ImageID;
LogicLayerAttr.u16PosX = picStruct.u16Pic_X;
LogicLayerAttr.u16PosY = picStruct.u16Pic_Y;
LogicLayerAttr.u8BlendEn = u8BlendEn;
loc_RenderTexture_Normal(SpriteID, LogicLayerAttr);
}
else
{
loc_JcuaRun(picStruct .u32Pic_Addr);
}
}
/*
Function : GUI_Unicode_Display
SpriteID : The map's name
Position : posx posy
坐标自行填写
*/
void GUI_Unicode_Display(SpriteName_t SpriteID, uint16_t Posx, uint16_t Posy, uint16_t Unicode[], uint8_t Length, uint32_t Color)
{
LogicLayerAttr_t LogicLayerAttr = {0};
loc_memset_LogicLayerAttr(&LogicLayerAttr);
LogicLayerAttr.u16ImageID = 0u;
LogicLayerAttr.u16PosX = Posx;
LogicLayerAttr.u16PosY = Posy;
LogicLayerAttr.u8UnicodeEn = 1u;
LogicLayerAttr.u32UnicodeColor = Color;
loc_Unicode_Normal(SpriteID, LogicLayerAttr, Unicode, Length);
}