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path: root/lib/lufa/Bootloaders/DFU/BootloaderAPI.h
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/*
             LUFA Library
     Copyright (C) Dean Camera, 2017.

  dean [at] fourwalledcubicle [dot] com
           www.lufa-lib.org
*/

/*
  Copyright 2017  Dean Camera (dean [at] fourwalledcubicle [dot] com)

  Permission to use, copy, modify, distribute, and sell this
  software and its documentation for any purpose is hereby granted
  without fee, provided that the above copyright notice appear in
  all copies and that both that the copyright notice and this
  permission notice and warranty disclaimer appear in supporting
  documentation, and that the name of the author not be used in
  advertising or publicity pertaining to distribution of the
  software without specific, written prior permission.

  The author disclaims all warranties with regard to this
  software, including all implied warranties of merchantability
  and fitness.  In no event shall the author be liable for any
  special, indirect or consequential damages or any damages
  whatsoever resulting from loss of use, data or profits, whether
  in an action of contract, negligence or other tortious action,
  arising out of or in connection with the use or performance of
  this software.
*/

/** \file
 *
 *  Header file for BootloaderAPI.c.
 */

#ifndef _BOOTLOADER_API_H_
#define _BOOTLOADER_API_H_

	/* Includes: */
		#include <avr/io.h>
		#include <avr/boot.h>
		#include <stdbool.h>

		#include <LUFA/Common/Common.h>

		#include "Config/AppConfig.h"

	/* Function Prototypes: */
		void    BootloaderAPI_ErasePage(const uint32_t Address);
		void    BootloaderAPI_WritePage(const uint32_t Address);
		void    BootloaderAPI_FillWord(const uint32_t Address, const uint16_t Word);
		uint8_t BootloaderAPI_ReadSignature(const uint16_t Address);
		uint8_t BootloaderAPI_ReadFuse(const uint16_t Address);
		uint8_t BootloaderAPI_ReadLock(void);
		void    BootloaderAPI_WriteLock(const uint8_t LockBits);

#endif
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// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.

#include "imgui.h"
#include "imgui_impl_marmalade.h"

#include <s3eClipboard.h>
#include <s3ePointer.h>
#include <s3eKeyboard.h>
#include <IwTexture.h>
#include <IwGx.h>

// Data
static double       g_Time = 0.0f;
static bool         g_MousePressed[3] = { false, false, false };
static CIwTexture*  g_FontTexture = NULL;
static char*        g_ClipboardText = NULL;
static bool         g_osdKeyboardEnabled = false;

// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2       g_RenderScale = ImVec2(1.0f,1.0f);

// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
    // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
    ImGuiIO& io = ImGui::GetIO();
    draw_data->ScaleClipRects(io.DisplayFramebufferScale);

    // Render command lists
    for(int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
        const int nVert = cmd_list->VtxBuffer.Size;
        CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
        CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
        CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);

        for( int i=0; i < nVert; i++ )
        {
            // TODO: optimize multiplication on gpu using vertex shader/projection matrix.
            pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
            pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
            pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
            pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
            pColStream[i] = cmd_list->VtxBuffer[i].col;
        }

        IwGxSetVertStreamScreenSpace(pVertStream, nVert);
        IwGxSetUVStream(pUVStream);
        IwGxSetColStream(pColStream, nVert);
        IwGxSetNormStream(0);

        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
                pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
                pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
                pCurrentMaterial->SetFiltering(false);
                pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
                pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
                pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
                pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
                IwGxSetMaterial(pCurrentMaterial);
                IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
            }
            idx_buffer += pcmd->ElemCount;
        }
        IwGxFlush();
    }

    // TODO: restore modified state (i.e. mvp matrix)
}

static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
{
    if (!s3eClipboardAvailable())
        return NULL;

    if (int size = s3eClipboardGetText(NULL, 0))
    {
        if (g_ClipboardText)
            delete[] g_ClipboardText;
        g_ClipboardText = new char[size];
        g_ClipboardText[0] = '\0';
        s3eClipboardGetText(g_ClipboardText, size);
    }

    return g_ClipboardText;
}

static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
{
    if (s3eClipboardAvailable())
        s3eClipboardSetText(text);
}

int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
{
    // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
    // button was pressed.  For touchscreen this should always have the value
    // S3E_POINTER_BUTTON_SELECT
    s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;

    if (pEvent->m_Pressed == 1)
    {
        if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
            g_MousePressed[0] = true;
        if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
            g_MousePressed[1] = true;
        if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
            g_MousePressed[2] = true;
        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
            io.MouseWheel += pEvent->m_y;
        if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
            io.MouseWheel += pEvent->m_y;
    }

    return 0;
}

int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
{
    ImGuiIO& io = ImGui::GetIO();
    s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
    if (e->m_Pressed == 1)
        io.KeysDown[e->m_Key] = true;
    if (e->m_Pressed == 0)
        io.KeysDown[e->m_Key] = false;

    io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
    io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
    io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
    io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;

    return 0;
}

int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
{
    ImGuiIO& io = ImGui::GetIO();
    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
    if ((e->m_Char > 0 && e->m_Char < 0x10000))
        io.AddInputCharacter((unsigned short)e->m_Char);

    return 0;
}

bool ImGui_Marmalade_CreateDeviceObjects()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);

    // Upload texture to graphics system
    g_FontTexture = new CIwTexture();
    g_FontTexture->SetModifiable(true);
    CIwImage& image = g_FontTexture->GetImage();
    image.SetFormat(CIwImage::ARGB_8888);
    image.SetWidth(width);
    image.SetHeight(height);
    image.SetBuffers();                                    // allocates and own buffers
    image.ReadTexels(pixels);
    g_FontTexture->SetMipMapping(false);
    g_FontTexture->SetFiltering(false);
    g_FontTexture->Upload();

    // Store our identifier
    io.Fonts->TexID = (ImTextureID)g_FontTexture;

    return true;
}

void    ImGui_Marmalade_InvalidateDeviceObjects()
{
    if (g_ClipboardText)
    {
        delete[] g_ClipboardText;
        g_ClipboardText = NULL;
    }

    if (g_FontTexture)
    {
        delete g_FontTexture;
        ImGui::GetIO().Fonts->TexID = 0;
        g_FontTexture = NULL;
    }
}

bool    ImGui_Marmalade_Init(bool install_callbacks)
{
    ImGuiIO& io = ImGui::GetIO();
    io.KeyMap[ImGuiKey_Tab] = s3eKeyTab;                     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
    io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
    io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
    io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
    io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
    io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
    io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
    io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
    io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
    io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
    io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
    io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
    io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
    io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
    io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
    io.KeyMap[ImGuiKey_A] = s3eKeyA;
    io.KeyMap[ImGuiKey_C] = s3eKeyC;
    io.KeyMap[ImGuiKey_V] = s3eKeyV;
    io.KeyMap[ImGuiKey_X] = s3eKeyX;
    io.KeyMap[ImGuiKey_Y] = s3eKeyY;
    io.KeyMap[ImGuiKey_Z] = s3eKeyZ;

    io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
    io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;

    if (install_callbacks)
    {
        s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
        s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
        s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
    }

    return true;
}

void ImGui_Marmalade_Shutdown()
{
    ImGui_Marmalade_InvalidateDeviceObjects();
}

void ImGui_Marmalade_NewFrame()
{
    if (!g_FontTexture)
        ImGui_Marmalade_CreateDeviceObjects();

    ImGuiIO& io = ImGui::GetIO();

    // Setup display size (every frame to accommodate for window resizing)
    int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
    io.DisplaySize = ImVec2((float)w, (float)h);
     // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
    io.DisplayFramebufferScale = g_scale;

    // Setup time step
    double current_time = s3eTimerGetUST() / 1000.0f;
    io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
    g_Time = current_time;

    double mouse_x, mouse_y;
    mouse_x = s3ePointerGetX();
    mouse_y = s3ePointerGetY();
    io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y);   // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)

    for (int i = 0; i < 3; i++)
    {
        io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP;    // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
        g_MousePressed[i] = false;
    }

    // TODO: Hide OS mouse cursor if ImGui is drawing it
    // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));

     // Show/hide OSD keyboard
    if (io.WantTextInput)
    {
        // Some text input widget is active?
        if (!g_osdKeyboardEnabled)
        {
            g_osdKeyboardEnabled = true;
            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1);    // show OSD keyboard
        }
    }
    else
    {
        // No text input widget is active
        if (g_osdKeyboardEnabled)
        {
            g_osdKeyboardEnabled = false;
            s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0);    // hide OSD keyboard
        }
    }
}