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Graphics & rendering - Implement `binfont-module` to generate bitmap fonts on the device itself - Remove lodepng support from LVGL library and create `Modules/lodepng-module` to make the feature re-usable in non-LVGL apps too. Add binding functions for LVGL support. - Implement large icons for boot screen (Tactility and USB logos) - Remove unused asset files in `Data/` Boot - Split up `Tactility.cpp` and its `run()` function into various `Init*.cpp` files. - Re-implement `Boot.cpp` app as non-LVGL app - Boot app now has a `BootSequence.cpp` for the init code. - LVGL is now started when the Boot app finishes - Move more init logic into Boot app BLE - Don't allocate scan result buffers unless BLE is on - Allocate scan results in external memory if possible UX & UI - USB Settings app: remove border from the button container
23 lines
530 B
C
23 lines
530 B
C
// SPDX-License-Identifier: Apache-2.0
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#include <lodepng/lodepng.h>
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#include <tactility/memory.h>
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static const struct MemoryPolicy EXTERNAL_PREFERRED = {
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.required = 0,
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.desired = MEMORY_CAPABILITY_EXTERNAL,
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.alignment = 0,
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};
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void* lodepng_malloc(size_t size) {
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return memory_alloc_with_policy(size, &EXTERNAL_PREFERRED);
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}
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void* lodepng_realloc(void* ptr, size_t new_size) {
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return memory_realloc_with_policy(ptr, new_size, &EXTERNAL_PREFERRED);
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}
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void lodepng_free(void* ptr) {
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memory_free(ptr);
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}
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