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local Blitbuffer = require("ffi/blitbuffer")
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local einkfb = require("ffi/framebuffer")
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local Geom = require("ui/geometry")
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local util = require("ffi/util")
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local DEBUG = require("dbg")
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--[[
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Codes for rotation modes:
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1 for no rotation,
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2 for landscape with bottom on the right side of screen, etc.
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2
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+--------------+
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| +----------+ |
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| | | |
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| | Freedom! | |
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| | | |
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3 | | | | 1
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| | | |
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| +----------+ |
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+--------------+
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0
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--]]
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local Screen = {
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cur_rotation_mode = 0,
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native_rotation_mode = nil,
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blitbuffer_rotation_mode = 0,
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bb = nil,
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saved_bb = nil,
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screen_size = Geom:new(),
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viewport = nil,
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fb = einkfb.open("/dev/fb0"),
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-- will be set upon loading by Device class:
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device = nil,
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}
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function Screen:new(o)
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local o = o or {}
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setmetatable(o, self)
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self.__index = self
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if o.init then o:init() end
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return o
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end
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function Screen:init()
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self.bb = self.fb.bb
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self.blitbuffer_rotation_mode = self.bb:getRotation()
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-- asking the framebuffer for orientation is error prone,
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-- so we do this simple heuristic (for now)
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self.screen_size.w = self.bb:getWidth()
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self.screen_size.h = self.bb:getHeight()
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if self.screen_size.w > self.screen_size.h then
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self.native_rotation_mode = 1
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self.screen_size.w, self.screen_size.h = self.screen_size.h, self.screen_size.w
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else
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self.native_rotation_mode = 0
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end
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self.cur_rotation_mode = self.native_rotation_mode
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end
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--[[
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set a rectangle that represents the area of the screen we are working on
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--]]
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function Screen:setViewport(viewport)
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self.viewport = self.screen_size:intersect(viewport)
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self.bb = self.fb.bb:viewport(
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self.viewport.x, self.viewport.y,
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self.viewport.w, self.viewport.h)
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end
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function Screen:refresh(refresh_type, waveform_mode, wait_for_marker, x, y, w, h)
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if self.viewport and x and y then
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--[[
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we need to adapt the coordinates when we have a viewport.
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this adaptation depends on the rotation:
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0,0 fb.w
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+---+---------------------------+---+
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| |v.y v.y| |
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|v.x| |vx2|
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+---+---------------------------+---+
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| | v.w | |
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| |v.h (viewport) | |
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| | | | fb.h
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+---+---------------------------+---+
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|v.x| |vx2|
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| |vy2 vy2| |
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+---+---------------------------+---+
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The viewport offset v.y/v.x only applies when rotation is 0 degrees.
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For other rotations (0,0 is in one of the other edges), we need to
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recalculate the offsets.
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--]]
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local vx2 = self.screen_size.w - (self.viewport.x + self.viewport.w)
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local vy2 = self.screen_size.h - (self.viewport.y + self.viewport.h)
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if self.cur_rotation_mode == 0 then
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-- (0,0) is at top left of screen
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x = x + self.viewport.x
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y = y + self.viewport.y
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elseif self.cur_rotation_mode == 1 then
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-- (0,0) is at bottom left of screen
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x = x + vy2
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y = y + self.viewport.x
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elseif self.cur_rotation_mode == 2 then
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-- (0,0) is at bottom right of screen
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x = x + vx2
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y = y + vy2
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else
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-- (0,0) is at top right of screen
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x = x + self.viewport.y
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y = y + vx2
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end
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end
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self.fb:refresh(refresh_type, waveform_mode, wait_for_marker, x, y, w, h)
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end
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function Screen:getSize()
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return Geom:new{w = self.bb:getWidth(), h = self.bb:getHeight()}
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end
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function Screen:getWidth()
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return self.bb:getWidth()
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end
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function Screen:getScreenWidth()
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return self.screen_size.w
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end
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function Screen:getScreenHeight()
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return self.screen_size.h
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end
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function Screen:getHeight()
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return self.bb:getHeight()
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end
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function Screen:getDPI()
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if self.dpi == nil then
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self.dpi = G_reader_settings:readSetting("screen_dpi")
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end
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if self.dpi == nil then
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self.dpi = self.device.display_dpi
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end
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if self.dpi == nil then
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self.dpi = 160
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end
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return self.dpi
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end
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function Screen:setDPI(dpi)
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G_reader_settings:saveSetting("screen_dpi", dpi)
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end
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function Screen:scaleByDPI(px)
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local dpi = self:getDPI()
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-- larger screen needs larger scale
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local size_scale = math.min(self:getWidth(), self:getHeight())/dpi/3.6
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-- scaled positive px should also be positive
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return math.ceil(px * size_scale * dpi/167)
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end
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function Screen:getRotationMode()
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return self.cur_rotation_mode
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end
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function Screen:getScreenMode()
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if self:getWidth() > self:getHeight() then
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return "landscape"
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else
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return "portrait"
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end
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end
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function Screen:setRotationMode(mode)
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self.bb:rotateAbsolute(-90 * (mode - self.native_rotation_mode - self.blitbuffer_rotation_mode))
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if self.viewport then
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self.fb.bb:setRotation(self.bb:getRotation())
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end
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self.cur_rotation_mode = mode
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end
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function Screen:setScreenMode(mode)
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if mode == "portrait" then
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if self.cur_rotation_mode ~= 0 then
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self:setRotationMode(0)
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end
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elseif mode == "landscape" then
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if self.cur_rotation_mode == 0 or self.cur_rotation_mode == 2 then
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self:setRotationMode(DLANDSCAPE_CLOCKWISE_ROTATION and 1 or 3)
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elseif self.cur_rotation_mode == 1 or self.cur_rotation_mode == 3 then
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self:setRotationMode((self.cur_rotation_mode + 2) % 4)
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end
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end
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end
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function Screen:toggleNightMode()
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self.bb:invert()
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if self.viewport then
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-- invert and blank out the full framebuffer when we are working on a viewport
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self.fb.bb:invert()
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self.fb.bb:fill(Blitbuffer.COLOR_WHITE)
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end
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end
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function Screen:saveCurrentBB()
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if self.saved_bb then self.saved_bb:free() end
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self.saved_bb = self.bb:copy()
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end
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function Screen:restoreFromSavedBB()
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if self.saved_bb then
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self.bb:blitFullFrom(self.saved_bb)
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-- free data
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self.saved_bb:free()
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self.saved_bb = nil
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end
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end
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function Screen:shot(filename)
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DEBUG("write PNG file", filename)
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self.bb:writePNG(filename)
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end
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function Screen:close()
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DEBUG("close screen framebuffer")
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self.fb:close()
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end
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return Screen
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