Tutorial
FM4, S6E2DH/S6E2DF/S6E2D5/S6E2D3 Series, 32-Bit Microcontroller, Graphic Driver User Manual, Doc. No. 002-04387 Rev. *A
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6.6.1.2
Layer overview
The example uses the following 4 surfaces:
Layer
Surface
name
Preview
Dimension
Color
Format
Shown features
LAYER 0
sMap
1024
∗
1024
8 bits per
pixel RGB
(332)
The surface will be moved in a
way that only a part of it is
visible.
Sub-pixel precise movements
for a smooth animation.
The unusual format (3 bit red, 3
bit green, 2 bit blue) realizes an
acceptable memory
requirement.
Note:
Compression cannot be used for
layers if the whole frame is not
inside the display.
LAYER 1
sFrame
320
∗
240
16 bits per
pixel RGBA
(R3G3B4A6)
The unusual format (3 bit red, 3
bit green, 4 bit blue, 6 bit
alpha) realizes an acceptable
memory requirement.
Note:
Compression cannot be used for
this window because it is multi
layer window.
LAYER 2
sPosition
32
∗
32
32 bit per
pixel RGBA
The layer will be faded in and
out.
LAYER 3
sArrow,
sArrow_l,
sArrow_r
about 40
∗
50
1 and 2 bit
per pixel
Alpha
The image does not include any
color data but only transparency.
The limited number of layer blend units requires using the multi layer feature. It means we use one "normal" window
as background window showing the moving map. The frame, the arrow and the position will be realized as multi
layer windows, which means that they cannot be blended to each other but they can be blended to the map
background window using different properties. The multi layer windows can overlap too like in this example however
only the top most window color will be fetched and used for blending.
6.6.2 Chapters
1. Code Description
2. Map Layer
3. Frame Layer
4. Position Layer
5. Arrow Layer