Implement text/icon methods in simulator

This commit is contained in:
Michal Moskal 2017-07-13 22:01:39 +02:00
parent bfefb3eea9
commit 0dfde3b65f
4 changed files with 162 additions and 33 deletions

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@ -1,7 +1,7 @@
// Auto-generated. Do not edit.
declare enum NumberFormat {
declare const enum NumberFormat {
Int8LE = 1,
UInt8LE = 2,
Int16LE = 3,
@ -22,7 +22,7 @@
}
declare enum ValType {
declare const enum ValType {
Undefined = 0,
Boolean = 1,
Number = 2,

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@ -5,7 +5,7 @@
* Drawing modes
*/
declare enum Draw {
declare const enum Draw {
Normal = 0x00,
Clear = 0x01,
Xor = 0x02,

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@ -1,35 +1,175 @@
namespace pxsim {
function OFF(x: number, y: number) {
return x + y * visuals.SCREEN_WIDTH
}
export class EV3ScreenState {
shouldUpdate: boolean;
points: {[x: number]: {[y: number]: number}};
points: Uint8Array;
constructor() {
this.points = {};
this.points = new Uint8Array(visuals.SCREEN_WIDTH * visuals.SCREEN_HEIGHT)
}
applyMode(off: number, v: number) {
if (v & Draw.Clear)
this.points[off] = 0;
else if (v & Draw.Xor)
this.points[off] = this.points[off] ? 0 : 255;
else
this.points[off] = 255;
}
setPixel(x: number, y: number, v: number) {
if (x < 0 || x > 178) return;
if (y < 0 || y > 128) return;
const xPoints = this.points[x]
if (!xPoints) this.points[x] = {};
this.points[x][y] = v;
this.applyMode(OFF(x, y), v)
this.shouldUpdate = true;
}
clear() {
for (let i = 0; i < this.points.length; ++i)
this.points[i] = 0;
}
blitLineCore(x: number, y: number, w: number, buf: RefBuffer, mode: Draw, offset = 0) {
if (y < 0 || y >= visuals.SCREEN_HEIGHT)
return;
if (x + w <= 0)
return;
if (x >= visuals.SCREEN_WIDTH)
return;
let off = OFF(x, y);
const off0 = OFF(0, y);
const off1 = OFF(visuals.SCREEN_WIDTH - 1, y);
let mask = 0x01
let dp = offset
for (let i = 0; i < w; ++i) {
if ((buf.data[dp] & mask) && off0 <= off && off <= off1) {
this.applyMode(off, mode);
}
off++
mask <<= 1
if (mask & 0x100) {
mask = 0x01
dp++
}
}
this.shouldUpdate = true;
}
clearLine(x: number, y: number, w: number) {
let off = OFF(x, y);
const off0 = OFF(0, y);
const off1 = OFF(visuals.SCREEN_WIDTH - 1, y);
for (let i = 0; i < w; ++i) {
if (off0 <= off && off <= off1) {
this.points[off] = 0
}
off++
}
}
}
}
namespace pxsim.screen {
function XX(v: number) { return (v << 16) >> 16 }
function YY(v: number) { return v >> 16 }
export function _setPixel(x: number, y: number, mode: Draw) {
const screenState = (board() as DalBoard).screenState;
screenState.setPixel(x, y, mode);
}
export function _blitLine(xw: number, y: number, buf: RefBuffer, mode: Draw) {
const screenState = (board() as DalBoard).screenState;
screenState.blitLineCore(XX(xw), y, YY(xw), buf, mode)
}
export function _blitLine(xw: number, y: number, buf: number, mode: Draw) {
const bitdouble = [
0x00, 0x03, 0x0c, 0x0f, 0x30, 0x33, 0x3c, 0x3f, 0xc0, 0xc3, 0xcc, 0xcf, 0xf0, 0xf3, 0xfc, 0xff,
]
export function isValidIcon(buf: RefBuffer) {
return buf.data.length >= 3 && buf.data[0] == 0xf0;
}
function PIX2BYTES(x: number) {
return ((x + 7) >> 3)
}
export function drawIcon(x: number, y: number, buf: RefBuffer, mode: Draw): void {
const screenState = (board() as DalBoard).screenState;
if (!isValidIcon(buf))
return;
if (mode & (Draw.Double | Draw.Quad)) {
buf = doubleIcon(buf);
if (mode & Draw.Quad) {
let pbuf = buf;
buf = doubleIcon(buf);
decr(pbuf);
}
}
let pixwidth = buf.data[1];
let ptr = 2;
const bytewidth = PIX2BYTES(pixwidth);
pixwidth = Math.min(pixwidth, visuals.SCREEN_WIDTH);
while (ptr + bytewidth <= buf.data.length) {
if (mode & (Draw.Clear | Draw.Xor | Draw.Transparent)) {
// no erase of background
} else {
screenState.clearLine(x, y, pixwidth)
}
screenState.blitLineCore(x, y, pixwidth, buf, mode, ptr);
y++;
ptr += bytewidth;
}
if (mode & Draw.Double)
decr(buf);
}
export function clear(): void {
const screenState = (board() as DalBoard).screenState;
screenState.clear()
}
export function doubleIcon(buf: RefBuffer): RefBuffer {
if (!isValidIcon(buf))
return null;
const w = buf.data[1];
if (w > 126)
return null;
const bw = PIX2BYTES(w);
const h = ((buf.data.length - 2) / bw) | 0;
const bw2 = PIX2BYTES(w * 2);
const out = pins.createBuffer(2 + bw2 * h * 2)
out.data[0] = 0xf0;
out.data[1] = w * 2;
let src = 2
let dst = 2
for (let i = 0; i < h; ++i) {
for (let jj = 0; jj < 2; ++jj) {
let p = src;
for (let j = 0; j < bw; ++j) {
const v = buf.data[p++]
out.data[dst++] = bitdouble[v & 0xf];
out.data[dst++] = bitdouble[v >> 4];
}
}
src += bw;
}
return out;
}
export function dump() {
// do we need it?
}
}

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@ -175,8 +175,8 @@ namespace pxsim.visuals {
];
const MB_WIDTH = 99.984346;
const MB_HEIGHT = 151.66585;
const SCREEN_WIDTH = 178;
const SCREEN_HEIGHT = 128;
export const SCREEN_WIDTH = 178;
export const SCREEN_HEIGHT = 128;
export interface IBoardTheme {
accent?: string;
display?: string;
@ -469,24 +469,13 @@ namespace pxsim.visuals {
this.screenCanvasData = this.screenCanvasCtx.getImageData(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
Object.keys(state.screenState.points).forEach(xStr => {
const x = parseInt(xStr);
Object.keys(state.screenState.points[x]).forEach(yStr => {
const y = parseInt(yStr);
const point = state.screenState.points[x][y];
const r = 0;
const g = 0;
const b = 0;
const a = 255;
var index = (x + y * SCREEN_WIDTH) * 4;
this.screenCanvasData.data[index + 0] = r;
this.screenCanvasData.data[index + 1] = g;
this.screenCanvasData.data[index + 2] = b;
this.screenCanvasData.data[index + 3] = a;
})
})
let sp = 3
const points = state.screenState.points
const data = this.screenCanvasData.data
for (let i = 0; i < points.length; ++i ) {
data[sp] = points[i]
sp += 4;
}
this.screenCanvasCtx.putImageData(this.screenCanvasData, 0, 0);
}