Implement text/icon methods in simulator
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4
libs/base/enums.d.ts
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4
libs/base/enums.d.ts
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@ -1,7 +1,7 @@
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// Auto-generated. Do not edit.
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declare enum NumberFormat {
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declare const enum NumberFormat {
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Int8LE = 1,
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UInt8LE = 2,
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Int16LE = 3,
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@ -22,7 +22,7 @@
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}
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declare enum ValType {
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declare const enum ValType {
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Undefined = 0,
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Boolean = 1,
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Number = 2,
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2
libs/core/enums.d.ts
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2
libs/core/enums.d.ts
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@ -5,7 +5,7 @@
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* Drawing modes
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*/
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declare enum Draw {
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declare const enum Draw {
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Normal = 0x00,
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Clear = 0x01,
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Xor = 0x02,
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@ -1,35 +1,175 @@
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namespace pxsim {
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function OFF(x: number, y: number) {
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return x + y * visuals.SCREEN_WIDTH
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}
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export class EV3ScreenState {
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shouldUpdate: boolean;
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points: {[x: number]: {[y: number]: number}};
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points: Uint8Array;
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constructor() {
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this.points = {};
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this.points = new Uint8Array(visuals.SCREEN_WIDTH * visuals.SCREEN_HEIGHT)
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}
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applyMode(off: number, v: number) {
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if (v & Draw.Clear)
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this.points[off] = 0;
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else if (v & Draw.Xor)
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this.points[off] = this.points[off] ? 0 : 255;
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else
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this.points[off] = 255;
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}
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setPixel(x: number, y: number, v: number) {
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if (x < 0 || x > 178) return;
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if (y < 0 || y > 128) return;
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const xPoints = this.points[x]
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if (!xPoints) this.points[x] = {};
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this.points[x][y] = v;
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this.applyMode(OFF(x, y), v)
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this.shouldUpdate = true;
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}
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clear() {
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for (let i = 0; i < this.points.length; ++i)
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this.points[i] = 0;
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}
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blitLineCore(x: number, y: number, w: number, buf: RefBuffer, mode: Draw, offset = 0) {
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if (y < 0 || y >= visuals.SCREEN_HEIGHT)
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return;
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if (x + w <= 0)
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return;
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if (x >= visuals.SCREEN_WIDTH)
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return;
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let off = OFF(x, y);
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const off0 = OFF(0, y);
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const off1 = OFF(visuals.SCREEN_WIDTH - 1, y);
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let mask = 0x01
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let dp = offset
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for (let i = 0; i < w; ++i) {
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if ((buf.data[dp] & mask) && off0 <= off && off <= off1) {
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this.applyMode(off, mode);
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}
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off++
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mask <<= 1
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if (mask & 0x100) {
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mask = 0x01
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dp++
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}
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}
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this.shouldUpdate = true;
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}
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clearLine(x: number, y: number, w: number) {
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let off = OFF(x, y);
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const off0 = OFF(0, y);
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const off1 = OFF(visuals.SCREEN_WIDTH - 1, y);
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for (let i = 0; i < w; ++i) {
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if (off0 <= off && off <= off1) {
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this.points[off] = 0
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}
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off++
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}
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}
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}
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}
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namespace pxsim.screen {
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function XX(v: number) { return (v << 16) >> 16 }
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function YY(v: number) { return v >> 16 }
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export function _setPixel(x: number, y: number, mode: Draw) {
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const screenState = (board() as DalBoard).screenState;
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screenState.setPixel(x, y, mode);
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}
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export function _blitLine(xw: number, y: number, buf: RefBuffer, mode: Draw) {
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const screenState = (board() as DalBoard).screenState;
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screenState.blitLineCore(XX(xw), y, YY(xw), buf, mode)
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}
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export function _blitLine(xw: number, y: number, buf: number, mode: Draw) {
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const bitdouble = [
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0x00, 0x03, 0x0c, 0x0f, 0x30, 0x33, 0x3c, 0x3f, 0xc0, 0xc3, 0xcc, 0xcf, 0xf0, 0xf3, 0xfc, 0xff,
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]
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export function isValidIcon(buf: RefBuffer) {
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return buf.data.length >= 3 && buf.data[0] == 0xf0;
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}
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function PIX2BYTES(x: number) {
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return ((x + 7) >> 3)
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}
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export function drawIcon(x: number, y: number, buf: RefBuffer, mode: Draw): void {
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const screenState = (board() as DalBoard).screenState;
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if (!isValidIcon(buf))
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return;
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if (mode & (Draw.Double | Draw.Quad)) {
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buf = doubleIcon(buf);
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if (mode & Draw.Quad) {
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let pbuf = buf;
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buf = doubleIcon(buf);
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decr(pbuf);
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}
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}
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let pixwidth = buf.data[1];
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let ptr = 2;
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const bytewidth = PIX2BYTES(pixwidth);
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pixwidth = Math.min(pixwidth, visuals.SCREEN_WIDTH);
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while (ptr + bytewidth <= buf.data.length) {
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if (mode & (Draw.Clear | Draw.Xor | Draw.Transparent)) {
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// no erase of background
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} else {
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screenState.clearLine(x, y, pixwidth)
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}
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screenState.blitLineCore(x, y, pixwidth, buf, mode, ptr);
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y++;
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ptr += bytewidth;
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}
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if (mode & Draw.Double)
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decr(buf);
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}
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export function clear(): void {
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const screenState = (board() as DalBoard).screenState;
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screenState.clear()
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}
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export function doubleIcon(buf: RefBuffer): RefBuffer {
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if (!isValidIcon(buf))
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return null;
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const w = buf.data[1];
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if (w > 126)
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return null;
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const bw = PIX2BYTES(w);
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const h = ((buf.data.length - 2) / bw) | 0;
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const bw2 = PIX2BYTES(w * 2);
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const out = pins.createBuffer(2 + bw2 * h * 2)
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out.data[0] = 0xf0;
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out.data[1] = w * 2;
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let src = 2
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let dst = 2
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for (let i = 0; i < h; ++i) {
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for (let jj = 0; jj < 2; ++jj) {
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let p = src;
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for (let j = 0; j < bw; ++j) {
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const v = buf.data[p++]
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out.data[dst++] = bitdouble[v & 0xf];
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out.data[dst++] = bitdouble[v >> 4];
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}
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}
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src += bw;
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}
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return out;
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}
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export function dump() {
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// do we need it?
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}
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}
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@ -175,8 +175,8 @@ namespace pxsim.visuals {
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];
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const MB_WIDTH = 99.984346;
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const MB_HEIGHT = 151.66585;
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const SCREEN_WIDTH = 178;
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const SCREEN_HEIGHT = 128;
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export const SCREEN_WIDTH = 178;
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export const SCREEN_HEIGHT = 128;
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export interface IBoardTheme {
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accent?: string;
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display?: string;
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@ -469,24 +469,13 @@ namespace pxsim.visuals {
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this.screenCanvasData = this.screenCanvasCtx.getImageData(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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Object.keys(state.screenState.points).forEach(xStr => {
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const x = parseInt(xStr);
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Object.keys(state.screenState.points[x]).forEach(yStr => {
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const y = parseInt(yStr);
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const point = state.screenState.points[x][y];
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const r = 0;
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const g = 0;
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const b = 0;
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const a = 255;
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var index = (x + y * SCREEN_WIDTH) * 4;
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this.screenCanvasData.data[index + 0] = r;
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this.screenCanvasData.data[index + 1] = g;
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this.screenCanvasData.data[index + 2] = b;
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this.screenCanvasData.data[index + 3] = a;
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})
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})
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let sp = 3
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const points = state.screenState.points
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const data = this.screenCanvasData.data
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for (let i = 0; i < points.length; ++i ) {
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data[sp] = points[i]
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sp += 4;
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}
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this.screenCanvasCtx.putImageData(this.screenCanvasData, 0, 0);
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}
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