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Arduino/targets/arduino/Sprite.cpp

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2006-02-23 13:01:57 +01:00
/*
Sprite.cpp - 2D sprite buffer library for Arduino & Wiring
Copyright (c) 2006 David A. Mellis. All right reserved.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <stdlib.h>
#include <stdarg.h>
//#include <stdio.h>
#include "Sprite.h"
void Sprite::init(uint8_t width, uint8_t height, uint8_t depth)
{
_width = width;
_height = height;
_ppb = 8 / depth; // pixels per byte = 8 / bit depth
_depth = 8 / _ppb; // round bit depth up to nearest divisor of 8
_bpr = (_width + _ppb - 1) / _ppb; // bytes per row (rounding up)
_mask = (1 << _depth) - 1; // mask = a byte with 1's in the _depth LSBs
// _buffer packs _ppb pixels into each byte.
// for example, Sprite(3, 2, 3) yields:
// _buffer[0] = LSN: pixel (0, 0); MSN: pixel (1, 0)
// _buffer[1] = LSN: pixel (2, 0); MSN: empty
// _buffer[2] = LSN: pixel (0, 1); MSN: pixel (1, 1)
// _buffer[3] = LSN: pixel (2, 1); MSN: empty
// LSN = least-significant nibble (bits 0 to 3),
// MSN = most-significant nibble (bits 4 to 7)
// for now, do nothing if this allocation fails. methods that require it
// should silently fail if _buffer is null.
_buffer = (uint8_t *) calloc(_height * _bpr, 1);
}
Sprite::Sprite(uint8_t width, uint8_t height, uint8_t depth)
{
init(width, height, depth);
}
Sprite::Sprite(uint8_t width, uint8_t height, uint8_t depth, uint8_t row, ...)
{
init(width, height, depth);
if (!_buffer) return;
va_list ap;
va_start(ap, row);
int y = 0;
for (y = 0; ; y++) {
for (int x = 0; x < width && x < 8; x++)
write(x, y, (row >> (width - x - 1)) & 0x01);
if (y == height - 1)
break;
row = va_arg(ap, int); // using '...' promotes uint8_t to int
}
va_end(ap);
}
uint8_t Sprite::width() const
{
return _width;
}
uint8_t Sprite::height() const
{
return _height;
}
void Sprite::write(uint8_t x, uint8_t y, uint8_t value)
{
if (!_buffer) return;
// XXX: this should mask according to bit depth specified in constructor,
// not the rounded bit depth stored in _depth
// (x, y) is in the x / _ppb byte of the y'th row (the y'th row starts at
// byte y * _bpr of _buffer). this byte may contain more than one pixel.
uint8_t *p = _buffer + y * _bpr + x / _ppb;
// pixel (x, y) is in position x % _ppb of the byte, and each position is
// _depth bits.
uint8_t offset = _depth * (x % _ppb);
// we need to bitwise-or the value of the other pixels in the byte with
// the new value, masked and shifted into the proper bits.
*p = (*p & ~(_mask << offset)) | ((value & _mask) << offset);
}
uint8_t Sprite::read(uint8_t x, uint8_t y) const
{
if (!_buffer) return 0;
// (x, y) is in the x / _ppb byte of the y'th row (the y'th row starts at
// byte y * _bpr of _buffer). this byte may contain more than one pixel.
uint8_t *p = _buffer + y * _bpr + x / _ppb;
// pixel (x, y) is in position x % _ppb of the byte, and each position is
// _depth bits.
uint8_t offset = _depth * (x % _ppb);
return (*p >> offset) & _mask;
}