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6502bench/PluginCommon/VisBitmap8.cs
Andy McFadden 33aa0ff004 Add operand highlighting
When a code or data line is selected in the code list, if the operand
is an address inside the file, we highlight the address and label.
It's also useful to highlight the other way: when a code or data line
is selected, find all lines whose operands reference it, and highlight
the operand field.

This is a little trickier because there can be multiple references,
but all of the information we need is in the cross-reference table.
2021-11-17 11:18:23 -08:00

182 lines
6.4 KiB
C#

/*
* Copyright 2019 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Diagnostics;
using CommonUtil;
namespace PluginCommon {
/// <summary>
/// Bitmap with 8-bit palette indices, for use with visualization generators.
/// </summary>
[Serializable]
public class VisBitmap8 : IVisualization2d {
public const int MAX_DIMENSION = 4096;
// IVisualization2d
public int Width { get; private set; }
// IVisualization2d
public int Height { get; private set; }
private byte[] mData;
private int[] mPalette;
private int mNextColorIdx;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="width">Bitmap width, in pixels.</param>
/// <param name="height">Bitmap height, in pixels.</param>
public VisBitmap8(int width, int height) {
if (width <= 0 || width > MAX_DIMENSION || height <= 0 || height > MAX_DIMENSION) {
throw new ArgumentException("Bad bitmap width/height " + width + "," + height);
}
Width = width;
Height = height;
mData = new byte[width * height];
mPalette = new int[256];
mNextColorIdx = 0;
}
// TODO: add GetPixelIndex, which returns the index we passed into SetPixelIndex
public int GetPixel(int x, int y) {
byte pix = mData[x + y * Width];
return mPalette[pix];
}
/// <summary>
/// Sets the color for a single pixel.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="colorIndex">Color index.</param>
public void SetPixelIndex(int x, int y, byte colorIndex) {
if (x < 0 || x >= Width || y < 0 || y >= Height) {
throw new ArgumentException("Bad x/y: " + x + "," + y + " (width=" + Width +
" height=" + Height + ")");
}
if (colorIndex < 0 || colorIndex >= mNextColorIdx) {
throw new ArgumentException("Bad color: " + colorIndex + " (nextCol=" +
mNextColorIdx + ")");
}
mData[x + y * Width] = colorIndex;
}
/// <summary>
/// Sets the color for all pixels.
/// </summary>
/// <param name="colorIndex">Color index.</param>
public void SetAllPixelIndices(byte colorIndex) {
if (colorIndex < 0 || colorIndex >= mNextColorIdx) {
throw new ArgumentException("Bad color: " + colorIndex + " (nextCol=" +
mNextColorIdx + ")");
}
for (int i = 0; i < mData.Length; i++) {
mData[i] = colorIndex;
}
}
// IVisualization2d
public byte[] GetPixels() {
return mData;
}
// IVisualization2d
public int[] GetPalette() {
int[] pal = new int[mNextColorIdx];
for (int i = 0; i < mNextColorIdx; i++) {
pal[i] = mPalette[i];
}
return pal;
}
/// <summary>
/// Adds a new color to the palette. If the color already exists, the call has no
/// effect.
/// </summary>
/// <param name="color">32-bit ARGB color value.</param>
public void AddColor(int color) {
if (mNextColorIdx == 256) {
Debug.WriteLine("Palette is full");
return;
}
// I'm expecting palettes to only have a few colors, so O(n^2) is fine for now.
for (int i = 0; i < mNextColorIdx; i++) {
if (mPalette[i] == color) {
Debug.WriteLine("Color " + color.ToString("x6") +
" already exists in palette (" + i + ")");
return;
}
}
mPalette[mNextColorIdx++] = color;
}
/// <summary>
/// Adds a new color to the palette. If the color already exists, the call has no
/// effect.
/// </summary>
/// <param name="a">Alpha value.</param>
/// <param name="r">Red value.</param>
/// <param name="g">Green value.</param>
/// <param name="b">Blue value.</param>
public void AddColor(byte a, byte r, byte g, byte b) {
AddColor(Util.MakeARGB(a, r, g, b));
}
/// <summary>
/// Draws an 8x8 character cell on the bitmap.
/// </summary>
/// <remarks>
/// Might want a way to specify that the background shouldn't be drawn at all.
/// </remarks>
/// <param name="vb">Bitma to draw on.</param>
/// <param name="ch">Character to draw.</param>
/// <param name="xc">X coord of upper-left pixel.</param>
/// <param name="yc">Y coord of upper-left pixel.</param>
/// <param name="foreColor">Foreground color index.</param>
/// <param name="backColor">Background color index.</param>
public static void DrawChar(VisBitmap8 vb, char ch, int xc, int yc,
byte foreColor, byte backColor) {
int origXc = xc;
int[] charBits = Font8x8.GetBitData(ch);
for (int row = 0; row < 8; row++) {
int rowBits = charBits[row];
for (int col = 7; col >= 0; col--) {
if ((rowBits & (1 << col)) != 0) {
vb.SetPixelIndex(xc, yc, foreColor);
} else {
vb.SetPixelIndex(xc, yc, backColor);
}
xc++;
}
xc = origXc;
yc++;
}
}
// Character cell dimensions.
public static int CharWidth { get { return 8; } }
public static int CharHeight { get { return 8; } }
}
}