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First swing at a visualizer for Atari 2600 sprites and playfields. Won't necessarily present an accurate view of what is displayed on screen, but should provide a reasonable shape for data stored in the obvious way. The Adventure playfields looked squashed, so I added a simple row duplication value. Also, minor improvements to visualizers generally: - Throw an exception, rather than an Assert, in VisBitmap8 when the arguments are bad. - Show the exception in the Visualization Edit dialog. - If generation fails and we don't have an error message, show a generic "stuff be broke" string. - Set focus on OK button in Visualization Set Edit after editing, so you can hit Enter twice after renaming a tag.
123 lines
4.0 KiB
C#
123 lines
4.0 KiB
C#
/*
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* Copyright 2019 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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namespace PluginCommon {
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/// <summary>
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/// Bitmap with 8-bit palette indices, for use with visualization generators.
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/// </summary>
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[Serializable]
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public class VisBitmap8 : IVisualization2d {
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public const int MAX_DIMENSION = 4096;
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// IVisualization2d
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public int Width { get; private set; }
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// IVisualization2d
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public int Height { get; private set; }
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private byte[] mData;
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private int[] mPalette;
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private int mNextColor;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="width">Bitmap width, in pixels.</param>
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/// <param name="height">Bitmap height, in pixels.</param>
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public VisBitmap8(int width, int height) {
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if (width <= 0 || width > MAX_DIMENSION || height <= 0 || height > MAX_DIMENSION) {
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throw new ArgumentException("Bad bitmap width/height " + width + "," + height);
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}
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Width = width;
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Height = height;
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mData = new byte[width * height];
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mPalette = new int[256];
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mNextColor = 0;
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}
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public int GetPixel(int x, int y) {
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byte pix = mData[x + y * Width];
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return mPalette[pix];
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}
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public void SetPixelIndex(int x, int y, byte colorIndex) {
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if (x < 0 || x >= Width || y < 0 || y >= Height) {
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throw new ArgumentException("Bad x/y: " + x + "," + y + " (width=" + Width +
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" height=" + Height + ")");
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}
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if (colorIndex < 0 || colorIndex >= mNextColor) {
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throw new ArgumentException("Bad color: " + colorIndex + " (nextCol=" +
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mNextColor + ")");
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}
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mData[x + y * Width] = colorIndex;
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}
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// IVisualization2d
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public byte[] GetPixels() {
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return mData;
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}
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// IVisualization2d
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public int[] GetPalette() {
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int[] pal = new int[mNextColor];
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for (int i = 0; i < mNextColor; i++) {
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pal[i] = mPalette[i];
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}
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return pal;
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}
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/// <summary>
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/// Adds a new color to the palette. If the color already exists, the call has no
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/// effect.
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/// </summary>
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/// <param name="color">32-bit ARGB color value.</param>
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public void AddColor(int color) {
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if (mNextColor == 256) {
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Debug.WriteLine("Palette is full");
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return;
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}
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for (int i = 0; i < mNextColor; i++) {
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if (mPalette[i] == color) {
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Debug.WriteLine("Color " + color.ToString("x6") +
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" already exists in palette (" + i + ")");
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return;
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}
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}
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mPalette[mNextColor++] = color;
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}
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/// <summary>
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/// Adds a new color to the palette. If the color already exists, the call has no
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/// effect.
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/// </summary>
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/// <param name="a">Alpha value.</param>
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/// <param name="r">Red value.</param>
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/// <param name="g">Green value.</param>
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/// <param name="b">Blue value.</param>
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public void AddColor(byte a, byte r, byte g, byte b) {
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AddColor(Util.MakeARGB(a, r, g, b));
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}
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}
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}
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