mirror of
https://github.com/fadden/6502bench.git
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3f7d03c798
Can be used by visualizers.
258 lines
6.9 KiB
C#
258 lines
6.9 KiB
C#
/*
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* Copyright 2020 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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namespace CommonUtil {
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/// <summary>
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/// 8x8 monochrome cells. The right and bottom edges of each cell are left blank,
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/// so glyphs can be packed tightly.
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/// </summary>
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public static class Font8x8 {
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/// <summary>
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/// Returns an 8-byte array for the specified character. Each byte represents one
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/// row. The first byte holds the top row, and the most significant bit in each
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/// byte is the leftmost pixel.
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///
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/// If no glyph is defined, returns the Unicode REPLACEMENT CHARACTER glyph.
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/// </summary>
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/// <param name="ch">Requested character.</param>
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/// <returns>Reference to int[8] with data (do not modify contents).</returns>
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public static int[] GetBitData(char ch) {
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if (sBitData == null) {
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InitBitData();
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}
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int index = MapChar(ch);
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return sBitData[index];
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}
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private static int MapChar(char ch) {
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if (ch == ' ') {
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return 1;
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} else if (ch >= '0' && ch <= '9') {
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return ch - '0' + 2;
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} else if (ch >= 'A' && ch <= 'F') {
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return ch - 'A' + 12;
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} else {
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return 0;
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}
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}
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private static List<int[]> sBitData;
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/// <summary>
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/// Converts the easy-to-edit string data into easy-to-process bitmaps.
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/// </summary>
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private static void InitBitData() {
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Debug.Assert(sBitData == null);
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sBitData = new List<int[]>(sFontData.Length);
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for (int i = 0; i < sFontData.Length; i++) {
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int[] bits = new int[8];
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string str = sFontData[i];
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for (int row = 0; row < 8; row++) {
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byte data = 0;
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for (int col = 0; col < 8; col++) {
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data <<= 1;
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char ch = str[row * 8 + col];
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if (ch == '#') {
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data |= 1;
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} else if (ch != '.') {
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Debug.WriteLine("Unknown char '" + ch + "' in Font8x8 data " + i);
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}
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}
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bits[row] = data;
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}
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sBitData.Add(bits);
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}
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}
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private static string[] sFontData = {
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// unknown value (U+FFFD)
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"..###..." +
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".#####.." +
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"###.###." +
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"##.#.##." +
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"###.###." +
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".#####.." +
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"..##...." +
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"........",
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// ' '
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"........" +
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"........" +
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"........" +
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"........" +
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"........" +
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"........" +
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"........" +
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"........",
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// '0'
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".#####.." +
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"#.....#." +
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"#...#.#." +
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"#..#..#." +
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"#.#...#." +
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"#.....#." +
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".#####.." +
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"........",
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// '1'
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"...#...." +
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"..##...." +
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".#.#...." +
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"...#...." +
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"...#...." +
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"...#...." +
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".#####.." +
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"........",
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// '2'
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".#####.." +
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"#.....#." +
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"......#." +
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".#####.." +
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"#......." +
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"#......." +
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"#######." +
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"........",
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// '3'
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"######.." +
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"......#." +
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"......#." +
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".#####.." +
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"......#." +
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"......#." +
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"######.." +
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"........",
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// '4'
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".....#.." +
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"....##.." +
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"...#.#.." +
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"..#..#.." +
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".#...#.." +
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"#######." +
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".....#.." +
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"........",
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// '5'
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"#######." +
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"#......." +
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"#......." +
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".#####.." +
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"......#." +
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"#.....#." +
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".#####.." +
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"........",
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// '6'
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".#####.." +
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"#.....#." +
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"#......." +
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"######.." +
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"#.....#." +
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"#.....#." +
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".#####.." +
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"........",
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// ' '
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"#######." +
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"......#." +
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".....#.." +
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"....#..." +
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"...#...." +
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"..#....." +
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".#......" +
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"........",
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// ' '
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".#####.." +
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"#.....#." +
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"#.....#." +
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".#####.." +
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"#.....#." +
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"#.....#." +
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".#####.." +
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"........",
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// '9'
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".#####.." +
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"#.....#." +
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"#.....#." +
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".######." +
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"......#." +
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"......#." +
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".#####.." +
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"........",
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// 'A'
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"...#...." +
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"..#.#..." +
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".#...#.." +
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"#######." +
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"#.....#." +
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"#.....#." +
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"#.....#." +
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"........",
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// 'B'
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"######.." +
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"#.....#." +
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"#.....#." +
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"######.." +
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"#.....#." +
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"#.....#." +
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"######.." +
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"........",
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// 'C'
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".#####.." +
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"#.....#." +
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"#......." +
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"#......." +
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"#......." +
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"#.....#." +
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".#####.." +
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"........",
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// 'D'
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"######.." +
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"#.....#." +
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"#.....#." +
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"#.....#." +
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"#.....#." +
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"#.....#." +
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"######.." +
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"........",
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// 'E'
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"#######." +
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"#......." +
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"#......." +
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"######.." +
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"#......." +
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"#......." +
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"#######." +
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"........",
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// 'F'
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"#######." +
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"#......." +
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"#......." +
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"######.." +
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"#......." +
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"#......." +
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"#......." +
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"........",
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};
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}
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}
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