aiie/physicaldisplay.h

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C
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#ifndef __PHYSICALDISPLAY_H
#define __PHYSICALDISPLAY_H
#include <string.h> // strncpy
#include "vmdisplay.h" // FIXME: for AiieRect
class PhysicalDisplay {
public:
PhysicalDisplay() { overlayMessage[0] = '\0'; }
virtual ~PhysicalDisplay() {};
virtual void flush() = 0; // flush any pending drawings
virtual void redraw() = 0; // total redraw, assuming nothing
virtual void blit() = 0; // blit everything to the display (including UI area)
virtual void blit(AiieRect r) = 0; // blit a piece of the VM area to the display
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virtual void drawImageOfSizeAt(const uint8_t *img, uint16_t sizex, uint8_t sizey, uint16_t wherex, uint8_t wherey) = 0;
virtual void drawCharacter(uint8_t mode, uint16_t x, uint8_t y, char c) = 0;
virtual void drawString(uint8_t mode, uint16_t x, uint8_t y, const char *str) = 0;
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virtual void debugMsg(const char *msg) { strncpy(overlayMessage, msg, sizeof(overlayMessage));overlayMessage[strlen(overlayMessage)] = 0; }
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virtual void drawPixel(uint16_t x, uint16_t y, uint16_t color) = 0;
virtual void drawPixel(uint16_t x, uint16_t y, uint8_t r, uint8_t g, uint8_t b) = 0;
virtual void drawUIPixel(uint16_t x, uint16_t y, uint16_t color) = 0;
virtual void clrScr(uint8_t coloridx) = 0;
// methods to draw in to the buffer - not directly to the screen.
// First, methods that expect *us* to pixel-double the width...
virtual void cacheDoubleWidePixel(uint16_t x, uint16_t y, uint8_t color) = 0;
virtual void cache2DoubleWidePixels(uint16_t x, uint16_t y, uint8_t colorA, uint8_t colorB) = 0;
// Then the direct-pixel methods
virtual void cachePixel(uint16_t x, uint16_t y, uint8_t color) = 0;
protected:
char overlayMessage[40];
};
#endif