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6502bench/CommonUtil/Font8x8.cs

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/*
* Copyright 2020 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.Collections.Generic;
using System.Diagnostics;
namespace CommonUtil {
/// <summary>
/// 8x8 monochrome cells. The right and bottom edges of each cell are left blank,
/// so glyphs can be packed tightly.
/// </summary>
public static class Font8x8 {
private static List<int[]> sBitData;
/// <summary>
/// Returns an 8-byte array for the specified character. Each byte represents one
/// row. The first byte holds the top row, and the most significant bit in each
/// byte is the leftmost pixel.
///
/// If no glyph is defined, returns the Unicode REPLACEMENT CHARACTER glyph.
/// </summary>
/// <param name="ch">Requested character.</param>
/// <returns>Reference to int[8] with data (do not modify contents).</returns>
public static int[] GetBitData(char ch) {
if (sBitData == null) {
InitBitData();
}
int index = MapChar(ch);
return sBitData[index];
}
/// <summary>
/// Maps a character value to an index into sFontData.
/// </summary>
/// <param name="ch">Character to find.</param>
/// <returns>Index of character's glyph, or index of REPLACEMENT CHARACTER.</returns>
private static int MapChar(char ch) {
if (ch == ' ') {
return 1;
} else if (ch >= '0' && ch <= '9') {
return ch - '0' + 2;
} else if (ch >= 'A' && ch <= 'F') {
return ch - 'A' + 12;
} else {
return 0;
}
}
/// <summary>
/// Converts the easy-to-edit string data into easy-to-process bitmaps.
/// </summary>
private static void InitBitData() {
Debug.Assert(sBitData == null);
sBitData = new List<int[]>(sFontData.Length);
for (int i = 0; i < sFontData.Length; i++) {
int[] bits = new int[8];
string str = sFontData[i];
for (int row = 0; row < 8; row++) {
byte data = 0;
for (int col = 0; col < 8; col++) {
data <<= 1;
char ch = str[row * 8 + col];
if (ch == '#') {
data |= 1;
} else if (ch != '.') {
Debug.WriteLine("Unknown char '" + ch + "' in Font8x8 data " + i);
}
}
bits[row] = data;
}
sBitData.Add(bits);
}
}
private static string[] sFontData = {
// unknown value (U+FFFD)
"..###..." +
".#####.." +
"###.###." +
"##.#.##." +
"###.###." +
".#####.." +
"..##...." +
"........",
// ' '
"........" +
"........" +
"........" +
"........" +
"........" +
"........" +
"........" +
"........",
// '0'
".#####.." +
"#.....#." +
"#...#.#." +
"#..#..#." +
"#.#...#." +
"#.....#." +
".#####.." +
"........",
// '1'
"...#...." +
"..##...." +
".#.#...." +
"...#...." +
"...#...." +
"...#...." +
".#####.." +
"........",
// '2'
".#####.." +
"#.....#." +
"......#." +
".#####.." +
"#......." +
"#......." +
"#######." +
"........",
// '3'
"######.." +
"......#." +
"......#." +
".#####.." +
"......#." +
"......#." +
"######.." +
"........",
// '4'
".....#.." +
"....##.." +
"...#.#.." +
"..#..#.." +
".#...#.." +
"#######." +
".....#.." +
"........",
// '5'
"#######." +
"#......." +
"#......." +
".#####.." +
"......#." +
"#.....#." +
".#####.." +
"........",
// '6'
".#####.." +
"#.....#." +
"#......." +
"######.." +
"#.....#." +
"#.....#." +
".#####.." +
"........",
// '7'
"#######." +
"......#." +
".....#.." +
"....#..." +
"...#...." +
"..#....." +
".#......" +
"........",
// '8'
".#####.." +
"#.....#." +
"#.....#." +
".#####.." +
"#.....#." +
"#.....#." +
".#####.." +
"........",
// '9'
".#####.." +
"#.....#." +
"#.....#." +
".######." +
"......#." +
"......#." +
".#####.." +
"........",
// 'A'
"...#...." +
"..#.#..." +
".#...#.." +
"#######." +
"#.....#." +
"#.....#." +
"#.....#." +
"........",
// 'B'
"######.." +
"#.....#." +
"#.....#." +
"######.." +
"#.....#." +
"#.....#." +
"######.." +
"........",
// 'C'
".#####.." +
"#.....#." +
"#......." +
"#......." +
"#......." +
"#.....#." +
".#####.." +
"........",
// 'D'
"######.." +
"#.....#." +
"#.....#." +
"#.....#." +
"#.....#." +
"#.....#." +
"######.." +
"........",
// 'E'
"#######." +
"#......." +
"#......." +
"######.." +
"#......." +
"#......." +
"#######." +
"........",
// 'F'
"#######." +
"#......." +
"#......." +
"######.." +
"#......." +
"#......." +
"#......." +
"........",
};
}
}