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6502bench/PluginCommon/VisBitmap8.cs
Andy McFadden 5635a1e33a Add Atari 2600 sprite/playfield visualizer
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.
2019-12-06 17:33:29 -08:00

123 lines
4.0 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.Collections.Generic;
using System.Diagnostics;
using System.Text;
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 mNextColor;
/// <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];
mNextColor = 0;
}
public int GetPixel(int x, int y) {
byte pix = mData[x + y * Width];
return mPalette[pix];
}
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 >= mNextColor) {
throw new ArgumentException("Bad color: " + colorIndex + " (nextCol=" +
mNextColor + ")");
}
mData[x + y * Width] = colorIndex;
}
// IVisualization2d
public byte[] GetPixels() {
return mData;
}
// IVisualization2d
public int[] GetPalette() {
int[] pal = new int[mNextColor];
for (int i = 0; i < mNextColor; 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 (mNextColor == 256) {
Debug.WriteLine("Palette is full");
return;
}
for (int i = 0; i < mNextColor; i++) {
if (mPalette[i] == color) {
Debug.WriteLine("Color " + color.ToString("x6") +
" already exists in palette (" + i + ")");
return;
}
}
mPalette[mNextColor++] = 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));
}
}
}