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33ccdd91eb
The calculations were wrong for certain situations, generating answers that were useless or that caused a false-positive overflow error. This adds a couple of simple regression tests, modeled after layout of the Lode Runner sprite sheet (which worked fine before) and the Empire II EWS3 font (which failed). This also bumps up some of the arbitrary limits in the visualizer. (issue #94)
263 lines
7.1 KiB
C#
263 lines
7.1 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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private static List<int[]> sBitData;
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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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/// <summary>
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/// Maps a character value to an index into sFontData.
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/// </summary>
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/// <param name="ch">Character to find.</param>
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/// <returns>Index of character's glyph, or index of REPLACEMENT CHARACTER.</returns>
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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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/// <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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// '7'
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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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// '8'
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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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