FruitMachine-Swift/FruitMachine/AppleScreenViewDelegate.swift

78 lines
2.8 KiB
Swift

//
// AppleScreenViewDelegate.swift
// FruitMachine
//
// Created by Christopher Rohl on 7/27/17.
// Copyright © 2017 Christopher Rohl. All rights reserved.
//
import Cocoa
class AppleScreenViewDelegate: NSObject, CALayerDelegate {
let PIXEL_WIDTH = 200
let PIXEL_HEIGHT = 192
/* Pixel data stuff. */
struct PixelData {
var a: UInt8 = 255
var r: UInt8
var g: UInt8
var b: UInt8
}
let bitsPerComponent: UInt = 8
let bitsPerPixel: UInt = 32
let colorSpace = CGColorSpaceCreateDeviceRGB()
let bitmapInfo: CGBitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedFirst.rawValue)
/* */
var indexedPixels: [UInt8]
var colorValues: [PixelData]
override init()
{
indexedPixels = [UInt8](repeating: 0x00, count: 200*192)
colorValues = [PixelData](repeating: PixelData(a: 255, r: 0, g: 0, b: 0), count: 256)
colorValues[1] = PixelData(a: 0, r: 200, g: 200, b: 200
)
}
func convertIndexedPixelsToRGB(pixels: [UInt8]) -> [PixelData] {
var rgbPixels = [PixelData](repeating: PixelData(a: 255, r: 0, g: 0, b: 0), count: 200*192)
for (num, colorIndex) in pixels.enumerated() {
rgbPixels[num] = colorValues[Int(colorIndex)]
}
return rgbPixels
}
func putCharacterPixels(charPixels: [UInt8], pixelPosition: CGPoint) {
//Calculate the offset to reach the desired position.
let baseOffset = (Int(pixelPosition.y) * PIXEL_WIDTH) + Int(pixelPosition.x)
for charY in 0..<CharacterGenerator.CHAR_HEIGHT {
for charX in 0..<CharacterGenerator.CHAR_WIDTH {
indexedPixels[baseOffset + (PIXEL_WIDTH * charY) + CharacterGenerator.CHAR_WIDTH - charX] = (charPixels[charY] & UInt8(1 << charX)) > 0 ? 1 : 0
}
}
}
func getPixelOffset(charCellX: Int, charCellY: Int) -> CGPoint {
return CGPoint(x: charCellX * 5, y: charCellY * 8)
}
/* Draw the screen. */
func draw(_ layer: CALayer, in ctx: CGContext) {
let bounds = layer.bounds
ctx.interpolationQuality = CGInterpolationQuality.none
var pixels = convertIndexedPixelsToRGB(pixels: indexedPixels)
let pixelProvider = CGDataProvider(data: NSData(bytes: &pixels, length: pixels.count * MemoryLayout<PixelData>.size))
let renderedImage = CGImage(width: PIXEL_WIDTH, height: PIXEL_HEIGHT, bitsPerComponent: Int(bitsPerComponent), bitsPerPixel: Int(bitsPerPixel), bytesPerRow: PIXEL_WIDTH * Int(MemoryLayout<PixelData>.size), space: colorSpace, bitmapInfo: bitmapInfo, provider: pixelProvider!, decode: nil, shouldInterpolate: true, intent: CGColorRenderingIntent.defaultIntent)
ctx.draw(renderedImage!, in: bounds)
//draw stuff here
}
}