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di_masked_bitmap.h
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di_masked_bitmap.h
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// di_masked_bitmap.h - Function declarations for drawing masked bitmaps
//
// A masked bitmap is a combination of fully opaque of various colors,and fully
// transparent pixels.
//
// Copyright (c) 2023 Curtis Whitley
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#include "di_primitive.h"
class DiMaskedBitmap: public DiPrimitiveXYWH {
public:
uint32_t m_words_per_line;
uint32_t m_bytes_per_line;
uint32_t m_words_per_position;
uint32_t m_bytes_per_position;
uint32_t* m_visible_start;
uint32_t m_pixels[1];
// Construct a dynamically-sized masked bitmap. The m_pixels array gets sized during 'new'.
DiMaskedBitmap(uint32_t width, uint32_t height, ScrollMode scroll_mode);
// Allocate a masked bitmap. This takes 4x as much memory as the bitmap itself.
void* operator new(size_t size, uint32_t width, uint32_t height, ScrollMode scroll_mode);
// Set the position of the bitmap on the screen, and assume using pixels starting at line 0 in the bitmap.
void set_position(int32_t x, int32_t y);
// Set the position of the bitmap on the screen, and assume using pixels starting at the given line in the bitmap.
// This makes it possible to use a single (tall) bitmap to support animated sprites.
void set_position(int32_t x, int32_t y, uint32_t start_line, uint32_t height);
// Set a single pixel within the allocated bitmap. If either of the upper 2 bits is nonzero,
// then the lower 6 bits are the color of the pixel. If both of the upper 2 bits are zeros,
// then the pixel is fully transparent.
void set_masked_pixel(int32_t x, int32_t y, uint8_t color);
virtual void IRAM_ATTR paint(const DiPaintParams *params);
protected:
// Set a single pixel with an adjusted color value.
void set_pixel(int32_t x, int32_t y, uint8_t color);
};