use super::*; impl ScreenDevice { pub fn draw_line(&mut self, colour: u8, layer: ScreenLayer) { let [p0, p1] = [self.cursor, self.vector]; match (p0.x == p1.x, p0.y == p1.y) { (false, false) => self.draw_diagonal_line(colour, layer), (false, true) => self.draw_horizontal_line(colour, layer), ( true, false) => self.draw_vertical_line(colour, layer), ( true, true) => self.draw_pixel(colour, layer, p0), }; } pub fn draw_line_1bit(&mut self, params: u8, layer: ScreenLayer) { let [p0, p1] = [self.cursor, self.vector]; match (p0.x == p1.x, p0.y == p1.y) { (false, false) => self.draw_diagonal_line_1bit(params, layer), (false, true) => self.draw_horizontal_line_1bit(params, layer), ( true, false) => self.draw_vertical_line_1bit(params, layer), ( true, true) => self.draw_pixel_1bit(params, layer, p0), }; } pub fn draw_pixel_1bit(&mut self, params: u8, layer: ScreenLayer, point: ScreenPosition) { let dim = self.dimensions; let sprite = self.sprite_buffer.get_1bit_sprite(params); let colour = sprite[point.y as usize % 8][point.x as usize % 8]; if !dim.contains_point(point) || colour == 0xff { return } let index = point.x as usize + ((dim.width as usize) * (point.y as usize)); match layer { ScreenLayer::Background => self.background[index] = colour, ScreenLayer::Foreground => self.foreground[index] = colour, }; } fn draw_horizontal_line(&mut self, colour: u8, layer: ScreenLayer) { if let Some([x0, y, x1, _]) = self.find_vector_bounding_box() { let screen_width = self.dimensions.width as usize; let i = screen_width * y; let buffer = match layer { ScreenLayer::Background => &mut self.background, ScreenLayer::Foreground => &mut self.foreground, }; buffer[i+x0..=i+x1].fill(colour); } } fn draw_horizontal_line_1bit(&mut self, params: u8, layer: ScreenLayer) { if let Some([x0, y, x1, _]) = self.find_vector_bounding_box() { let screen_width = self.dimensions.width as usize; let i = screen_width * y; let buffer = match layer { ScreenLayer::Background => &mut self.background, ScreenLayer::Foreground => &mut self.foreground, }; let sprite = self.sprite_buffer.get_1bit_sprite(params); let row = sprite[y % 8]; for x in x0..=x1 { let colour = row[x % 8]; if colour != 0xff { buffer[i+x] = colour }; } } } fn draw_vertical_line(&mut self, colour: u8, layer: ScreenLayer) { if let Some([x, y0, _, y1]) = self.find_vector_bounding_box() { let screen_width = self.dimensions.width as usize; let mut i = (screen_width * y0) + x; let buffer = match layer { ScreenLayer::Background => &mut self.background, ScreenLayer::Foreground => &mut self.foreground, }; for _ in y0..=y1 { buffer[i] = colour; i += screen_width; } } } fn draw_vertical_line_1bit(&mut self, params: u8, layer: ScreenLayer) { if let Some([x, y0, _, y1]) = self.find_vector_bounding_box() { let screen_width = self.dimensions.width as usize; let mut i = (screen_width * y0) + x; let buffer = match layer { ScreenLayer::Background => &mut self.background, ScreenLayer::Foreground => &mut self.foreground, }; let sprite = self.sprite_buffer.get_1bit_sprite(params); let mut column = [0u8; 8]; for y in 0..8 { column[y] = sprite[y][x % 8] } for y in y0..=y1 { let colour = column[y % 8]; if colour != 0xff { buffer[i] = colour }; i += screen_width; } } } fn draw_diagonal_line(&mut self, colour: u8, layer: ScreenLayer) { fn abs_diff(v0: u16, v1: u16) -> u16 { let v = v1.wrapping_sub(v0); if v > 0x8000 { !v + 1 } else { v } } let [p0, p1] = [self.cursor, self.vector]; // If the slope of the line is greater than 1. if abs_diff(p0.y, p1.y) > abs_diff(p0.x, p1.x) { // Swap points 0 and 1 such that y0 is always smaller than y1. let (x0, y0, x1, y1) = match p0.y > p1.y { true => (p1.x, p1.y, p0.x, p0.y), false => (p0.x, p0.y, p1.x, p1.y), }; let dy = y1 - y0; let (dx, xi) = match x0 > x1 { true => (x0 - x1, 0xffff), false => (x1 - x0, 0x0001), }; let dxdy2 = (dx.wrapping_sub(dy)).wrapping_mul(2); let dx2 = dx * 2; let mut d = dx2.wrapping_sub(dy); let mut x = x0; for y in y0..=y1 { self.draw_pixel(colour, layer, ScreenPosition::new(x, y)); if d < 0x8000 { x = x.wrapping_add(xi); d = d.wrapping_add(dxdy2); } else { d = d.wrapping_add(dx2); } } // If the slope of the line is less than or equal to 1. } else { // Swap points 0 and 1 so that x0 is always smaller than x1. let (x0, y0, x1, y1) = match p0.x > p1.x { true => (p1.x, p1.y, p0.x, p0.y), false => (p0.x, p0.y, p1.x, p1.y), }; let dx = x1 - x0; let (dy, yi) = match y0 > y1 { true => (y0 - y1, 0xffff), false => (y1 - y0, 0x0001), }; let dydx2 = (dy.wrapping_sub(dx)).wrapping_mul(2); let dy2 = dy * 2; let mut d = dy2.wrapping_sub(dx); let mut y = y0; for x in x0..=x1 { self.draw_pixel(colour, layer, ScreenPosition::new(x, y)); if d < 0x8000 { y = y.wrapping_add(yi); d = d.wrapping_add(dydx2); } else { d = d.wrapping_add(dy2); } } } } fn draw_diagonal_line_1bit(&mut self, params: u8, layer: ScreenLayer) { fn abs_diff(v0: u16, v1: u16) -> u16 { let v = v1.wrapping_sub(v0); if v > 0x8000 { !v + 1 } else { v } } let [p0, p1] = [self.cursor, self.vector]; // If the slope of the line is greater than 1. if abs_diff(p0.y, p1.y) > abs_diff(p0.x, p1.x) { // Swap points 0 and 1 such that y0 is always smaller than y1. let (x0, y0, x1, y1) = match p0.y > p1.y { true => (p1.x, p1.y, p0.x, p0.y), false => (p0.x, p0.y, p1.x, p1.y), }; let dy = y1 - y0; let (dx, xi) = match x0 > x1 { true => (x0 - x1, 0xffff), false => (x1 - x0, 0x0001), }; let dxdy2 = (dx.wrapping_sub(dy)).wrapping_mul(2); let dx2 = dx * 2; let mut d = dx2.wrapping_sub(dy); let mut x = x0; for y in y0..=y1 { self.draw_pixel_1bit(params, layer, ScreenPosition::new(x, y)); if d < 0x8000 { x = x.wrapping_add(xi); d = d.wrapping_add(dxdy2); } else { d = d.wrapping_add(dx2); } } // If the slope of the line is less than or equal to 1. } else { // Swap points 0 and 1 so that x0 is always smaller than x1. let (x0, y0, x1, y1) = match p0.x > p1.x { true => (p1.x, p1.y, p0.x, p0.y), false => (p0.x, p0.y, p1.x, p1.y), }; let dx = x1 - x0; let (dy, yi) = match y0 > y1 { true => (y0 - y1, 0xffff), false => (y1 - y0, 0x0001), }; let dydx2 = (dy.wrapping_sub(dx)).wrapping_mul(2); let dy2 = dy * 2; let mut d = dy2.wrapping_sub(dx); let mut y = y0; for x in x0..=x1 { self.draw_pixel_1bit(params, layer, ScreenPosition::new(x, y)); if d < 0x8000 { y = y.wrapping_add(yi); d = d.wrapping_add(dydx2); } else { d = d.wrapping_add(dy2); } } } } }