Add most of scrolling logic; add notes

This commit is contained in:
Matt Nadareski
2021-11-29 22:16:23 -08:00
parent 3e44c11502
commit 1880d49ee5
3 changed files with 157 additions and 1 deletions

View File

@@ -85,6 +85,27 @@ namespace RedBookPlayer.Models
All,
}
/// <summary>
/// Determine how to scroll
/// </summary>
public enum ScrollCommand
{
/// <summary>
/// No scrolling
/// </summary>
NoScroll = 0,
/// <summary>
/// Scroll 6 pixels in the positive direction (right/down)
/// </summary>
Positive = 1,
/// <summary>
/// Scroll 6 pixels in the negative direction (left/up)
/// </summary>
Negative = 2,
}
/// <summary>
/// Determine how to handle different sessions
/// </summary>

View File

@@ -33,6 +33,8 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
/// <remarks>
/// In practice, this should be 8 colors, probably similar to the CGA palette,
/// including the "bright" or "dark" variant (possibly mapping from "high" to "low").
/// The current interpretation of this may be incorrect, as the internal color table
/// may actually include all 16 RGB values immediately.
/// </remarks>
public byte[] ColorTable { get; private set; }
@@ -76,9 +78,11 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
break;
case SubchannelInstruction.ScrollPreset:
var scrollPreset = new Scroll(packet.Data);
ScrollDisplay(scrollPreset, false);
break;
case SubchannelInstruction.ScrollCopy:
var scrollCopy = new Scroll(packet.Data);
ScrollDisplay(scrollCopy, true);
break;
case SubchannelInstruction.DefineTransparentColor:
var transparentColor = new BorderPreset(packet.Data);
@@ -86,9 +90,11 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
break;
case SubchannelInstruction.LoadColorTableLower:
var loadColorTableLower = new LoadCLUT(packet.Data);
// TODO: Load color table data
break;
case SubchannelInstruction.LoadColorTableUpper:
var loadColorTableUpper = new LoadCLUT(packet.Data);
// TODO: Load color table data
break;
case SubchannelInstruction.TileBlockXOR:
var tileBlockXor = new TileBlock(packet.Data);
@@ -167,7 +173,7 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
/// <summary>
/// Load a block of pixels with a certain pattern
/// </summary>
/// <param name="borderPreset">BorderPreset with the new data</param>
/// <param name="tileBlock">TileBlock with the pattern data</param>
/// <param name="xor">
/// If true, the color values are combined with the color values
/// that are already onscreen using the XOR operator
@@ -204,5 +210,126 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
this.DisplayData[adjustedX, adjustedY] = this.ColorTable[colorIndex];
}
}
/// <summary>
/// Scroll the display according to the instruction
/// </summary>
/// <param name="scroll">Scroll with the new data</param>
/// <param name="copy">True if data wraps around on scroll, false if filled by a solid color</param>
/// <remarks>
/// Based on the documentation, there's a bit of ambiguity how the Offset fields are used.
/// The current best understanding is that the offset can be combined with any scroll command
/// to add (or subtract) between 0 and 5 pixels in a particular axis.
/// TODO: Offsets are not currently implemented in the code below
/// </remarks>
private void ScrollDisplay(Scroll scroll, bool copy)
{
if(scroll == null)
return;
// If we're scrolling horizontally
if(scroll.HScrollCommand == ScrollCommand.Positive)
{
for(int y = 0; y < 216; y++)
{
byte[] overflow = new byte[6];
for(int x = 299; x >= 0; x--)
{
if(x + 6 >= 300)
overflow[(x + 6) % 300] = this.DisplayData[x,y];
else
this.DisplayData[x + 6, y] = this.DisplayData[x,y];
}
// Fill in the now-empty pixels
this.DisplayData[0,y] = copy ? overflow[0] : this.ColorTable[scroll.Color];
this.DisplayData[1,y] = copy ? overflow[1] : this.ColorTable[scroll.Color];
this.DisplayData[2,y] = copy ? overflow[2] : this.ColorTable[scroll.Color];
this.DisplayData[3,y] = copy ? overflow[3] : this.ColorTable[scroll.Color];
this.DisplayData[4,y] = copy ? overflow[4] : this.ColorTable[scroll.Color];
this.DisplayData[5,y] = copy ? overflow[5] : this.ColorTable[scroll.Color];
}
}
else if(scroll.HScrollCommand == ScrollCommand.Negative)
{
for(int y = 0; y < 216; y++)
{
byte[] overflow = new byte[6];
for(int x = 0; x < 300; x++)
{
if(x - 6 < 0)
overflow[x] = this.DisplayData[x,y];
else
this.DisplayData[x - 6, y] = this.DisplayData[x,y];
}
// Fill in the now-empty pixels
this.DisplayData[294,y] = copy ? overflow[0] : this.ColorTable[scroll.Color];
this.DisplayData[295,y] = copy ? overflow[1] : this.ColorTable[scroll.Color];
this.DisplayData[296,y] = copy ? overflow[2] : this.ColorTable[scroll.Color];
this.DisplayData[297,y] = copy ? overflow[3] : this.ColorTable[scroll.Color];
this.DisplayData[298,y] = copy ? overflow[4] : this.ColorTable[scroll.Color];
this.DisplayData[299,y] = copy ? overflow[5] : this.ColorTable[scroll.Color];
}
}
// If we're scrolling vertically
if(scroll.VScrollCommand == ScrollCommand.Positive)
{
for(int x = 0; x < 300; x++)
{
byte[] overflow = new byte[12];
for(int y = 215; y >= 0; y--)
{
if(y + 12 >= 216)
overflow[(y + 12) % 216] = this.DisplayData[x,y];
else
this.DisplayData[x, y + 12] = this.DisplayData[x,y];
}
// Fill in the now-empty pixels
this.DisplayData[x,0] = copy ? overflow[0] : this.ColorTable[scroll.Color];
this.DisplayData[x,1] = copy ? overflow[1] : this.ColorTable[scroll.Color];
this.DisplayData[x,2] = copy ? overflow[2] : this.ColorTable[scroll.Color];
this.DisplayData[x,3] = copy ? overflow[3] : this.ColorTable[scroll.Color];
this.DisplayData[x,4] = copy ? overflow[4] : this.ColorTable[scroll.Color];
this.DisplayData[x,5] = copy ? overflow[5] : this.ColorTable[scroll.Color];
this.DisplayData[x,6] = copy ? overflow[6] : this.ColorTable[scroll.Color];
this.DisplayData[x,7] = copy ? overflow[7] : this.ColorTable[scroll.Color];
this.DisplayData[x,8] = copy ? overflow[8] : this.ColorTable[scroll.Color];
this.DisplayData[x,9] = copy ? overflow[9] : this.ColorTable[scroll.Color];
this.DisplayData[x,10] = copy ? overflow[10] : this.ColorTable[scroll.Color];
this.DisplayData[x,11] = copy ? overflow[11] : this.ColorTable[scroll.Color];
}
}
else if(scroll.VScrollCommand == ScrollCommand.Negative)
{
for(int x = 0; x < 300; x++)
{
byte[] overflow = new byte[12];
for(int y = 0; y < 216; y++)
{
if(y - 12 < 0)
overflow[y] = this.DisplayData[x,y];
else
this.DisplayData[x, y - 12] = this.DisplayData[x,y];
}
// Fill in the now-empty pixels
this.DisplayData[x,204] = copy ? overflow[0] : this.ColorTable[scroll.Color];
this.DisplayData[x,205] = copy ? overflow[1] : this.ColorTable[scroll.Color];
this.DisplayData[x,206] = copy ? overflow[2] : this.ColorTable[scroll.Color];
this.DisplayData[x,207] = copy ? overflow[3] : this.ColorTable[scroll.Color];
this.DisplayData[x,208] = copy ? overflow[4] : this.ColorTable[scroll.Color];
this.DisplayData[x,209] = copy ? overflow[5] : this.ColorTable[scroll.Color];
this.DisplayData[x,210] = copy ? overflow[6] : this.ColorTable[scroll.Color];
this.DisplayData[x,211] = copy ? overflow[7] : this.ColorTable[scroll.Color];
this.DisplayData[x,212] = copy ? overflow[8] : this.ColorTable[scroll.Color];
this.DisplayData[x,213] = copy ? overflow[9] : this.ColorTable[scroll.Color];
this.DisplayData[x,214] = copy ? overflow[10] : this.ColorTable[scroll.Color];
this.DisplayData[x,215] = copy ? overflow[11] : this.ColorTable[scroll.Color];
}
}
}
}
}

View File

@@ -11,9 +11,17 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
// Only lower 6 bits are used, mask with 0x3F
public byte HScroll { get; private set; }
public ScrollCommand HScrollCommand => (ScrollCommand)((this.HScroll & 0x30) >> 4);
public int HScrollOffset => this.HScroll & 0x07;
// Only lower 6 bits are used, mask with 0x3F
public byte VScroll { get; private set; }
public ScrollCommand VScrollCommand => (ScrollCommand)((this.VScroll & 0x30) >> 4);
public int VScrollOffset => this.VScroll & 0x07;
public byte[] Filler { get; private set; } = new byte[13];
/// <summary>