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https://github.com/aaru-dps/RedBookPlayer.git
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Re-implement scrolling with offsets this time
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@@ -220,118 +220,98 @@ namespace RedBookPlayer.Models.Hardware.Karaoke
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/// </summary>
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/// <param name="scroll">Scroll with the new data</param>
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/// <param name="copy">True if data wraps around on scroll, false if filled by a solid color</param>
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/// <remarks>
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/// Based on the documentation, there's a bit of ambiguity how the Offset fields are used.
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/// The current best understanding is that the offset can be combined with any scroll command
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/// to add (or subtract) between 0 and 5 pixels in a particular axis.
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/// TODO: Offsets are not currently implemented in the code below
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/// </remarks>
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private void ScrollDisplay(Scroll scroll, bool copy)
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{
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if(scroll == null)
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return;
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// Derive the scroll values based on offsets
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int hOffsetTotal = 6 + scroll.HScrollOffset;
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int vOffsetTotal = 12 + scroll.VScrollOffset;
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// If we're scrolling horizontally
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if(scroll.HScrollCommand == ScrollCommand.Positive)
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if(scroll.HScrollCommand == ScrollCommand.Positive
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|| (scroll.HScrollCommand == ScrollCommand.NoScroll && scroll.HScrollOffset > 0))
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{
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for(int y = 0; y < 216; y++)
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{
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byte[] overflow = new byte[6];
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byte[] overflow = new byte[hOffsetTotal];
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for(int x = 299; x >= 0; x--)
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{
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if(x + 6 >= 300)
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overflow[(x + 6) % 300] = this.DisplayData[x,y];
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if(x + hOffsetTotal >= 300)
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overflow[(x + hOffsetTotal) % 300] = this.DisplayData[x,y];
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else
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this.DisplayData[x + 6, y] = this.DisplayData[x,y];
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this.DisplayData[x + hOffsetTotal, y] = this.DisplayData[x,y];
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}
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// Fill in the now-empty pixels
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this.DisplayData[0,y] = copy ? overflow[0] : scroll.Color;
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this.DisplayData[1,y] = copy ? overflow[1] : scroll.Color;
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this.DisplayData[2,y] = copy ? overflow[2] : scroll.Color;
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this.DisplayData[3,y] = copy ? overflow[3] : scroll.Color;
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this.DisplayData[4,y] = copy ? overflow[4] : scroll.Color;
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this.DisplayData[5,y] = copy ? overflow[5] : scroll.Color;
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for(int i = 0; i < hOffsetTotal; i++)
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{
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this.DisplayData[i,y] = copy ? overflow[i] : scroll.Color;
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}
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}
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}
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else if(scroll.HScrollCommand == ScrollCommand.Negative)
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{
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for(int y = 0; y < 216; y++)
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{
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byte[] overflow = new byte[6];
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byte[] overflow = new byte[hOffsetTotal];
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for(int x = 0; x < 300; x++)
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{
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if(x - 6 < 0)
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if(x - hOffsetTotal < 0)
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overflow[x] = this.DisplayData[x,y];
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else
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this.DisplayData[x - 6, y] = this.DisplayData[x,y];
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this.DisplayData[x - hOffsetTotal, y] = this.DisplayData[x,y];
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}
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// Fill in the now-empty pixels
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this.DisplayData[294,y] = copy ? overflow[0] : scroll.Color;
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this.DisplayData[295,y] = copy ? overflow[1] : scroll.Color;
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this.DisplayData[296,y] = copy ? overflow[2] : scroll.Color;
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this.DisplayData[297,y] = copy ? overflow[3] : scroll.Color;
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this.DisplayData[298,y] = copy ? overflow[4] : scroll.Color;
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this.DisplayData[299,y] = copy ? overflow[5] : scroll.Color;
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for(int i = 299; i > 299 - hOffsetTotal; i++)
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{
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this.DisplayData[i,y] = copy ? overflow[i] : scroll.Color;
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}
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}
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}
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// If we're scrolling vertically
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if(scroll.VScrollCommand == ScrollCommand.Positive)
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if(scroll.VScrollCommand == ScrollCommand.Positive
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|| (scroll.VScrollCommand == ScrollCommand.NoScroll && scroll.VScrollOffset > 0))
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{
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for(int x = 0; x < 300; x++)
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{
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byte[] overflow = new byte[12];
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byte[] overflow = new byte[vOffsetTotal];
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for(int y = 215; y >= 0; y--)
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{
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if(y + 12 >= 216)
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overflow[(y + 12) % 216] = this.DisplayData[x,y];
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if(y + vOffsetTotal >= 216)
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overflow[(y + vOffsetTotal) % 216] = this.DisplayData[x,y];
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else
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this.DisplayData[x, y + 12] = this.DisplayData[x,y];
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this.DisplayData[x, y + vOffsetTotal] = this.DisplayData[x,y];
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}
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// Fill in the now-empty pixels
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this.DisplayData[x,0] = copy ? overflow[0] : scroll.Color;
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this.DisplayData[x,1] = copy ? overflow[1] : scroll.Color;
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this.DisplayData[x,2] = copy ? overflow[2] : scroll.Color;
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this.DisplayData[x,3] = copy ? overflow[3] : scroll.Color;
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this.DisplayData[x,4] = copy ? overflow[4] : scroll.Color;
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this.DisplayData[x,5] = copy ? overflow[5] : scroll.Color;
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this.DisplayData[x,6] = copy ? overflow[6] : scroll.Color;
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this.DisplayData[x,7] = copy ? overflow[7] : scroll.Color;
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this.DisplayData[x,8] = copy ? overflow[8] : scroll.Color;
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this.DisplayData[x,9] = copy ? overflow[9] : scroll.Color;
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this.DisplayData[x,10] = copy ? overflow[10] : scroll.Color;
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this.DisplayData[x,11] = copy ? overflow[11] : scroll.Color;
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for(int i = 0; i < vOffsetTotal; i++)
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{
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this.DisplayData[x,i] = copy ? overflow[i] : scroll.Color;
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}
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}
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}
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else if(scroll.VScrollCommand == ScrollCommand.Negative)
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{
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for(int x = 0; x < 300; x++)
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{
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byte[] overflow = new byte[12];
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byte[] overflow = new byte[vOffsetTotal];
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for(int y = 0; y < 216; y++)
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{
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if(y - 12 < 0)
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if(y - vOffsetTotal < 0)
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overflow[y] = this.DisplayData[x,y];
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else
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this.DisplayData[x, y - 12] = this.DisplayData[x,y];
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this.DisplayData[x, y - vOffsetTotal] = this.DisplayData[x,y];
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}
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// Fill in the now-empty pixels
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this.DisplayData[x,204] = copy ? overflow[0] : scroll.Color;
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this.DisplayData[x,205] = copy ? overflow[1] : scroll.Color;
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this.DisplayData[x,206] = copy ? overflow[2] : scroll.Color;
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this.DisplayData[x,207] = copy ? overflow[3] : scroll.Color;
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this.DisplayData[x,208] = copy ? overflow[4] : scroll.Color;
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this.DisplayData[x,209] = copy ? overflow[5] : scroll.Color;
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this.DisplayData[x,210] = copy ? overflow[6] : scroll.Color;
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this.DisplayData[x,211] = copy ? overflow[7] : scroll.Color;
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this.DisplayData[x,212] = copy ? overflow[8] : scroll.Color;
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this.DisplayData[x,213] = copy ? overflow[9] : scroll.Color;
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this.DisplayData[x,214] = copy ? overflow[10] : scroll.Color;
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this.DisplayData[x,215] = copy ? overflow[11] : scroll.Color;
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for(int i = 215; i > 215 - vOffsetTotal; i++)
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{
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this.DisplayData[x,i] = copy ? overflow[i] : scroll.Color;
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}
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}
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}
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}
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