diff --git a/RedBookPlayer.Models/Hardware/Karaoke/KaraokeDisplay.cs b/RedBookPlayer.Models/Hardware/Karaoke/KaraokeDisplay.cs index 2c8b545..a8e03ab 100644 --- a/RedBookPlayer.Models/Hardware/Karaoke/KaraokeDisplay.cs +++ b/RedBookPlayer.Models/Hardware/Karaoke/KaraokeDisplay.cs @@ -220,118 +220,98 @@ namespace RedBookPlayer.Models.Hardware.Karaoke /// /// Scroll with the new data /// True if data wraps around on scroll, false if filled by a solid color - /// - /// 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 - /// private void ScrollDisplay(Scroll scroll, bool copy) { if(scroll == null) return; + // Derive the scroll values based on offsets + int hOffsetTotal = 6 + scroll.HScrollOffset; + int vOffsetTotal = 12 + scroll.VScrollOffset; + // If we're scrolling horizontally - if(scroll.HScrollCommand == ScrollCommand.Positive) + if(scroll.HScrollCommand == ScrollCommand.Positive + || (scroll.HScrollCommand == ScrollCommand.NoScroll && scroll.HScrollOffset > 0)) { for(int y = 0; y < 216; y++) { - byte[] overflow = new byte[6]; + byte[] overflow = new byte[hOffsetTotal]; for(int x = 299; x >= 0; x--) { - if(x + 6 >= 300) - overflow[(x + 6) % 300] = this.DisplayData[x,y]; + if(x + hOffsetTotal >= 300) + overflow[(x + hOffsetTotal) % 300] = this.DisplayData[x,y]; else - this.DisplayData[x + 6, y] = this.DisplayData[x,y]; + this.DisplayData[x + hOffsetTotal, y] = this.DisplayData[x,y]; } // Fill in the now-empty pixels - this.DisplayData[0,y] = copy ? overflow[0] : scroll.Color; - this.DisplayData[1,y] = copy ? overflow[1] : scroll.Color; - this.DisplayData[2,y] = copy ? overflow[2] : scroll.Color; - this.DisplayData[3,y] = copy ? overflow[3] : scroll.Color; - this.DisplayData[4,y] = copy ? overflow[4] : scroll.Color; - this.DisplayData[5,y] = copy ? overflow[5] : scroll.Color; + for(int i = 0; i < hOffsetTotal; i++) + { + this.DisplayData[i,y] = copy ? overflow[i] : scroll.Color; + } } } else if(scroll.HScrollCommand == ScrollCommand.Negative) { for(int y = 0; y < 216; y++) { - byte[] overflow = new byte[6]; + byte[] overflow = new byte[hOffsetTotal]; for(int x = 0; x < 300; x++) { - if(x - 6 < 0) + if(x - hOffsetTotal < 0) overflow[x] = this.DisplayData[x,y]; else - this.DisplayData[x - 6, y] = this.DisplayData[x,y]; + this.DisplayData[x - hOffsetTotal, y] = this.DisplayData[x,y]; } // Fill in the now-empty pixels - this.DisplayData[294,y] = copy ? overflow[0] : scroll.Color; - this.DisplayData[295,y] = copy ? overflow[1] : scroll.Color; - this.DisplayData[296,y] = copy ? overflow[2] : scroll.Color; - this.DisplayData[297,y] = copy ? overflow[3] : scroll.Color; - this.DisplayData[298,y] = copy ? overflow[4] : scroll.Color; - this.DisplayData[299,y] = copy ? overflow[5] : scroll.Color; + for(int i = 299; i > 299 - hOffsetTotal; i++) + { + this.DisplayData[i,y] = copy ? overflow[i] : scroll.Color; + } } } // If we're scrolling vertically - if(scroll.VScrollCommand == ScrollCommand.Positive) + if(scroll.VScrollCommand == ScrollCommand.Positive + || (scroll.VScrollCommand == ScrollCommand.NoScroll && scroll.VScrollOffset > 0)) { for(int x = 0; x < 300; x++) { - byte[] overflow = new byte[12]; + byte[] overflow = new byte[vOffsetTotal]; for(int y = 215; y >= 0; y--) { - if(y + 12 >= 216) - overflow[(y + 12) % 216] = this.DisplayData[x,y]; + if(y + vOffsetTotal >= 216) + overflow[(y + vOffsetTotal) % 216] = this.DisplayData[x,y]; else - this.DisplayData[x, y + 12] = this.DisplayData[x,y]; + this.DisplayData[x, y + vOffsetTotal] = this.DisplayData[x,y]; } // Fill in the now-empty pixels - this.DisplayData[x,0] = copy ? overflow[0] : scroll.Color; - this.DisplayData[x,1] = copy ? overflow[1] : scroll.Color; - this.DisplayData[x,2] = copy ? overflow[2] : scroll.Color; - this.DisplayData[x,3] = copy ? overflow[3] : scroll.Color; - this.DisplayData[x,4] = copy ? overflow[4] : scroll.Color; - this.DisplayData[x,5] = copy ? overflow[5] : scroll.Color; - this.DisplayData[x,6] = copy ? overflow[6] : scroll.Color; - this.DisplayData[x,7] = copy ? overflow[7] : scroll.Color; - this.DisplayData[x,8] = copy ? overflow[8] : scroll.Color; - this.DisplayData[x,9] = copy ? overflow[9] : scroll.Color; - this.DisplayData[x,10] = copy ? overflow[10] : scroll.Color; - this.DisplayData[x,11] = copy ? overflow[11] : scroll.Color; + for(int i = 0; i < vOffsetTotal; i++) + { + this.DisplayData[x,i] = copy ? overflow[i] : scroll.Color; + } } } else if(scroll.VScrollCommand == ScrollCommand.Negative) { for(int x = 0; x < 300; x++) { - byte[] overflow = new byte[12]; + byte[] overflow = new byte[vOffsetTotal]; for(int y = 0; y < 216; y++) { - if(y - 12 < 0) + if(y - vOffsetTotal < 0) overflow[y] = this.DisplayData[x,y]; else - this.DisplayData[x, y - 12] = this.DisplayData[x,y]; + this.DisplayData[x, y - vOffsetTotal] = this.DisplayData[x,y]; } // Fill in the now-empty pixels - this.DisplayData[x,204] = copy ? overflow[0] : scroll.Color; - this.DisplayData[x,205] = copy ? overflow[1] : scroll.Color; - this.DisplayData[x,206] = copy ? overflow[2] : scroll.Color; - this.DisplayData[x,207] = copy ? overflow[3] : scroll.Color; - this.DisplayData[x,208] = copy ? overflow[4] : scroll.Color; - this.DisplayData[x,209] = copy ? overflow[5] : scroll.Color; - this.DisplayData[x,210] = copy ? overflow[6] : scroll.Color; - this.DisplayData[x,211] = copy ? overflow[7] : scroll.Color; - this.DisplayData[x,212] = copy ? overflow[8] : scroll.Color; - this.DisplayData[x,213] = copy ? overflow[9] : scroll.Color; - this.DisplayData[x,214] = copy ? overflow[10] : scroll.Color; - this.DisplayData[x,215] = copy ? overflow[11] : scroll.Color; + for(int i = 215; i > 215 - vOffsetTotal; i++) + { + this.DisplayData[x,i] = copy ? overflow[i] : scroll.Color; + } } } }