/// <summary> /// Displays a string on the display. Is tied to an aligned grid 4px wide by 8px tall, per original LEM1802 spec. /// </summary> /// <param name="data">The buffer that is being manipulated.</param> /// <param name="x">The X coordinate of where to begin rendering the string.</param> /// <param name="y">The Y coordinate of where to begin rendering the string.</param> /// <param name="s">The string to render.</param> /// <param name="foreground">The color to use for the positive space (pixels the character fills).</param> /// <param name="background">The color to use for the negative space (pixels the character doesn't fill.</param> public static void WriteStr(this ScreenBufferState data, int x, int y, string s, ColorCode foreground, ColorCode background) { for (int i = 0; i < s.Length; i++) { if (x * 4 >= data.size.x) { y++; x = 0; } if (y * 8 >= data.size.y) { y = 0; } data.WriteChar(x, y, s[i], foreground, background); x++; } }
/// <summary> /// Displays a character on the display. Is tied to an aligned grid 4px wide by 8px tall, per original LEM1802 spec. /// </summary> /// <remarks> /// This is just a helper method for the version of WriteChar that uses a byte. /// </remarks> /// <param name="data">The buffer that is being manipulated.</param> /// <param name="x">The X coordinate of where to render the character.</param> /// <param name="y">The Y coordinate of where to render the character.</param> /// <param name="c">Which character to render.</param> /// <param name="foreground">The color to use for the positive space (pixels the character fills).</param> /// <param name="background">The color to use for the negative space (pixels the character doesn't fill.</param> public static void WriteChar(this ScreenBufferState data, int x, int y, char c, ColorCode foreground, ColorCode background) { data.WriteChar(x, y, characterToByte[c], foreground, background); }
/// <summary> /// Displays a character on the display. Is tied to an aligned grid 4px wide by 8px tall, per original LEM1802 spec. /// </summary> /// <remarks> /// This utilizes the default font set of the LEM1802; manual pixel control is available from the SetPixel call. /// This code presumes that a display's resolution can be evenly divided into 4px w by 8 px h cells. /// Original font ripped from https://rdr4g0n.github.io/0x10c_SpriteStudio/. /// </remarks> /// <param name="data">The buffer that is being manipulated.</param> /// <param name="x">The X coordinate of where to render the character.</param> /// <param name="y">The Y coordinate of where to render the character.</param> /// <param name="c">The index of the character to render.</param> /// <param name="foreground">The color to use for the positive space (pixels the character fills).</param> /// <param name="background">The color to use for the negative space (pixels the character doesn't fill.</param> public static void WriteChar(this ScreenBufferState data, int x, int y, byte characterIndex, ColorCode foreground, ColorCode background) { // Fill character based on c // Just pulls a specific index from a constant array filled (by hand!) from linked source data.WriteChar(x, y, characterData[characterIndex], foreground, background); }