/// <summary> /// Calculates the code for overlapping multiple brightness gradients. /// <para>The final code will use the channel of the first BrightnessHDMA object passed.</para> /// </summary> /// <param name="hdma">An array of BrightnessHDMA object that will be overlapped for the final code.</param> /// <returns>The final code.</returns> public static string MultiCode(params BrightnessHDMA[] hdma) { if (hdma == null || hdma.Length == 0) { return(null); } int channel = hdma[0].Channel; EffectClasses.HDMATable table = new HDMATable(".BrightTable"); using (Bitmap b = BitmapEffects.OverlapImages(hdma.Select(h => h.EffectImage).ToArray())) { byte scanlines = 1; int now = 0; int compare = 0x0F - (b.GetPixel(0, 0).A / 17); for (int y = 1; y < b.Height; y++, scanlines++) { now = 0x0F - (b.GetPixel(0, y).A / 17); if (compare != now || scanlines >= 0x80) { table.Add(new HDMATableEntry(TableValueType.db, scanlines, (byte)compare)); compare = now; scanlines = 0; } } if (table.TotalScanlines != Scanlines) { table.Add(new HDMATableEntry(TableValueType.db, scanlines, (byte)now)); } table.Add(HDMATableEntry.End); DMAMode mode = (table[0].Values.Length == 1 ? DMAMode.P : DMAMode.PP); ASMCodeBuilder code = new ASMCodeBuilder(); int channelAdd = 16 * channel; table.Name = ".BrightTable"; code.AppendLabel(INITLabel, "Code to be inserted INIT"); code.OpenNewBlock(); code.AppendCode("\tREP #$20", "16 bit mode"); code.AppendCode("\tLDA #$" + (((Registers.Brightness & 0xFF) << 8) + (int)mode).ToString("X4")); code.AppendCode("\tSTA $" + (Registers.DMAMode + channelAdd).ToString("X4")); code.AppendCode("\tLDA #" + table.Name, "load high and low byte of table address"); code.AppendCode("\tSTA $" + (Registers.DMALowByte + channelAdd).ToString("X4")); code.AppendCode("\tSEP #$20", "back to 8 bit mode"); code.AppendCode("\tLDA.b #" + table.Name + ">>16", "load bank byte of table address"); code.AppendCode("\tSTA $" + (Registers.DMABankByte + channelAdd).ToString("X4")); code.AppendCode("\tLDA #$" + (1 << channel).ToString("X2")); code.AppendCode("\tTSB $" + RAM.HDMAEnable[RAM.SA1].ToString("X4"), "enable HDMA channel " + channel); code.AppendCode("\tRTS"); code.CloseBlock(); code.AppendEmptyLine(); code.AppendTable(table); return(code.ToString()); } }
/// <summary> /// Gets the screen as it would be displayed by the SNES. /// </summary> /// <returns></returns> public Bitmap GetScreen() { if (BG1 == null || BG2 == null || BG3 == null || BG4 == null) { throw new ArgumentNullException("BGs need to be initialized"); } if (FixedColor == null) { throw new ArgumentNullException("FixedColor need to be initialized"); } if (Backdrop == null) { throw new ArgumentNullException("Backdrop need to be initialized"); } Bitmap main, sub; Bitmap statusBar = new Bitmap(LayerSizes.Width, LayerSizes.Height); Bitmap bg3_remain = new Bitmap(LayerSizes.Width, LayerSizes.Height); //cut layer 3 into status bar end rest. using (Graphics g = Graphics.FromImage(statusBar)) g.DrawImageUnscaledAndClipped(BG3, new Rectangle(0, 0, statusBar.Width, StatusBarHeight)); using (Graphics g = Graphics.FromImage(bg3_remain)) { Rectangle rec = new Rectangle(0, StatusBarHeight, bg3_remain.Width, bg3_remain.Height - StatusBarHeight); g.DrawImageUnscaledAndClipped(BG3.Clone(rec, BG3.PixelFormat), rec); } Func <bool, bool, bool, bool, WindowMaskLogic, Bitmap, Bitmap> doWindowing = (enable1, enable2, invert1, invert2, logic, bg) => { Bitmap mask1 = invert1 ? BitmapEffects.Invert(WindowingMask1) : WindowingMask1; Bitmap mask2 = invert2 ? BitmapEffects.Invert(WindowingMask2) : WindowingMask2; if (enable1 && enable2) { return(BitmapEffects.ApplyMask(bg, MergeMasks(mask1, mask2, logic), 0.5f)); } else if (enable1) { return(BitmapEffects.ApplyMask(bg, mask1, 0.5f)); } else if (enable2) { return(BitmapEffects.ApplyMask(bg, mask2, 0.5f)); } else { return(bg); } }; Bitmap bg1Windowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.BG1), Window2Enabled.HasFlag(WindowingLayers.BG1), Window1Inverted.HasFlag(WindowingLayers.BG1), Window2Inverted.HasFlag(WindowingLayers.BG1), Bg1MaskLogic, BG1); Bitmap bg2Windowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.BG2), Window2Enabled.HasFlag(WindowingLayers.BG2), Window1Inverted.HasFlag(WindowingLayers.BG2), Window2Inverted.HasFlag(WindowingLayers.BG2), Bg2MaskLogic, BG2); Bitmap statusBarWindowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.BG3), Window2Enabled.HasFlag(WindowingLayers.BG3), Window1Inverted.HasFlag(WindowingLayers.BG3), Window2Inverted.HasFlag(WindowingLayers.BG3), Bg3MaskLogic, statusBar); Bitmap bg3RemainWindowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.BG3), Window2Enabled.HasFlag(WindowingLayers.BG3), Window1Inverted.HasFlag(WindowingLayers.BG3), Window2Inverted.HasFlag(WindowingLayers.BG3), Bg3MaskLogic, bg3_remain); Bitmap bg4Windowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.BG4), Window2Enabled.HasFlag(WindowingLayers.BG4), Window1Inverted.HasFlag(WindowingLayers.BG4), Window2Inverted.HasFlag(WindowingLayers.BG4), Bg4MaskLogic, BG4); Bitmap objWindowed = doWindowing(Window1Enabled.HasFlag(WindowingLayers.OBJ), Window2Enabled.HasFlag(WindowingLayers.OBJ), Window1Inverted.HasFlag(WindowingLayers.OBJ), Window2Inverted.HasFlag(WindowingLayers.OBJ), ObjMaskLogic, OBJ); Bitmap colorWindowed = BitmapEffects.FromColor(Color.Black, LayerSizes); Bitmap colorWindowedHoles = doWindowing(Window1Enabled.HasFlag(WindowingLayers.Color), Window2Enabled.HasFlag(WindowingLayers.Color), Window1Inverted.HasFlag(WindowingLayers.Color), Window2Inverted.HasFlag(WindowingLayers.Color), ColorMaskLogic, BitmapEffects.FromColor(Color.White, LayerSizes)); //colorWindowsedHoles is white with holes where the black should be using (Graphics g = Graphics.FromImage(colorWindowed)) g.DrawImage(colorWindowedHoles, 0, 0); #region Sub Screen List <Bitmap> BGs = new List <Bitmap>(); if (SubScreenDesignation.HasFlag(ScreenDesignation.OBJ) && !Hide.HasFlag(ScreenDesignation.OBJ)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.OBJ) ? objWindowed : OBJ); } if (SubScreenDesignation.HasFlag(ScreenDesignation.BG1) && !Hide.HasFlag(ScreenDesignation.BG1)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG1) ? bg1Windowed : BG1); } if (SubScreenDesignation.HasFlag(ScreenDesignation.BG2) && !Hide.HasFlag(ScreenDesignation.BG2)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG2) ? bg2Windowed : BG2); } //layer 3 special (status bar split) onyl lower part if (SubScreenDesignation.HasFlag(ScreenDesignation.BG3) && !Hide.HasFlag(ScreenDesignation.BG3)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG3) ? bg3RemainWindowed : bg3_remain); } if (SubScreenDesignation.HasFlag(ScreenDesignation.BG4) && !Hide.HasFlag(ScreenDesignation.BG4)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG4) ? bg4Windowed : BG4); } BGs.Add(FixedColor); sub = BitmapEffects.OverlapImages(BGs.ToArray()); #endregion #region Main Screen BGs.Clear(); if (MainScreenDesignation.HasFlag(ScreenDesignation.OBJ) && !Hide.HasFlag(ScreenDesignation.OBJ)) { Bitmap objUse = MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.OBJ) ? objWindowed : OBJ; if (ColorMathDesignation.HasFlag(ColorMathMode.OBJ)) { BGs.Add(ApplyColorMath(objUse, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(objUse); } } if (MainScreenDesignation.HasFlag(ScreenDesignation.BG1) && !Hide.HasFlag(ScreenDesignation.BG1)) { Bitmap bg1Use = MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG1) ? bg1Windowed : BG1; if (ColorMathDesignation.HasFlag(ColorMathMode.BG1)) { BGs.Add(ApplyColorMath(bg1Use, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(bg1Use); } } if (MainScreenDesignation.HasFlag(ScreenDesignation.BG2) && !Hide.HasFlag(ScreenDesignation.BG2)) { Bitmap bg2Use = MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG2) ? bg2Windowed : BG2; if (ColorMathDesignation.HasFlag(ColorMathMode.BG2)) { BGs.Add(ApplyColorMath(bg2Use, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(bg2Use); } } if (MainScreenDesignation.HasFlag(ScreenDesignation.BG3) && !Hide.HasFlag(ScreenDesignation.BG3)) { //layer 3 special (status bar split) onyl lower half Bitmap bg3Use = MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG3) ? bg3RemainWindowed : bg3_remain; if (ColorMathDesignation.HasFlag(ColorMathMode.BG3)) { BGs.Add(ApplyColorMath(bg3Use, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(bg3Use); } } if (MainScreenDesignation.HasFlag(ScreenDesignation.BG4) && !Hide.HasFlag(ScreenDesignation.BG4)) { Bitmap bg4Use = MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG3) ? bg4Windowed : BG4; if (ColorMathDesignation.HasFlag(ColorMathMode.BG4)) { BGs.Add(ApplyColorMath(bg4Use, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(bg4Use); } } //handle the backdrop too if (ColorMathDesignation.HasFlag(ColorMathMode.Backdrop)) { BGs.Add(ApplyColorMath(Backdrop, AddColor ? FixedColor : sub, ColorMathDesignation, colorWindowed, ClipToBlack, PreventColorMath)); } else { BGs.Add(Backdrop); } main = BitmapEffects.OverlapImages(BGs.ToArray()); #endregion BGs.Clear(); //check windowing for status bar if (MainScreenDesignation.HasFlag(ScreenDesignation.BG3) && !Hide.HasFlag(ScreenDesignation.BG3)) { BGs.Add(MainScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG3) ? statusBarWindowed : statusBar); } //if not main, check subscreen. (still put it before main for display purpose) else if (SubScreenDesignation.HasFlag(ScreenDesignation.BG3) && !Hide.HasFlag(ScreenDesignation.BG3)) { BGs.Add(SubScreenWindowMaskDesignation.HasFlag(ScreenDesignation.BG3) ? statusBarWindowed : statusBar); } BGs.Add(main); BGs.Add(sub); return(BitmapEffects.OverlapImages(BGs.ToArray())); }