//------------------------------------------------- // get_scaled_bitmap_and_bounds - return a // scaled bitmap and bounding rect for a char //------------------------------------------------- public void get_scaled_bitmap_and_bounds(bitmap_argb32 dest, float height, float aspect, char32_t chnum, out rectangle bounds) { bounds = default; glyph gl = get_char(chnum); // on entry, assume x0,y0 are the top,left coordinate of the cell and add // the character bounding box to that position float scale = m_scale * height; bounds.min_x = (int)((float)(gl.xoffs) * scale * aspect); bounds.min_y = 0; // compute x1,y1 from there based on the bitmap size bounds.set_width((int)((float)(gl.bmwidth) * scale * aspect)); bounds.set_height((int)((float)(m_height) * scale)); // if the bitmap isn't big enough, bail if (dest.width() < bounds.width() || dest.height() < bounds.height()) { return; } // if no texture, fill the target if (gl.texture == null) { dest.fill(0); return; } throw new emu_unimplemented(); #if false // scale the font bitmap_argb32 tempbitmap = new bitmap_argb32(&dest.pix(0), bounds.width(), bounds.height(), dest.rowpixels()); render_texture.hq_scale(tempbitmap, gl.bitmap, gl.bitmap.cliprect(), null); #endif }
// updates //void animate(u16 auto_time); //void draw(render_container &container, u8 fade); // private helpers //------------------------------------------------- // create_bitmap - create the rendering // structures for the given player //------------------------------------------------- void create_bitmap() { rgb_t color = m_player < (int)std.size(crosshair_colors) ? crosshair_colors[m_player] : rgb_t.white(); // if we have a bitmap and texture for this player, kill it if (m_bitmap == null) { m_bitmap = new bitmap_argb32(); m_texture = m_machine.render().texture_alloc(render_texture.hq_scale); } else { m_bitmap.reset(); } emu_file crossfile = new emu_file(m_machine.options().crosshair_path(), OPEN_FLAG_READ); if (!m_name.empty()) { // look for user specified file if (!crossfile.open(m_name + ".png")) { render_load_png(out m_bitmap, crossfile.core_file_get()); crossfile.close(); } } else { // look for default cross?.png in crsshair/game dir string filename = util.string_format("cross{0}.png", m_player + 1); if (!crossfile.open(m_machine.system().name + (PATH_SEPARATOR + filename))) { render_load_png(out m_bitmap, crossfile.core_file_get()); crossfile.close(); } // look for default cross?.png in crsshair dir if (!m_bitmap.valid() && !crossfile.open(filename)) { render_load_png(out m_bitmap, crossfile.core_file_get()); crossfile.close(); } } /* if that didn't work, use the built-in one */ if (!m_bitmap.valid()) { /* allocate a blank bitmap to start with */ m_bitmap.allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE); m_bitmap.fill(new rgb_t(0x00, 0xff, 0xff, 0xff)); /* extract the raw source data to it */ for (int y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++) { /* assume it is mirrored vertically */ PointerU32 dest0 = m_bitmap.pix(y); //u32 *dest0 = &m_bitmap->pix(y); PointerU32 dest1 = m_bitmap.pix(CROSSHAIR_RAW_SIZE - 1 - y); //u32 *dest1 = &m_bitmap->pix(CROSSHAIR_RAW_SIZE - 1 - y); /* extract to two rows simultaneously */ for (int x = 0; x < CROSSHAIR_RAW_SIZE; x++) { if (((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80) != 0) { dest0[x] = dest1[x] = new rgb_t(0xff, 0x00, 0x00, 0x00) | color; } } } } /* reference the new bitmap */ m_texture.set_bitmap(m_bitmap, m_bitmap.cliprect(), texture_format.TEXFORMAT_ARGB32); }
// updates //void animate(u16 auto_time); //void draw(render_container &container, u8 fade); // private helpers //------------------------------------------------- // create_bitmap - create the rendering // structures for the given player //------------------------------------------------- void create_bitmap() { int x; int y; rgb_t color = m_player < crosshair_colors.Length ? crosshair_colors[m_player] : rgb_t.white(); // if we have a bitmap and texture for this player, kill it if (m_bitmap == null) { m_bitmap = new bitmap_argb32(); m_texture = m_machine.render().texture_alloc(render_texture.hq_scale); } emu_file crossfile = new emu_file(m_machine.options().crosshair_path(), OPEN_FLAG_READ); if (!m_name.empty()) { // look for user specified file string filename = m_name + ".png"; render_load_png(out m_bitmap, crossfile, null, filename.c_str()); } else { // look for default cross?.png in crsshair/game dir string filename = string.Format("cross{0}.png", m_player + 1); render_load_png(out m_bitmap, crossfile, m_machine.system().name, filename.c_str()); // look for default cross?.png in crsshair dir if (!m_bitmap.valid()) { render_load_png(out m_bitmap, crossfile, null, filename.c_str()); } } crossfile.close(); /* if that didn't work, use the built-in one */ if (!m_bitmap.valid()) { /* allocate a blank bitmap to start with */ m_bitmap.allocate(CROSSHAIR_RAW_SIZE, CROSSHAIR_RAW_SIZE); m_bitmap.fill(new rgb_t(0x00, 0xff, 0xff, 0xff)); /* extract the raw source data to it */ for (y = 0; y < CROSSHAIR_RAW_SIZE / 2; y++) { /* assume it is mirrored vertically */ //u32 *dest0 = &m_bitmap->pix32(y); RawBuffer dest0Buf; UInt32 dest0Offset = m_bitmap.pix32(out dest0Buf, y); //u32 *dest1 = &m_bitmap->pix32(CROSSHAIR_RAW_SIZE - 1 - y); RawBuffer dest1Buf; UInt32 dest1Offset = m_bitmap.pix32(out dest1Buf, CROSSHAIR_RAW_SIZE - 1 - y); /* extract to two rows simultaneously */ for (x = 0; x < CROSSHAIR_RAW_SIZE; x++) { if (((crosshair_raw_top[y * CROSSHAIR_RAW_ROWBYTES + x / 8] << (x % 8)) & 0x80) != 0) { //dest0[x] = dest1[x] = new rgb_t(0xff,0x00,0x00,0x00) | color; dest0Buf.set_uint32((int)dest0Offset + x, new rgb_t(0xff, 0x00, 0x00, 0x00) | color); dest1Buf.set_uint32((int)dest1Offset + x, new rgb_t(0xff, 0x00, 0x00, 0x00) | color); } } } } /* reference the new bitmap */ m_texture.set_bitmap(m_bitmap, m_bitmap.cliprect(), texture_format.TEXFORMAT_ARGB32); }