public static void Dr(int X, int Y, int Xs, int Ys, int[] Array) { Cosmos.Hardware.VGAScreen VGA = new Cosmos.Hardware.VGAScreen(); for (int x = 0; x < Xs; x++) { for (int y = 0; y < Ys; y++) { VGA.SetPixel((uint)(x + X), (uint)(y + Y), (uint)(Array[x * y])); } } }
public static void Dr(int X, int Y, int Xs, int Ys, int[] Array) { Cosmos.Hardware.VGAScreen VGA = new Cosmos.Hardware.VGAScreen(); for(int x = 0; x < Xs; x++) { for (int y = 0; y < Ys; y++) { VGA.SetPixel((uint)(x + X), (uint)(y + Y), (uint)(Array[x * y])); } } }
/* * If I create a frame, and set it to 16x32 the size will really be 16x32, but the way I coded this, you have * to invert it, so 16x32 would really be 32x16. It's the way the code works. So it's confusing just forget * I told you this, because you may accidently invert the actually size on the frame, and you dont want to do that. */ public void RestoreFrame(uint xpos, uint ypos, Core.Graphics.Frame image) { //inverted. uint width = (uint)image.Height; uint height = (uint)image.Width; if (width > height) { uint n = 0; for (uint x = 0; x < height; x++) { for (uint y = 0; y < width; y++) { //Commented out this: xpos + x, ypos + y, VGA.SetPixel320x200x8(xpos + x, ypos + y, image.GetPixel(n)); n += 1; } } } if (width == height) { uint n = 0; for (uint x = 0; x < height; x++) { for (uint y = 0; y < width; y++) { //Commented out this: xpos + x, ypos + y, VGA.SetPixel320x200x8(xpos + x, ypos + y, image.GetPixel(n)); n += 1; } } } if (width < height) { uint n = 0; for (uint y = 0; y < width; y++) { for (uint x = 0; x < height; x++) { //Commented out this: xpos + x, ypos + y, VGA.SetPixel(xpos + x, ypos + y, image.GetPixel(n)); n += 1; } } } }
public static void Plot(int x, int y, int c) { Vga.SetPixel((uint)x, (uint)y, (uint)c); }