void RandomNoise(ScreenBufferState data, int numNoisePixels) { for (int i = 0; i < numNoisePixels; i++) { int x = Random.Range(0, (int)data.size.x); int y = Random.Range(0, (int)data.size.y); data.SetColorCodeAt(x, y, (ColorCode)Random.Range(0, 15)); } }
/// Fills the buffer data with values generated by a function of pixel coordinates. public static void Fill(this ScreenBufferState data, Func <int, int, ColorCode> function) { for (int y = 0; y < data.size.y; ++y) { for (int x = 0; x < data.size.x; ++x) { data.SetColorCodeAt(x, y, function(x, y)); } } }
/// Fills the buffer data with a specified color. public static void Fill(this ScreenBufferState data, ColorCode colorCode) { for (int y = 0; y < data.size.y; ++y) { for (int x = 0; x < data.size.x; ++x) { data.SetColorCodeAt(x, y, colorCode); } } }
/// <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 32 bits that represent pixels of the character being on or off</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, uint character, ColorCode foreground, ColorCode background) { // Filter the cell indices, and multiply the amounts by the cell sizes. x = (x % (data.size.x / 4)) * 4; y = (y % (data.size.y / 8)) * 8; for (int i = 31; i >= 0; i--) { int pixelX = x + (i / 8), pixelY = y + 7 - (i % 8); bool filled = ((character >> (31 - i)) & 1) == 1; data.SetColorCodeAt(pixelX, pixelY, (filled ? foreground : background)); } }