Merge pull request #668 from python-ugame/master
_stage: use 16 bit for coordinates to support larger screens
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commit
9d928b5726
@ -71,10 +71,10 @@
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//| This function is intended for internal use in the ``stage`` library
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//| This function is intended for internal use in the ``stage`` library
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//| and all the necessary checks are performed there.
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//| and all the necessary checks are performed there.
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STATIC mp_obj_t stage_render(size_t n_args, const mp_obj_t *args) {
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STATIC mp_obj_t stage_render(size_t n_args, const mp_obj_t *args) {
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uint8_t x0 = mp_obj_get_int(args[0]);
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uint16_t x0 = mp_obj_get_int(args[0]);
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uint8_t y0 = mp_obj_get_int(args[1]);
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uint16_t y0 = mp_obj_get_int(args[1]);
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uint8_t x1 = mp_obj_get_int(args[2]);
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uint16_t x1 = mp_obj_get_int(args[2]);
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uint8_t y1 = mp_obj_get_int(args[3]);
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uint16_t y1 = mp_obj_get_int(args[3]);
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size_t layers_size = 0;
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size_t layers_size = 0;
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mp_obj_t *layers;
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mp_obj_t *layers;
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@ -29,7 +29,7 @@
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// Get the color of the pixel on the layer.
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// Get the color of the pixel on the layer.
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uint16_t get_layer_pixel(layer_obj_t *layer, int16_t x, uint16_t y) {
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uint16_t get_layer_pixel(layer_obj_t *layer, uint16_t x, uint16_t y) {
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// Shift by the layer's position offset.
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// Shift by the layer's position offset.
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x -= layer->x;
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x -= layer->x;
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@ -43,6 +43,6 @@ typedef struct {
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uint8_t rotation;
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uint8_t rotation;
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} layer_obj_t;
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} layer_obj_t;
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uint16_t get_layer_pixel(layer_obj_t *layer, int16_t x, uint16_t y);
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uint16_t get_layer_pixel(layer_obj_t *layer, uint16_t x, uint16_t y);
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#endif // MICROPY_INCLUDED_SHARED_MODULE__STAGE_LAYER
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#endif // MICROPY_INCLUDED_SHARED_MODULE__STAGE_LAYER
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@ -29,7 +29,7 @@
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// Get the color of the pixel on the text.
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// Get the color of the pixel on the text.
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uint16_t get_text_pixel(text_obj_t *text, int16_t x, uint16_t y) {
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uint16_t get_text_pixel(text_obj_t *text, uint16_t x, uint16_t y) {
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// Shift by the text's position offset.
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// Shift by the text's position offset.
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x -= text->x;
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x -= text->x;
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@ -41,6 +41,6 @@ typedef struct {
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uint8_t width, height;
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uint8_t width, height;
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} text_obj_t;
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} text_obj_t;
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uint16_t get_text_pixel(text_obj_t *text, int16_t x, uint16_t y);
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uint16_t get_text_pixel(text_obj_t *text, uint16_t x, uint16_t y);
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#endif // MICROPY_INCLUDED_SHARED_MODULE__STAGE_TEXT
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#endif // MICROPY_INCLUDED_SHARED_MODULE__STAGE_TEXT
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@ -31,17 +31,14 @@
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#include "shared-bindings/_stage/Text.h"
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#include "shared-bindings/_stage/Text.h"
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bool render_stage(uint8_t x0, uint8_t y0, uint8_t x1, uint8_t y1,
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bool render_stage(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1,
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mp_obj_t *layers, size_t layers_size,
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mp_obj_t *layers, size_t layers_size,
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uint16_t *buffer, size_t buffer_size,
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uint16_t *buffer, size_t buffer_size,
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busio_spi_obj_t *spi) {
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busio_spi_obj_t *spi) {
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// TODO(deshipu): Do a collision check of each layer with the
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// rectangle, and only process the layers that overlap with it.
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size_t index = 0;
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size_t index = 0;
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for (uint8_t y = y0; y < y1; ++y) {
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for (uint16_t y = y0; y < y1; ++y) {
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for (uint8_t x = x0; x < x1; ++x) {
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for (uint16_t x = x0; x < x1; ++x) {
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for (size_t layer = 0; layer < layers_size; ++layer) {
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for (size_t layer = 0; layer < layers_size; ++layer) {
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uint16_t c = TRANSPARENT;
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uint16_t c = TRANSPARENT;
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layer_obj_t *obj = MP_OBJ_TO_PTR(layers[layer]);
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layer_obj_t *obj = MP_OBJ_TO_PTR(layers[layer]);
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@ -34,7 +34,7 @@
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#define TRANSPARENT (0x1ff8)
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#define TRANSPARENT (0x1ff8)
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bool render_stage(uint8_t x0, uint8_t y0, uint8_t x1, uint8_t y1,
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bool render_stage(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1,
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mp_obj_t *layers, size_t layers_size,
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mp_obj_t *layers, size_t layers_size,
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uint16_t *buffer, size_t buffer_size,
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uint16_t *buffer, size_t buffer_size,
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busio_spi_obj_t *spi);
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busio_spi_obj_t *spi);
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