Stefan Schuermans commited on 2019-06-10 10:11:49
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+/* Blinker |
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+ Copyright 2011-2019 Stefan Schuermans <stefan@blinkenarea.org> |
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+ Copyleft GNU public license - http://www.gnu.org/copyleft/gpl.html |
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+ a blinkenarea.org project */ |
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+ |
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+#include <string> |
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+#include <vector> |
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+ |
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+#include <BlinkenLib/BlinkenFrame.h> |
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+ |
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+#include "File.h" |
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+#include "Format.h" |
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+#include "FormatFile.h" |
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+#include "Game.h" |
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+#include "Mgrs.h" |
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+#include "Module.h" |
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+#include "OutStreamFile.h" |
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+ |
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+namespace Blinker {
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+ |
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+/** |
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+ * @brief constructor |
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+ * @param[in] name module name |
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+ * @param[in] mgrs managers |
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+ * @param[in] dirBase base directory |
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+ */ |
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+Game::Game(const std::string &name, Mgrs &mgrs, const Directory &dirBase): |
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+ Module(name, mgrs, dirBase), |
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+ m_fileFormat(dirBase.getFile("format")),
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+ m_fileBackgroundColor(dirBase.getFile("backgroundColor")),
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+ m_fileOutStream(dirBase.getFile("outstream"), mgrs.m_streamMgr),
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+ m_height(0), m_width(0), m_channels(0), m_imgBuf(), m_backgroundColor() |
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+{
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+} |
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+ |
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+/// virtual destructor |
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+Game::~Game() |
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+{
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+ // clean up |
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+ deactivate(); |
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+} |
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+ |
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+/// check for update of configuration |
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+void Game::updateConfig() |
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+{
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+ // format file was modified -> re-create canvas and redraw |
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+ if (m_fileFormat.checkModified()) {
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+ createImgBuf(); |
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+ } |
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+ |
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+ // color file was modified -> redraw image |
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+ if (m_fileBackgroundColor.checkModified()) {
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+ redraw(); |
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+ } |
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+ |
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+ // output stream name file was modified -> re-get output stream |
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+ if (m_fileOutStream.checkModified()) {
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+ m_fileOutStream.update(); |
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+ } |
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+} |
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+ |
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+/// activate game: set up image buffer, call redraw() |
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+void Game::activate() |
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+{
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+ createImgBuf(); |
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+ redraw(); |
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+} |
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+ |
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+/// deactivate game: tear down image buffer, deactivate output |
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+void Game::deactivate() |
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+{
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+ destroyImgBuf(); |
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+ sendFrame(); |
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+} |
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+ |
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+/// set pixel in image buffer |
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+void Game::pixel(int y, int x, ColorData const &cd) |
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+{
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+ if (m_imgBuf.empty() || |
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+ ! checkLimitInt(y, 0, m_height - 1) || |
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+ ! checkLimitInt(x, 0, m_width - 1)) {
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+ return; |
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+ } |
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+ int pos = (y * m_width + x) * m_channels; |
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+ std::copy(cd.begin(), cd.end(), m_imgBuf.begin() + pos); |
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+} |
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+ |
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+/// draw horizontal line to image buffer |
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+void Game::lineHor(int y, int x1, int x2, ColorData const &cd) |
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+{
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+ if (m_imgBuf.empty() || |
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+ ! checkLimitInt(y, 0, m_height - 1) || |
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+ ! checkIntRangeLimit(x1, x2, 0, m_width - 1)) {
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+ return; |
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+ } |
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+ int pos = (y * m_width + x1) * m_channels; |
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+ int dx = m_channels; |
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+ for (int x = x1; x <= x2; ++x) {
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+ std::copy(cd.begin(), cd.end(), m_imgBuf.begin() + pos); |
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+ pos += dx; |
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+ } |
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+} |
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+ |
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+/// draw vertical line to image buffer |
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+void Game::lineVert(int y1, int y2, int x, ColorData const &cd) |
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+{
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+ if (m_imgBuf.empty() || |
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+ ! checkIntRangeLimit(y1, y2, 0, m_height - 1) || |
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+ ! checkLimitInt(x, 0, m_width - 1)) {
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+ return; |
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+ } |
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+ int pos = (y1 * m_width + x) * m_channels; |
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+ int dy = m_width * m_channels; |
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+ for (int y = y1; y <= y2; ++y) {
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+ std::copy(cd.begin(), cd.end(), m_imgBuf.begin() + pos); |
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+ pos += dy; |
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+ } |
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+} |
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+ |
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+/// draw non-filled rectangle to image buffer |
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+void Game::rect(int y1, int y2, int x1, int x2, ColorData const &cd) |
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+{
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+ lineHor(y1, x1, x2, cd); |
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+ lineHor(y2, x1, x2, cd); |
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+ lineVert(y1, y2, x1, cd); |
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+ lineVert(y1, y2, x2, cd); |
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+} |
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+ |
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+/// draw filled rectangle to image buffer |
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+void Game::rectFill(int y1, int y2, int x1, int x2, ColorData const &cd) |
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+{
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+ if (m_imgBuf.empty() || |
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+ ! checkIntRangeLimit(y1, y2, 0, m_height - 1) || |
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+ ! checkIntRangeLimit(x1, x2, 0, m_width - 1)) {
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+ return; |
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+ } |
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+ int pos = (y1 * m_width + x1) * m_channels; |
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+ int dx = m_channels; |
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+ int dy = m_width - (x2 - x1 + 1) * m_channels; |
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+ for (int y = y1; y <= y2; ++y) {
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+ for (int x = x1; x <= x2; ++x) {
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+ std::copy(cd.begin(), cd.end(), m_imgBuf.begin() + pos); |
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+ pos += dx; |
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+ } |
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+ pos += dy; |
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+ } |
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+} |
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+ |
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+/// convert color to raw color data |
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+void Game::color2data(Format const &format, Color const &color, |
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+ ColorData &data) |
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+{
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+ data.resize(format.m_channels); |
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+ if (format.m_channels == 1) {
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+ // single channel |
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+ // convert to monochrome according to CIE XYZ |
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+ double val = 0.2125 * color.m_red + 0.7154 * color.m_green |
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+ + 0.0721 * color.m_blue; |
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+ // adapt to maxval |
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+ val = val * format.m_maxval / 255.0; |
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+ // round |
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+ data.at(0) = (unsigned char)(val + 0.5); |
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+ } else if (format.m_channels == 2) {
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+ // two channels |
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+ // adapt to maxval and round, ignore blue |
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+ data.at(0) = (unsigned char)(color.m_red * format.m_maxval / 255.0 + 0.5); |
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+ data.at(1) = (unsigned char)(color.m_green * format.m_maxval / 255.0 + 0.5); |
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+ } else if (format.m_channels >= 3) {
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+ // three channels (more than three channels: further channels are dark) |
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+ // adapt to maxval and round |
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+ data.at(0) = (unsigned char)(color.m_red * format.m_maxval / 255.0 + 0.5); |
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+ data.at(1) = (unsigned char)(color.m_green * format.m_maxval / 255.0 + 0.5); |
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+ data.at(2) = (unsigned char)(color.m_blue * format.m_maxval / 255.0 + 0.5); |
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+ } |
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+} |
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+ |
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+/// send current image buffer as frame to output stream |
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+void Game::sendFrame() |
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+{
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+ // image buffer available -> send its contents as frame |
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+ if (! m_imgBuf.empty()) {
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+ Format const &fmt = m_fileFormat.m_obj; |
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+ stBlinkenFrame *pFrame = BlinkenFrameNew(fmt.m_height, fmt.m_width, |
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+ fmt.m_channels, fmt.m_maxval, 1); |
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+ BlinkenFrameSetPixelData(pFrame, 0, m_height, 0, m_width, 0, m_channels, |
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+ m_imgBuf.data()); |
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+ m_fileOutStream.setFrame(pFrame); |
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+ BlinkenFrameFree(pFrame); |
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+ } |
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+ // no image buffer available -> send "no frame" information |
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+ else {
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+ m_fileOutStream.setFrame(NULL); |
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+ } |
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+} |
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+ |
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+/// (re-)create image buffer |
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+void Game::createImgBuf() |
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+{
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+ // get rid of old image buffer |
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+ destroyImgBuf(); |
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+ |
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+ // read format from format file |
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+ m_fileFormat.update(); |
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+ if (! m_fileFormat.m_valid) |
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+ return; |
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+ |
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+ // read background color |
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+ m_fileBackgroundColor.update(); |
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+ if (! m_fileBackgroundColor.m_valid) |
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+ return; |
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+ |
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+ // store parameters |
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+ m_height = m_fileFormat.m_obj.m_height; |
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+ m_width = m_fileFormat.m_obj.m_width; |
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+ m_channels = m_fileFormat.m_obj.m_channels; |
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+ |
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+ // create image buffer |
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+ m_imgBuf.resize(m_height * m_width * m_channels); |
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+ |
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+ // convert background color |
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+ color2data(m_fileFormat.m_obj, m_fileBackgroundColor.m_obj, |
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+ m_backgroundColor); |
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+ |
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+ // set image buffer to background color |
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+ rectFill(0, m_height, 0, m_width, m_backgroundColor); |
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+} |
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+ |
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+/// tear down image buffer |
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+void Game::destroyImgBuf() |
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+{
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+ m_imgBuf.clear(); |
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+ m_backgroundColor.clear(); |
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+} |
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+ |
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+} // namespace Blinker |
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+ |
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@@ -0,0 +1,139 @@ |
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+/* Blinker |
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+ Copyright 2011-2019 Stefan Schuermans <stefan@blinkenarea.org> |
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+ Copyleft GNU public license - http://www.gnu.org/copyleft/gpl.html |
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+ a blinkenarea.org project */ |
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+ |
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+#ifndef BLINKER_GAME_H |
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+#define BLINKER_GAME_H |
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+ |
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+#include <string> |
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+#include <vector> |
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+ |
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+#include <BlinkenLib/BlinkenFrame.h> |
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+ |
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+#include "Color.h" |
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+#include "ColorFile.h" |
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+#include "File.h" |
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+#include "Format.h" |
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+#include "FormatFile.h" |
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+#include "Mgrs.h" |
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+#include "Module.h" |
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+#include "OutStreamFile.h" |
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+ |
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+namespace Blinker {
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+ |
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+/// base class for games |
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+class Game: public Module |
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+{
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+protected: |
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+ /// raw color data matching image buffer |
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+ typedef std::vector<unsigned char> ColorData; |
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+ |
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+public: |
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+ /** |
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+ * @brief constructor |
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+ * @param[in] name module name |
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+ * @param[in] mgrs managers |
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+ * @param[in] dirBase base directory |
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+ */ |
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+ Game(const std::string &name, Mgrs &mgrs, const Directory &dirBase); |
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+ |
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+ /// virtual destructor |
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+ virtual ~Game(); |
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+ |
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+private: |
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+ /// copy constructor disabled |
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+ Game(const Game &that); |
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+ |
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+ /// assignment operator disabled |
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+ const Game & operator=(const Game &that); |
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+ |
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+public: |
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+ /// check for update of configuration |
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+ virtual void updateConfig(); |
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+ |
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+protected: |
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+ /// re-initialize game (e.g. due to config change) |
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+ virtual void reinitialize() = 0; |
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+ |
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+ /// redraw current game image, expected to call sendFrame() at end |
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+ virtual void redraw() = 0; |
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+ |
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+ /// activate game: set up image buffer, call redraw() |
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+ void activate(); |
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+ |
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+ /// deactivate game: tear down image buffer, deactivate output |
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+ void deactivate(); |
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+ |
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+ /// check if integer is between minimum and maximum values |
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+ static bool checkLimitInt(int i, int min, int max) |
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+ {
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+ return i >= min && i <= max; |
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+ } |
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+ |
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+ /// limit integer to minimum and maximum values |
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+ static void limitInt(int &i, int min, int max) |
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+ {
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+ if (i < min) {
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+ i = min; |
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+ } |
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+ if (i > max) {
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+ i = max; |
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+ } |
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+ } |
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+ |
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+ /// check if range of two integers is nonEmpty and limit the integers |
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+ static bool checkIntRangeLimit(int &i1, int &i2, int min, int max) |
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+ {
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+ if (i1 > i2) {
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+ return false; |
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+ } |
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+ limitInt(i1, min, max); |
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+ limitInt(i2, min, max); |
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+ return true; |
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+ } |
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+ |
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+ /// set pixel in image buffer |
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+ void pixel(int y, int x, ColorData const &cd); |
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+ |
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+ /// draw horizontal line to image buffer |
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+ void lineHor(int y, int x1, int x2, ColorData const &cd); |
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+ |
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+ /// draw vertical line to image buffer |
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+ void lineVert(int y1, int y2, int x, ColorData const &cd); |
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+ |
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+ /// draw non-filled rectangle to image buffer |
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+ void rect(int y1, int y2, int x1, int x2, ColorData const &cd); |
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+ |
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+ /// draw filled rectangle to image buffer |
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+ void rectFill(int y1, int y2, int x1, int x2, ColorData const &cd); |
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+ |
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+ /// convert color to raw color data |
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+ static void color2data(Format const &format, Color const &color, |
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+ ColorData &data); |
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+ |
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+ /// send current image buffer as frame to output stream |
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+ void sendFrame(); |
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+ |
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+private: |
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+ /// (re-)create image buffer |
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+ void createImgBuf(); |
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+ |
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+ /// tear down image buffer |
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+ void destroyImgBuf(); |
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+ |
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+protected: |
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+ FormatFile m_fileFormat; ///< format file for output |
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+ ColorFile m_fileBackgroundColor; ///< color file for background color |
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+ OutStreamFile m_fileOutStream; ///< output stream name file |
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+ int m_height; ///< height of image buffer |
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+ int m_width; ///< width of image buffer |
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+ int m_channels; ///< number of channels of image buffer |
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+ ColorData m_imgBuf; ///< image buffer (empty if none) |
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+ ColorData m_backgroundColor; ///< background color |
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+}; // class Canvas |
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+ |
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+} // namespace Blinker |
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+ |
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+#endif // #ifndef BLINKER_GAME_H |
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+ |
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