Arduboy2/src/Sprites.h

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/**
* @file Sprites.h
* \brief
* A class for drawing animated sprites from image and mask bitmaps.
*/
#ifndef Sprites_h
#define Sprites_h
#include "Arduboy2.h"
#define SPRITE_MASKED 1
#define SPRITE_UNMASKED 2
#define SPRITE_OVERWRITE 2
#define SPRITE_PLUS_MASK 3
#define SPRITE_IS_MASK 250
#define SPRITE_IS_MASK_ERASE 251
#define SPRITE_AUTO_MODE 255
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/** \brief
* A class for drawing animated sprites from image and mask bitmaps.
*
* \details
* The functions in this class will draw to the screen buffer an image
* contained in an array located in program memory. A mask can also be
* specified or implied, which dictates how existing pixels in the buffer,
* within the image boundaries, will be affected.
*
* A sprite or mask array contains one or more "frames". Each frame is intended
* to show whatever the sprite represents in a different position, such as the
* various poses for a running or jumping character. By specifying a different
* frame each time the sprite is drawn, it can be animated.
*
* Each array begins with values for the width and height of the sprite, in
* pixels. The width can be any value. The height must be a multiple of
* 8 pixels, but with proper masking, a sprite of any height can be created.
*
* After the width and height values, the remainder of the array contains the
* image and/or mask data for each frame. Each byte represents a vertical
* column of 8 pixels with the least significant bit (bit 0) at the top.
* The bytes are drawn as 8 pixel high rows from left to right, top to bottom.
* When the end of a row is reached, as specified by the width value, the next
* byte in the array will be the start of the next row.
*
* Data for each frame after the first one immediately follows the previous
* frame. Frame numbers start at 0.
*/
class Sprites
{
public:
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/** \brief
* Draw a sprite using a separate image and mask array.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param mask A pointer to the array containing the mask frames.
* \param frame The frame number of the image to draw.
* \param mask_frame The frame number for the mask to use (can be different
* from the image frame number).
*
* \details
* An array containing the image frames, and another array containing
* corresponding mask frames, are used to draw a sprite.
*
* Bits set to 1 in the mask indicate that the pixel will be set to the
* value of the corresponding image bit. Bits set to 0 in the mask will be
* left unchanged.
*
* image mask before after
*
* ..... .OOO. ..... .....
* ..O.. OOOOO ..... ..O..
* OO.OO OO.OO ..... OO.OO
* ..O.. OOOOO ..... ..O..
* ..... .OOO. ..... .....
*
* image mask before after
*
* ..... .OOO. OOOOO O...O
* ..O.. OOOOO OOOOO ..O..
* OO.OO OOOOO OOOOO OO.OO
* ..O.. OOOOO OOOOO ..O..
* ..... .OOO. OOOOO O...O
*/
void drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap,
const uint8_t *mask, uint8_t frame, uint8_t mask_frame);
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/** \brief
* Draw a sprite using an array containing both image and mask values.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image/mask frames.
* \param frame The frame number of the image to draw.
*
* \details
* An array containing combined image and mask data is used to draw a
* sprite. Bytes are given in pairs with the first byte representing the
* image pixels and the second byte specifying the corresponding mask.
* The width given in the array still specifies the image width, so each
* row of image and mask bytes will be twice the width value.
*
* Bits set to 1 in the mask indicate that the pixel will be set to the
* value of the corresponding image bit. Bits set to 0 in the mask will be
* left unchanged.
*
* image mask before after
*
* ..... .OOO. ..... .....
* ..O.. OOOOO ..... ..O..
* OO.OO OO.OO ..... OO.OO
* ..O.. OOOOO ..... ..O..
* ..... .OOO. ..... .....
*
* image mask before after
*
* ..... .OOO. OOOOO O...O
* ..O.. OOOOO OOOOO ..O..
* OO.OO OOOOO OOOOO OO.OO
* ..O.. OOOOO OOOOO ..O..
* ..... .OOO. OOOOO O...O
*/
void drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
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/** \brief
* Draw a sprite by replacing the existing content completely.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \details
* A sprite is drawn by overwriting the pixels in the buffer with the data
* from the specified frame in the array. No masking is done. A bit set
* to 1 in the frame will set the pixel to 1 in the buffer, and a 0 in the
* array will set a 0 in the buffer.
*
* image before after
*
* ..... ..... .....
* ..O.. ..... ..O..
* OO.OO ..... OO.OO
* ..O.. ..... ..O..
* ..... ..... .....
*
* image before after
*
* ..... OOOOO .....
* ..O.. OOOOO ..O..
* OO.OO OOOOO OO.OO
* ..O.. OOOOO ..O..
* ..... OOOOO .....
*/
void drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
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/** \brief
* "Erase" a sprite.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to erase.
*
* \details
* The data from the specified frame in the array is used to erase a
* sprite. To "erase" a sprite, bits set to 1 in the frame will set the
* corresponding pixel in the buffer to 0. Frame bits set to 0 will remain
* unchanged in the buffer.
*
* image before after
*
* ..... ..... .....
* ..O.. ..... .....
* OO.OO ..... .....
* ..O.. ..... .....
* ..... ..... .....
*
* image before after
*
* ..... OOOOO OOOOO
* ..O.. OOOOO OO.OO
* OO.OO OOOOO ..O..
* ..O.. OOOOO OO.OO
* ..... OOOOO OOOOO
*/
void drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
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/** \brief
* Draw a sprite using only the bits set to 1.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \details
* Bits set to 1 in the frame will be used to draw the sprite by setting
* the corresponding pixel in the buffer to 1. Bits set to 0 in the frame
* will remain unchanged in the buffer.
*
* image before after
*
* ..... ..... .....
* ..O.. ..... ..O..
* OO.OO ..... OO.OO
* ..O.. ..... ..O..
* ..... ..... .....
*
* image before after
*
* ..... OOOOO OOOOO (no change because all pixels were
* ..O.. OOOOO OOOOO already white)
* OO.OO OOOOO OOOOO
* ..O.. OOOOO OOOOO
* ..... OOOOO OOOOO
*/
void drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
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// Master function. Needs to be abstracted into separate function for
// every render type.
// (Not officially part of the API)
void draw(int16_t x, int16_t y,
const uint8_t *bitmap, uint8_t frame,
const uint8_t *mask, uint8_t sprite_frame,
uint8_t drawMode);
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// (Not officially part of the API)
void drawBitmap(int16_t x, int16_t y,
const uint8_t *bitmap, const uint8_t *mask,
int8_t w, int8_t h, uint8_t draw_mode);
};
#endif