Allow spritesheets for PenRGB565

pull/959/head
Tobias 2024-10-24 17:45:35 +02:00
rodzic 3b03a30963
commit 6d6a1e2b7d
3 zmienionych plików z 29 dodań i 1 usunięć

Wyświetl plik

@ -510,6 +510,9 @@ namespace pimoroni {
int create_pen_hsv(float h, float s, float v) override; int create_pen_hsv(float h, float s, float v) override;
void set_pixel(const Point &p) override; void set_pixel(const Point &p) override;
void set_pixel_span(const Point &p, uint l) override; void set_pixel_span(const Point &p, uint l) override;
void sprite(void* data, const Point &sprite, const Point &dest, const int scale, const int transparent) override;
static size_t buffer_size(uint w, uint h) { static size_t buffer_size(uint w, uint h) {
return w * h * sizeof(RGB565); return w * h * sizeof(RGB565);
} }

Wyświetl plik

@ -34,4 +34,27 @@ namespace pimoroni {
*buf++ = color; *buf++ = color;
} }
} }
void PicoGraphics_PenRGB565::sprite(void* data, const Point &sprite, const Point &dest, const int scale, const int transparent) {
//int sprite_x = (sprite & 0x0f) << 3;
//int sprite_y = (sprite & 0xf0) >> 1;
Point s {
sprite.x << 3,
sprite.y << 3
};
RGB565 *ptr = (RGB565 *)data;
Point o = {0, 0};
for(o.y = 0; o.y < 8 * scale; o.y++) {
Point so = {
0,
o.y / scale
};
for(o.x = 0; o.x < 8 * scale; o.x++) {
so.x = o.x / scale;
color = ptr[(s.y + so.y) * 128 + (s.x + so.x)];
if(color != transparent) pixel(dest + o);
}
}
}
} }

Wyświetl plik

@ -510,6 +510,8 @@ Sprites must be 8x8 pixels arranged in a 128x128 pixel spritesheet. 1-bit transp
We've prepared some RGB332-compatible sprite assets for you, but you can use `spritesheet-to-rgb332.py <filename>` to convert your own. We've prepared some RGB332-compatible sprite assets for you, but you can use `spritesheet-to-rgb332.py <filename>` to convert your own.
For higher quality you can use RGB565 Spritesheets on some devices, like the Tufty2040, but try using a lower spritesheet resolution of up to 128x96 pixels to not exceed device memory.
#### Loading Sprites #### Loading Sprites
You'll need to include the [pen_type](#supported-graphics-modes-pen-type) in the import statement, and define the pen_type before using loading the spritesheet: You'll need to include the [pen_type](#supported-graphics-modes-pen-type) in the import statement, and define the pen_type before using loading the spritesheet: