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@ -232,19 +232,19 @@ void fb_circle(fbpos_t x0, fbpos_t y0, fbpos_t radius, uint8_t thickness, fbcolo |
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#if IS_AVR |
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void fb_bitmap_ex_P(fbpos_t x, fbpos_t y, fbpos_t w, fbpos_t h, const uint8_t *map, fbcolor_t color) |
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#else |
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void fb_bitmap_ex(fbpos_t x, fbpos_t y, fbpos_t w, fbpos_t h, const uint8_t *map, fbcolor_t color) |
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void fb_bitmap_ex(const fbpos_t x, const fbpos_t y, const fbpos_t w0, const fbpos_t h0, const uint8_t *map, fbcolor_t color) |
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#endif |
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{ |
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if (x >= FBW || y >= FBH || x < -w || h < -h) { return; } |
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const fbpos_t w0 = w; |
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w = MIN(FBW - x - 1, w); |
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h = MIN(FBH - y - 1, h); |
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if (x >= FBW || y >= FBH || x < -w0 || y < -h0) { return; } |
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const fbpos_t w = MIN(FBW - x, w0); |
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fbpos_t h = MIN(FBH - y - 1, h0); // h is used as counter for rows
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const fbpos_t row = y / 8; |
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const fbpos_t rowrem = y % 8; |
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fbsize_t cell = (fbsize_t) x + (fbsize_t) row * FBW; |
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const fbpos_t xskip = (x >= 0) ? 0 : (-x); |
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if (rowrem + h <= 8) { |
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for (fbpos_t i = 0; i < w; i++) { |
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for (fbpos_t i = xskip; i < w; i++) { |
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// all within one cell
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const uint8_t mask = (pgm_read_byte(&map[i]) & (0xFF >> (8 - h))) << rowrem; |
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draw_mask(cell + i, mask, color); |
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@ -256,7 +256,7 @@ void fb_bitmap_ex(fbpos_t x, fbpos_t y, fbpos_t w, fbpos_t h, const uint8_t *map |
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// Draw the bitmap slice-by-slice based on how rows of the bitmap intersect with rows of the canvas.
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// This could be optimized to walk each row of the canvas only once, but the code would get bigger.
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while (h > 0) { |
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for (fbpos_t i = 0; i < w; i++) { |
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for (fbpos_t i = xskip; i < w; i++) { |
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const uint8_t mask = (pgm_read_byte(&map[i + mapc0]) & (0xFF >> rowrem)) << rowrem; |
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draw_mask(cell + i, mask, color); |
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} |
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@ -264,7 +264,7 @@ void fb_bitmap_ex(fbpos_t x, fbpos_t y, fbpos_t w, fbpos_t h, const uint8_t *map |
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cell += FBW; |
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if (rowrem != 0) { |
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for (fbpos_t i = 0; i < w; i++) { |
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for (fbpos_t i = xskip; i < w; i++) { |
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const uint8_t mask = (pgm_read_byte(&map[i + mapc0]) & (0xFF << (8 - rowrem))) >> (8 - rowrem); |
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draw_mask(cell + i, mask, color); |
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} |
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