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https://github.com/kepler155c/opus
synced 2025-01-01 03:10:28 +00:00
canvas improvements
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@ -220,45 +220,6 @@ function Canvas:clear(bg, fg)
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end
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end
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function Canvas:punch(rect)
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local offset = { x = 0, y = 0 }
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self.regions:subRect(rect.x + offset.x, rect.y + offset.y, rect.ex + offset.x, rect.ey + offset.y)
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end
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function Canvas:blitClipped(device, offset)
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offset = { x = self.x, y = self.y }
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local parent = self.parent
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while parent do
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offset.x = offset.x + parent.x - 1
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offset.y = offset.y + parent.y - 1
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parent = parent.parent
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end
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for _,region in ipairs(self.regions.region) do
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self:blitRect(device,
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{ x = region[1],
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y = region[2],
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ex = region[3],
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ey = region[4] },
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{ x = region[1] + offset.x - 1, y = region[2] + offset.y - 1 })
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end
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end
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function Canvas:redraw(device)
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-- self:dirty()
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-- self:render(device)
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if #self.layers > 0 then
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for _,layer in pairs(self.layers) do
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self:punch(layer)
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end
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self:blitClipped(device)
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else
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self:renderLayers(device)
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end
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self:clean()
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end
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function Canvas:isDirty()
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for i = 1, #self.lines do
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if self.lines[i].dirty then
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@ -284,92 +245,7 @@ function Canvas:clean()
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end
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end
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function Canvas:renderLayers(device, offset)
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if not offset then
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offset = { x = self.x, y = self.y }
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end
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if #self.layers > 0 then
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self.regions = Region.new(1, 1, self.ex, self.ey)
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for i = 1, #self.layers do
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local canvas = self.layers[i]
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if canvas.visible then
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-- punch out this area from the parent's canvas
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self:punch(canvas)
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-- get the area to render for this layer
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canvas.regions = Region.new(canvas.x, canvas.y, canvas.ex, canvas.ey)
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-- determine if we should render this layer by punching
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-- out any layers that overlap this one
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for j = i + 1, #self.layers do
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if self.layers[j].visible then
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canvas:punch(self.layers[j])
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end
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end
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end
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end
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for _, canvas in ipairs(self.layers) do
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if canvas.visible and #canvas.regions.region > 0 then
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canvas:renderLayers(device, {
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x = canvas.x, --offset.x + self.x - 1,
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y = canvas.y,
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})
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end
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end
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self:blitClipped(device, offset)
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--elseif #self.regions.region > 0 then
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-- self:blitClipped(device, offset)
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else
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offset = { x = self.x, y = self.y }
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local parent = self.parent
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while parent do
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offset.x = offset.x + parent.x - 1
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offset.y = offset.y + parent.y - 1
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parent = parent.parent
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end
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self:blitRect(device, nil, offset)
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end
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self:clean()
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end
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function Canvas:render(device)
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--_G._p = self
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if #self.layers > 0 then
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self:renderLayers(device)
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else
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self:blitRect(device)
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self:clean()
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end
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end
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function Canvas:blitRect(device, src, tgt)
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src = src or { x = 1, y = 1, ex = self.ex - self.x + 1, ey = self.ey - self.y + 1 }
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tgt = tgt or self
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for i = 0, src.ey - src.y do
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local line = self.lines[src.y + i + (self.offy or 0)]
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if line and line.dirty then
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local t, fg, bg = line.text, line.fg, line.bg
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if src.x > 1 or src.ex < self.ex then
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t = _sub(t, src.x, src.ex)
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fg = _sub(fg, src.x, src.ex)
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bg = _sub(bg, src.x, src.ex)
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end
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device.setCursorPos(tgt.x, tgt.y + i)
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device.blit(t, fg, bg)
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end
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end
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--os.sleep(.1)
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end
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function Canvas:applyPalette(palette)
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local lookup = { }
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for n = 1, 16 do
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lookup[self.palette[2 ^ (n - 1)]] = palette[2 ^ (n - 1)]
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@ -384,4 +260,132 @@ function Canvas:applyPalette(palette)
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self.palette = palette
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end
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function Canvas:render(device)
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if #self.layers > 0 then
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self:__renderLayers(device, { x = 0, y = 0 })
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else
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self:__blitRect(device)
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self:clean()
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end
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end
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-- regions are comprised of absolute values that coorespond to the output device.
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-- canvases have coordinates relative to their parent.
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-- canvas layer's stacking order is determined by the position within the array.
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-- layers in the beginning of the array are overlayed by layers further down in
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-- the array.
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function Canvas:__renderLayers(device, offset)
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if #self.layers > 0 then
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self.regions = self.regions or Region.new(self.x, self.y, self.ex, self.ey)
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for i = 1, #self.layers do
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local canvas = self.layers[i]
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if canvas.visible then
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-- punch out this area from the parent's canvas
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self:__punch(canvas, offset)
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-- get the area to render for this layer
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canvas.regions = Region.new(
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canvas.x + offset.x,
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canvas.y + offset.y,
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canvas.ex + offset.x,
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canvas.ey + offset.y)
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-- punch out any layers that overlap this one
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for j = i + 1, #self.layers do
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if self.layers[j].visible then
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canvas:__punch(self.layers[j], offset)
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end
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end
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if #canvas.regions.region > 0 then
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canvas:__renderLayers(device, {
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x = canvas.x + offset.x - 1,
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y = canvas.y + offset.y - 1,
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})
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end
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canvas.regions = nil
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end
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end
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self:__blitClipped(device, offset)
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self.regions = nil
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elseif self.regions and #self.regions.region > 0 then
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self:__blitClipped(device, offset)
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self.regions = nil
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else
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offset = { x = self.x, y = self.y }
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local parent = self.parent
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while parent do
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offset.x = offset.x + parent.x - 1
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offset.y = offset.y + parent.y - 1
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parent = parent.parent
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end
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self:__blitRect(device, nil, offset)
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self.regions = nil
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end
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self:clean()
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end
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function Canvas:__blitClipped(device, offset)
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for _,region in ipairs(self.regions.region) do
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self:__blitRect(device,
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{ x = region[1] - offset.x,
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y = region[2] - offset.y,
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ex = region[3] - offset.x,
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ey = region[4] - offset.y},
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{ x = region[1], y = region[2] })
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end
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end
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function Canvas:__punch(rect, offset)
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self.regions:subRect(
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rect.x + offset.x,
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rect.y + offset.y,
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rect.ex + offset.x,
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rect.ey + offset.y)
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end
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function Canvas:__blitRect(device, src, tgt)
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src = src or { x = 1, y = 1, ex = self.ex - self.x + 1, ey = self.ey - self.y + 1 }
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tgt = tgt or self
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--[[
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-- for visualizing updates on the screen
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local drew
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for i = 0, src.ey - src.y do
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local line = self.lines[src.y + i + (self.offy or 0)]
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if line and line.dirty then
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drew = true
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local t, fg, bg = line.text, line.fg, line.bg
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if src.x > 1 or src.ex < self.ex then
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t = _sub(t, src.x, src.ex)
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fg = _rep(1, src.ex-src.x + 1)
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bg = _rep(2, src.ex-src.x + 1)
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end
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device.setCursorPos(tgt.x, tgt.y + i)
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device.blit(t, fg, bg)
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end
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end
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if drew then
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os.sleep(.3)
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end
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]]
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for i = 0, src.ey - src.y do
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local line = self.lines[src.y + i + (self.offy or 0)]
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if line and line.dirty then
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local t, fg, bg = line.text, line.fg, line.bg
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if src.x > 1 or src.ex < self.ex then
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t = _sub(t, src.x, src.ex)
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fg = _sub(fg, src.x, src.ex)
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bg = _sub(bg, src.x, src.ex)
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end
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device.setCursorPos(tgt.x, tgt.y + i)
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device.blit(t, fg, bg)
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end
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end
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end
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return Canvas
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