Move tile handling to Hextile decoder
It is only used there so no need for it to be in the general Display class.
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@@ -13,6 +13,7 @@ export default class HextileDecoder {
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constructor() {
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this._tiles = 0;
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this._lastsubencoding = 0;
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this._tileBuffer = new Uint8Array(16 * 16 * 4);
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}
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decodeRect(x, y, width, height, sock, display, depth) {
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@@ -99,7 +100,7 @@ export default class HextileDecoder {
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rQi += 4;
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}
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display.startTile(tx, ty, tw, th, this._background);
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this._startTile(tx, ty, tw, th, this._background);
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if (subencoding & 0x08) { // AnySubrects
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let subrects = rQ[rQi];
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rQi++;
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@@ -122,10 +123,10 @@ export default class HextileDecoder {
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const sw = (wh >> 4) + 1;
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const sh = (wh & 0x0f) + 1;
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display.subTile(sx, sy, sw, sh, color);
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this._subTile(sx, sy, sw, sh, color);
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}
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}
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display.finishTile();
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this._finishTile(display);
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}
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sock.rQi = rQi;
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this._lastsubencoding = subencoding;
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@@ -134,4 +135,52 @@ export default class HextileDecoder {
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return true;
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}
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// start updating a tile
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_startTile(x, y, width, height, color) {
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this._tileX = x;
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this._tileY = y;
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this._tileW = width;
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this._tileH = height;
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const red = color[2];
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const green = color[1];
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const blue = color[0];
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const data = this._tileBuffer;
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for (let i = 0; i < width * height * 4; i += 4) {
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data[i] = blue;
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data[i + 1] = green;
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data[i + 2] = red;
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data[i + 3] = 255;
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}
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}
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// update sub-rectangle of the current tile
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_subTile(x, y, w, h, color) {
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const red = color[2];
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const green = color[1];
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const blue = color[0];
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const xend = x + w;
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const yend = y + h;
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const data = this._tileBuffer;
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const width = this._tileW;
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for (let j = y; j < yend; j++) {
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for (let i = x; i < xend; i++) {
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const p = (i + (j * width)) * 4;
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data[p] = blue;
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data[p + 1] = green;
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data[p + 2] = red;
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data[p + 3] = 255;
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}
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}
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}
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// draw the current tile to the screen
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_finishTile(display) {
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display.blitImage(this._tileX, this._tileY,
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this._tileW, this._tileH,
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this._tileBuffer, 0);
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}
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}
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@@ -22,10 +22,6 @@ export default class Display {
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this._fbHeight = 0;
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this._prevDrawStyle = "";
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this._tile = null;
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this._tile16x16 = null;
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this._tileX = 0;
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this._tileY = 0;
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Log.Debug(">> Display.constructor");
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@@ -64,7 +60,6 @@ export default class Display {
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throw new Error("Canvas does not support createImageData");
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}
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this._tile16x16 = this._drawCtx.createImageData(16, 16);
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Log.Debug("<< Display.constructor");
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// ===== PROPERTIES =====
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@@ -377,57 +372,6 @@ export default class Display {
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});
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}
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// start updating a tile
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startTile(x, y, width, height, color) {
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this._tileX = x;
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this._tileY = y;
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if (width === 16 && height === 16) {
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this._tile = this._tile16x16;
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} else {
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this._tile = this._drawCtx.createImageData(width, height);
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}
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const red = color[2];
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const green = color[1];
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const blue = color[0];
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const data = this._tile.data;
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for (let i = 0; i < width * height * 4; i += 4) {
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data[i] = red;
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data[i + 1] = green;
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data[i + 2] = blue;
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data[i + 3] = 255;
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}
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}
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// update sub-rectangle of the current tile
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subTile(x, y, w, h, color) {
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const red = color[2];
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const green = color[1];
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const blue = color[0];
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const xend = x + w;
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const yend = y + h;
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const data = this._tile.data;
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const width = this._tile.width;
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for (let j = y; j < yend; j++) {
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for (let i = x; i < xend; i++) {
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const p = (i + (j * width)) * 4;
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data[p] = red;
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data[p + 1] = green;
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data[p + 2] = blue;
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data[p + 3] = 255;
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}
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}
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}
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// draw the current tile to the screen
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finishTile() {
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this._drawCtx.putImageData(this._tile, this._tileX, this._tileY);
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this._damage(this._tileX, this._tileY,
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this._tile.width, this._tile.height);
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}
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blitImage(x, y, width, height, arr, offset, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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// NB(directxman12): it's technically more performant here to use preallocated arrays,
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