using System; using System.Collections.Generic; using System.Linq; using System.Text; using Cosmos.Core; namespace Cosmos.Hardware { // Dont hold state here. This is a raw to hardware class. Virtual screens should be done // by memory moves public class TextScreen : Device { protected byte Color = 0x0F; // White protected Core.IOGroup.TextScreen IO = Core.Global.BaseIOGroups.TextScreen; protected readonly MemoryBlock08 mRAM; public TextScreen() { mRAM = IO.Memory.Bytes; } public int Rows { get { return 25; } } public int Cols { get { return 80; } } public void Clear() { // Empty + White + Empty + White UInt32 xData = 0x000F000F; IO.Memory.Fill(0, (uint)(Cols * Rows * 2 / 4), xData); } public void ScrollUp() { IO.Memory.MoveDown(0, (uint)Cols, (uint)(Cols * (Rows - 1) * 2 / 4)); } public char this[int aX, int aY] { get { var xScreenOffset = (UInt32)((aX + aY * Cols) * 2); return (char)mRAM[xScreenOffset]; } set { var xScreenOffset = (UInt32)((aX + aY * Cols) * 2); mRAM[xScreenOffset] = (byte)value; mRAM[xScreenOffset + 1] = Color; } } public void SetColors(ConsoleColor aForeground, ConsoleColor aBackground) { Color = (byte)((byte)(aForeground) | ((byte)(aBackground) << 4)); } public void SetCursorPos(int aX, int aY) { char xPos = (char)((aY * Cols) + aX); // Cursor low byte to VGA index register IO.Idx3.Byte = 0x0F; IO.Data3.Byte = (byte)(xPos & 0xFF); // Cursor high byte to VGA index register IO.Idx3.Byte = 0x0E; IO.Data3.Byte = (byte)(xPos >> 8); } } }