Cosmos/source2/Kernel/System/Hardware/Cosmos.Hardware/TextScreen.cs
2014-07-12 13:02:10 +00:00

69 lines
No EOL
2.1 KiB
C#

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
// Empty + White
protected UInt16 mClearCellValue = 0x000F;
protected UInt32 mClearCellValue32;
protected UInt32 mRow2Addr;
protected UInt32 mScrollSize;
protected UInt32 mRowSize32;
protected Core.IOGroup.TextScreen IO = new Cosmos.Core.IOGroup.TextScreen();
protected readonly MemoryBlock08 mRAM;
public TextScreen() {
mRAM = IO.Memory.Bytes;
mClearCellValue32 = (UInt32)(mClearCellValue << 16 | mClearCellValue);
mRow2Addr = (UInt32)(Cols * 2);
mScrollSize = (UInt32)(Cols * (Rows - 1) * 2);
mRowSize32 = (UInt32)Cols * 2 / 4;
}
public UInt16 Rows { get { return 25; } }
public UInt16 Cols { get { return 80; } }
public void Clear() {
IO.Memory.Fill(mClearCellValue32);
}
public void ScrollUp() {
IO.Memory.MoveDown(0, mRow2Addr, mScrollSize);
IO.Memory.Fill(mScrollSize, mRowSize32, mClearCellValue32);
}
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);
}
}
}