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  1. #1

    Text output pixel by pixel 8x8

    Hi, I wanted to hear what your suggestions are regarding the problem of text output if no font is available. I thought of an array which looks like this (e.g. A):
    Code:
    {0,0,0,0,0,0,0,0,
     0,0,0,1,1,0,0,0,
     0,0,1,0,0,1,0,0,
     0,1,0,0,0,0,1,0,
     0,1,1,1,1,1,1,0,
     0,1,0,0,0,0,1,0,
     0,1,0,0,0,0,1,0,
     0,0,0,0,0,0,0,0}
    etc. But I think that drawing always 64 pixels per character is a bit too time consuming.
    Any ideas?
    Ok, I think it will work if I update the screen after the complete text string is written. Since I can save a lot of time I might use the fontdata.inc of the Unit graph from Freepascal.
    It starts like this:
    Code:
    {******************************************}
    {  Bitmapped font data - unrolled for      }
    {  faster access. Each character is an     }
    {  8x8 byte array representing the full    }
    {  bitmap. 0 = nothing, 1 = color          }
    {******************************************}
    
    
    TYPE
      TBitMapChar = array[0..7,0..7] of byte;
    
    CONST
       DefaultFontData: Array[#0..#255] of TBitmapChar = (
    (
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0),
    (0,0,0,0,0,0,0,0)),
    ...
    So I can access the individual pixels via
    Code:
    DefaultFontData[char][x][y];
    Last edited by Cybermonkey; 30-10-2013 at 03:31 PM. Reason: New Idea
    Best regards,
    Cybermonkey

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