1 | //============================================================================ |
---|---|
2 | // |
3 | // SSSS tt lll lll |
4 | // SS SS tt ll ll |
5 | // SS tttttt eeee ll ll aaaa |
6 | // SSSS tt ee ee ll ll aa |
7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
8 | // SS SS tt ee ll ll aa aa |
9 | // SSSS ttt eeeee llll llll aaaaa |
10 | // |
11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
12 | // and the Stella Team |
13 | // |
14 | // See the file "License.txt" for information on usage and redistribution of |
15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
16 | //============================================================================ |
17 | |
18 | #ifndef TIA_PLAYER |
19 | #define TIA_PLAYER |
20 | |
21 | #include "bspf.hxx" |
22 | #include "Serializable.hxx" |
23 | #include "TIAConstants.hxx" |
24 | |
25 | class TIA; |
26 | |
27 | class Player : public Serializable |
28 | { |
29 | public: |
30 | explicit Player(uInt32 collisionMask); |
31 | |
32 | public: |
33 | |
34 | void setTIA(TIA* tia) { myTIA = tia; } |
35 | |
36 | void reset(); |
37 | |
38 | void grp(uInt8 value); |
39 | |
40 | void hmp(uInt8 value); |
41 | |
42 | void nusiz(uInt8 value, bool hblank); |
43 | |
44 | void resp(uInt8 counter); |
45 | |
46 | void refp(uInt8 value); |
47 | |
48 | void vdelp(uInt8 value); |
49 | |
50 | void toggleEnabled(bool enabled); |
51 | |
52 | void toggleCollisions(bool enabled); |
53 | |
54 | void setColor(uInt8 color); |
55 | |
56 | void setDebugColor(uInt8 color); |
57 | void enableDebugColors(bool enabled); |
58 | |
59 | void applyColorLoss(); |
60 | |
61 | void setInvertedPhaseClock(bool enable); |
62 | |
63 | void startMovement(); |
64 | |
65 | void nextLine(); |
66 | |
67 | uInt8 getClock() const { return myCounter; } |
68 | |
69 | bool isOn() const { return (collision & 0x8000); } |
70 | uInt8 getColor() const { return myColor; } |
71 | |
72 | void shufflePatterns(); |
73 | |
74 | uInt8 getRespClock() const; |
75 | |
76 | uInt8 getPosition() const; |
77 | void setPosition(uInt8 newPosition); |
78 | |
79 | uInt8 getGRPOld() const { return myPatternOld; } |
80 | uInt8 getGRPNew() const { return myPatternNew; } |
81 | |
82 | void setGRPOld(uInt8 pattern); |
83 | |
84 | /** |
85 | Serializable methods (see that class for more information). |
86 | */ |
87 | bool save(Serializer& out) const override; |
88 | bool load(Serializer& in) override; |
89 | |
90 | inline void movementTick(uInt32 clock, bool hblank); |
91 | |
92 | inline void tick(); |
93 | |
94 | public: |
95 | |
96 | uInt32 collision; |
97 | bool isMoving; |
98 | |
99 | private: |
100 | |
101 | void updatePattern(); |
102 | void applyColors(); |
103 | void setDivider(uInt8 divider); |
104 | |
105 | private: |
106 | |
107 | enum Count: Int8 { |
108 | renderCounterOffset = -5, |
109 | }; |
110 | |
111 | private: |
112 | |
113 | uInt32 myCollisionMaskDisabled; |
114 | uInt32 myCollisionMaskEnabled; |
115 | |
116 | uInt8 myColor; |
117 | uInt8 myObjectColor, myDebugColor; |
118 | bool myDebugEnabled; |
119 | |
120 | bool myIsSuppressed; |
121 | |
122 | uInt8 myHmmClocks; |
123 | uInt8 myCounter; |
124 | |
125 | bool myIsRendering; |
126 | Int8 myRenderCounter; |
127 | Int8 myRenderCounterTripPoint; |
128 | uInt8 myDivider; |
129 | uInt8 myDividerPending; |
130 | uInt8 mySampleCounter; |
131 | Int8 myDividerChangeCounter; |
132 | |
133 | const uInt8* myDecodes; |
134 | uInt8 myDecodesOffset; // needed for state saving |
135 | |
136 | uInt8 myPatternOld; |
137 | uInt8 myPatternNew; |
138 | uInt8 myPattern; |
139 | |
140 | bool myIsReflected; |
141 | bool myIsDelaying; |
142 | bool myInvertedPhaseClock; |
143 | bool myUseInvertedPhaseClock; |
144 | |
145 | TIA* myTIA; |
146 | |
147 | private: |
148 | Player(const Player&) = delete; |
149 | Player(Player&&) = delete; |
150 | Player& operator=(const Player&) = delete; |
151 | Player& operator=(Player&&) = delete; |
152 | }; |
153 | |
154 | // ############################################################################ |
155 | // Implementation |
156 | // ############################################################################ |
157 | |
158 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
159 | void Player::movementTick(uInt32 clock, bool hblank) |
160 | { |
161 | if (clock == myHmmClocks) |
162 | isMoving = false; |
163 | |
164 | if(isMoving) |
165 | { |
166 | if (hblank) tick(); |
167 | myInvertedPhaseClock = !hblank; |
168 | } |
169 | } |
170 | |
171 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
172 | void Player::tick() |
173 | { |
174 | if(myUseInvertedPhaseClock && myInvertedPhaseClock) |
175 | { |
176 | myInvertedPhaseClock = false; |
177 | return; |
178 | } |
179 | |
180 | if (!myIsRendering || myRenderCounter < myRenderCounterTripPoint) |
181 | collision = myCollisionMaskDisabled; |
182 | else |
183 | collision = (myPattern & (1 << mySampleCounter)) ? myCollisionMaskEnabled : myCollisionMaskDisabled; |
184 | |
185 | if (myDecodes[myCounter]) { |
186 | myIsRendering = true; |
187 | mySampleCounter = 0; |
188 | myRenderCounter = renderCounterOffset; |
189 | } else if (myIsRendering) { |
190 | ++myRenderCounter; |
191 | |
192 | switch (myDivider) { |
193 | case 1: |
194 | if (myRenderCounter > 0) |
195 | ++mySampleCounter; |
196 | |
197 | if (myRenderCounter >= 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0) |
198 | setDivider(myDividerPending); |
199 | |
200 | break; |
201 | |
202 | default: |
203 | if (myRenderCounter > 1 && (((myRenderCounter - 1) % myDivider) == 0)) |
204 | ++mySampleCounter; |
205 | |
206 | if (myRenderCounter > 0 && myDividerChangeCounter >= 0 && myDividerChangeCounter-- == 0) |
207 | setDivider(myDividerPending); |
208 | |
209 | break; |
210 | } |
211 | |
212 | if (mySampleCounter > 7) myIsRendering = false; |
213 | } |
214 | |
215 | if (++myCounter >= TIAConstants::H_PIXEL) myCounter = 0; |
216 | } |
217 | |
218 | #endif // TIA_PLAYER |
219 |