| 1 | //============================================================================ | 
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| 2 | // | 
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| 3 | //   SSSS    tt          lll  lll | 
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| 4 | //  SS  SS   tt           ll   ll | 
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| 5 | //  SS     tttttt  eeee   ll   ll   aaaa | 
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| 6 | //   SSSS    tt   ee  ee  ll   ll      aa | 
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| 7 | //      SS   tt   eeeeee  ll   ll   aaaaa  --  "An Atari 2600 VCS Emulator" | 
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| 8 | //  SS  SS   tt   ee      ll   ll  aa  aa | 
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| 9 | //   SSSS     ttt  eeeee llll llll  aaaaa | 
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| 10 | // | 
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| 11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony | 
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| 12 | // and the Stella Team | 
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| 13 | // | 
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| 14 | // See the file "License.txt" for information on usage and redistribution of | 
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| 15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. | 
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| 16 | //============================================================================ | 
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| 17 |  | 
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| 18 | #ifndef TIA_PLAYFIELD | 
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| 19 | #define TIA_PLAYFIELD | 
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| 20 |  | 
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| 21 | #include "Serializable.hxx" | 
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| 22 | #include "bspf.hxx" | 
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| 23 | #include "TIAConstants.hxx" | 
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| 24 |  | 
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| 25 | class TIA; | 
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| 26 |  | 
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| 27 | class Playfield : public Serializable | 
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| 28 | { | 
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| 29 | public: | 
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| 30 | /** | 
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| 31 | The collision mask is injected at construction | 
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| 32 | */ | 
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| 33 | explicit Playfield(uInt32 collisionMask); | 
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| 34 |  | 
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| 35 | public: | 
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| 36 |  | 
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| 37 | /** | 
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| 38 | Set the TIA instance | 
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| 39 | */ | 
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| 40 | void setTIA(TIA* tia) { myTIA = tia; } | 
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| 41 |  | 
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| 42 | /** | 
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| 43 | Reset to initial state. | 
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| 44 | */ | 
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| 45 | void reset(); | 
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| 46 |  | 
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| 47 | /** | 
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| 48 | PF0 write. | 
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| 49 | */ | 
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| 50 | void pf0(uInt8 value); | 
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| 51 |  | 
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| 52 | /** | 
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| 53 | PF1 write. | 
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| 54 | */ | 
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| 55 | void pf1(uInt8 value); | 
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| 56 |  | 
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| 57 | /** | 
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| 58 | PF2 write. | 
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| 59 | */ | 
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| 60 | void pf2(uInt8 value); | 
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| 61 |  | 
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| 62 | /** | 
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| 63 | CTRLPF write. | 
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| 64 | */ | 
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| 65 | void ctrlpf(uInt8 value); | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | Enable / disable PF display (debugging only, not used during normal emulation). | 
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| 69 | */ | 
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| 70 | void toggleEnabled(bool enabled); | 
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| 71 |  | 
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| 72 | /** | 
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| 73 | Enable / disable PF collisions (debugging only, not used during normal emulation). | 
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| 74 | */ | 
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| 75 | void toggleCollisions(bool enabled); | 
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| 76 |  | 
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| 77 | /** | 
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| 78 | Set color PF. | 
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| 79 | */ | 
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| 80 | void setColor(uInt8 color); | 
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| 81 |  | 
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| 82 | /** | 
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| 83 | Set color P0. | 
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| 84 | */ | 
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| 85 | void setColorP0(uInt8 color); | 
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| 86 |  | 
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| 87 | /** | 
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| 88 | Set color P1. | 
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| 89 | */ | 
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| 90 | void setColorP1(uInt8 color); | 
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| 91 |  | 
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| 92 | /** | 
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| 93 | Set the color used in "debug colors" mode. | 
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| 94 | */ | 
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| 95 | void setDebugColor(uInt8 color); | 
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| 96 |  | 
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| 97 | /** | 
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| 98 | Enable "debug colors" mode. | 
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| 99 | */ | 
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| 100 | void enableDebugColors(bool enabled); | 
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| 101 |  | 
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| 102 | /** | 
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| 103 | Update internal state to use the color loss palette. | 
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| 104 | */ | 
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| 105 | void applyColorLoss(); | 
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| 106 |  | 
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| 107 | /** | 
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| 108 | Notify playfield of line change, | 
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| 109 | */ | 
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| 110 | void nextLine(); | 
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| 111 |  | 
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| 112 | /** | 
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| 113 | Is the playfield visible? This is determined by looking at bit 15 | 
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| 114 | of the collision mask. | 
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| 115 | */ | 
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| 116 | bool isOn() const { return (collision & 0x8000); } | 
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| 117 |  | 
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| 118 | /** | 
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| 119 | Get the current color. | 
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| 120 | */ | 
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| 121 | uInt8 getColor() const; | 
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| 122 |  | 
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| 123 | /** | 
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| 124 | Serializable methods (see that class for more information). | 
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| 125 | */ | 
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| 126 | bool save(Serializer& out) const override; | 
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| 127 | bool load(Serializer& in) override; | 
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| 128 |  | 
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| 129 | /** | 
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| 130 | Tick one color clock. Inline for performance (implementation below). | 
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| 131 | */ | 
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| 132 | inline void tick(uInt32 x); | 
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| 133 |  | 
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| 134 | public: | 
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| 135 |  | 
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| 136 | /** | 
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| 137 | 16 bit Collision mask. Each sprite is represented by a single bit in the mask | 
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| 138 | (1 = active, 0 = inactive). All other bits are always 1. The highest bit is | 
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| 139 | abused to store visibility (as the actual collision bit will always be zero | 
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| 140 | if collisions are disabled). | 
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| 141 | */ | 
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| 142 | uInt32 collision; | 
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| 143 |  | 
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| 144 | private: | 
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| 145 |  | 
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| 146 | /** | 
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| 147 | Playfield mode. | 
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| 148 | */ | 
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| 149 | enum class ColorMode: uInt8 {normal, score}; | 
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| 150 |  | 
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| 151 | private: | 
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| 152 |  | 
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| 153 | /** | 
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| 154 | Recalculate playfield color based on COLUPF, debug colors, color loss, etc. | 
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| 155 | */ | 
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| 156 | void applyColors(); | 
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| 157 |  | 
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| 158 | /** | 
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| 159 | Recalculate the playfield pattern from PF0, PF1 and PF2. | 
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| 160 | */ | 
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| 161 | void updatePattern(); | 
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| 162 |  | 
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| 163 | private: | 
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| 164 |  | 
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| 165 | /** | 
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| 166 | Collision mask values for active / inactive states. Disabling collisions | 
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| 167 | will change those. | 
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| 168 | */ | 
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| 169 | uInt32 myCollisionMaskDisabled; | 
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| 170 | uInt32 myCollisionMaskEnabled; | 
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| 171 |  | 
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| 172 | /** | 
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| 173 | Enable / disable PF (debugging). | 
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| 174 | */ | 
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| 175 | bool myIsSuppressed; | 
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| 176 |  | 
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| 177 | /** | 
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| 178 | Left / right PF colors. Derifed from P0 / P1 color, COLUPF and playfield mode. | 
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| 179 | */ | 
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| 180 | uInt8 myColorLeft; | 
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| 181 | uInt8 myColorRight; | 
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| 182 |  | 
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| 183 | /** | 
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| 184 | P0 / P1 colors | 
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| 185 | */ | 
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| 186 | uInt8 myColorP0; | 
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| 187 | uInt8 myColorP1; | 
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| 188 |  | 
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| 189 | /** | 
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| 190 | COLUPF and debug colors | 
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| 191 | */ | 
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| 192 | uInt8 myObjectColor, myDebugColor; | 
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| 193 |  | 
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| 194 | /** | 
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| 195 | Debug colors enabled? | 
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| 196 | */ | 
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| 197 | bool myDebugEnabled; | 
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| 198 |  | 
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| 199 | /** | 
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| 200 | * Plafield mode. | 
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| 201 | */ | 
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| 202 | ColorMode myColorMode; | 
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| 203 |  | 
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| 204 | /** | 
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| 205 | Pattern derifed from PF0, PF1, PF2 | 
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| 206 | */ | 
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| 207 | uInt32 myPattern; | 
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| 208 |  | 
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| 209 | /** | 
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| 210 | "Effective pattern". Will be 0 if playfield is disabled (debug), otherwise the same as myPattern. | 
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| 211 | */ | 
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| 212 | uInt32 myEffectivePattern; | 
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| 213 |  | 
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| 214 | /** | 
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| 215 | Reflected mode on / off. | 
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| 216 | */ | 
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| 217 | bool myReflected; | 
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| 218 |  | 
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| 219 | /** | 
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| 220 | * Are we currently drawing the reflected PF? | 
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| 221 | */ | 
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| 222 | bool myRefp; | 
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| 223 |  | 
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| 224 | /** | 
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| 225 | PF registers. | 
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| 226 | */ | 
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| 227 | uInt8 myPf0; | 
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| 228 | uInt8 myPf1; | 
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| 229 | uInt8 myPf2; | 
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| 230 |  | 
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| 231 | /** | 
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| 232 | The current scanline position (0 .. 159). | 
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| 233 | */ | 
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| 234 | uInt32 myX; | 
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| 235 |  | 
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| 236 | /** | 
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| 237 | TIA instance. Required for flushing the line cache. | 
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| 238 | */ | 
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| 239 | TIA* myTIA; | 
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| 240 |  | 
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| 241 | private: | 
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| 242 | Playfield() = delete; | 
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| 243 | Playfield(const Playfield&) = delete; | 
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| 244 | Playfield(Playfield&&) = delete; | 
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| 245 | Playfield& operator=(const Playfield&) = delete; | 
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| 246 | Playfield& operator=(Playfield&&) = delete; | 
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| 247 | }; | 
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| 248 |  | 
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| 249 | // ############################################################################ | 
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| 250 | // Implementation | 
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| 251 | // ############################################################################ | 
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| 252 |  | 
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| 253 | // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | 
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| 254 | void Playfield::tick(uInt32 x) | 
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| 255 | { | 
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| 256 | myX = x; | 
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| 257 |  | 
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| 258 | // Reflected flag is updated only at x = 0 or x = 79 | 
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| 259 | if (myX == TIAConstants::H_PIXEL / 2 || myX == 0) myRefp = myReflected; | 
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| 260 |  | 
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| 261 | if (x & 0x03) return; | 
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| 262 |  | 
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| 263 | uInt32 currentPixel; | 
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| 264 |  | 
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| 265 | if (myEffectivePattern == 0) { | 
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| 266 | currentPixel = 0; | 
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| 267 | } else if (x < TIAConstants::H_PIXEL / 2) { | 
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| 268 | currentPixel = myEffectivePattern & (1 << (x >> 2)); | 
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| 269 | } else if (myRefp) { | 
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| 270 | currentPixel = myEffectivePattern & (1 << (39 - (x >> 2))); | 
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| 271 | } else { | 
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| 272 | currentPixel = myEffectivePattern & (1 << ((x >> 2) - 20)); | 
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| 273 | } | 
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| 274 |  | 
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| 275 | collision = currentPixel ? myCollisionMaskEnabled : myCollisionMaskDisabled; | 
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| 276 | } | 
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| 277 |  | 
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| 278 | #endif // TIA_PLAYFIELD | 
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| 279 |  | 
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