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