If you double-click a project symbol declaration, the symbol editor
opens. I found that I was double-clicking on the comment field and
typing with the expectation that the comment would be updated, but
it was actually setting the initial focus to the label field.
With this change the symbol editor will focus the label, value, or
comment field based on which column was double-clicked.
The behavior for Actions > Edit Project Symbol and other paths to the
symbol editor are unchanged.
Also, disabled a wayward assert.
SourceGen Edit Commands is a feature that allows you to generate
commands into a file and have SourceGen apply them to the current
project. I'm not expecting this to be used by anyone but me, so
for now I'm just adding an entry to the debug menu that can read
comments out of a file.
Also, fixed a bug in the re-centering min/max code that prevented
it from working on trivial shapes.
Also, renamed the atari-avg visualizer to atari-avg-bz, with the
expectation that one day somebody might want to create a variant
for newer games.
This converts AVG commands to wireframes. We don't try to track
color or intensity. (This is a disassembler, not a graphics
converter; perfection is not required.) The various rotation and
animation options are still enabled, though they're not terribly
useful for this.
Commands that are meant to be used in series, such as font glyphs,
tend to use (0,0) as their left edge and baseline. This puts the
shape in the upper-right corner of the thumbnail, which makes
everything smaller. The change adds a "re-center" option to the
wireframe renderer that computes the visible bounds and adjusts
the coordinates so that the center of the object is at (0,0) for
display.
This allows rendering of a vertex directly, rather than just as an
edge endpoint. They're currently drawn as small '+' signs. A
round dot would be better, but the code is passing a list of line
segments around, so this is simpler.
The code was wrong, but due to aggressive auto-label generation, it
rarely had an opportunity to express itself. The problem appeared
when you formatted a 16-bit value as an address, but the address
was outside the file and not associated with a project/platform
symbol. This fixes the glitch and adds some logging.
- Freeze Note brushes, so HTML export doesn't blow up when it tries
to access them.
- Add Ctrl+Shift+E as keyboard shortcut for File > Export.
- For code/data percentage, count inline data as data.
- Tweak code/data percentage text.
- Document Merlin32 '{' bug.
- Tweak tutorial text.
Don't show adjustments for operands that aren't full addresses. For
example, "LDA BLAH" shows an adjustment, but "LDA #>BLAH" does not.
This matches the behavior for internal addresses.
When generating the HTML anchor name element we need to remove the
trailing '?' from the label. It wasn't present in the hrefs, so all
links to annotated labels were broken.
The change to properly display adjustments to project/platform
symbol cross-references also added them to constants, but based on
the reference address rather than the operand value. We could
generate an adjustment from the value, but I'm not sure if that's
actually useful.
We were trying to use the in-file calculation for an external
address, so the adjustment was always zero.
Also, don't pass a fill brush for wireframe rendering. (No change
in behavior.)
Generation of HTML is extremely fast, but compressing thousands
of frames for wireframe animated GIFs can take a little while.
Sharing bitmaps between threads required two changes: (1) bitmaps
need to be "frozen" after being drawn; (2) you can't use Path because
BackgroundWorker isn't a STAThread. You can, however, use a
DrawingVisual / DrawingContext to do the rendering. Which is really
what I should have been doing all along; I just didn't know the
approach existed until I was forced to go looking for it.
Also, we now do a "run finalizers" call before generating an animated
GIF. Without it things explode after more than 10K GDI objects have
been allocated.
There's no "standard" coordinate system, so the choice is arbitrary.
However, an examination of the Transporter mesh in Elite revealed
that the mesh was designed for a left-handed coordinate system. We
can compensate for that trivially in the Elite visualizer, but we
might as well match what they're doing. (The only change required
in the code is a couple of sign changes on the Z coordinate, and an
update to the rotation matrix.)
This also downsizes Matrix44 to Matrix33, exposes the rotation mode
enum, and adds a left-handed ZYX rotation mode.
This does mean that meshes that put the front at +Z will show their
backsides initially, since we're now oriented as if we're flying
the ships rather than facing them. I considered adding a 180-degree
Y rotation (with a tweak to the rotation matrix handedness to correct
the first rotation axis) to have them facing by default, but figured
that might be confusing since +Z is supposed to be away.
Anybody who really wants it to be the other way can trivially flip
the coordinates in their visualizer (negate xc/zc).
The Z coordinates in the visualization test project were flipped so
that the design is still facing the viewer at rotation (0,0,0).
Elite has a level-of-detail cutoff in the mesh data. This change
provides a way for the visualization generator to exclude vertices
and edges that should not be rendered based on the desired LOD.
Experimented with different orders of rotation for wireframe viewer.
Made perspective projection the default behavior. Removed animation
parameters from the stored Visualization when it's not animated.
The visualization editor uses the parameters from the most recent
edit as the defaults when creating a new visualization. This change
extends the behavior to the view controls for wireframes.
Also, tweak the perspective projection scaling to fill out the area
a bit more, and change the visualization editor to use the grid's
size when setting the path dimensions.
Also, note gimbal lock.
Remember how object references from plugins are proxy objects that
time out if you don't access them for a while? I didn't either.
This reshuffles the code to keep WireframeObject references rather
than IVisualizationWireframe.
Handle the remaining visualization editor UI controls, except for
the "test" button. Save/restore wireframe animations in the
project file. Changed the preview from a 1-pixel-wide line drawn
by a path half the window size to a 2-pixel-wide line drawn by a
path the exact window size.
Moved X/Y/Z rotation out of the plugin, since it has nothing to do
with the plugin at all. (Backface removal and perspective projection
are somewhat based on the data contents, as is the choice for
whether or not they should be options.)
Added sliders for X/Y/Z rotation. Much more fun that way.
Renamed VisualizationAnimation to VisBitmapAnimation, as we're not
going to use it for wireframe animation. Created a new class to
hold wireframe animation data, which is really just a reference to
the IVisualizationWireframe so we can generate an animated GIF
without having to pry open the plugin again.
Renamed the "frame-delay-msec" parameter, which should start with
an underscore to ensure it doesn't clash with plugin parameters.
If we don't find it with an underscore we check again without for
backward compatibility.
We extract the data from the wireframe visualization, perform a
trivial transform, and display it. The perspective vs.
orthographic flag in the parameters is respected. (No rotation or
backface removal yet.)
Also, increased the thumbnail sizes in the visualization set editor
list from 48x48 to 64x64, because the nearest-pixel-scaled 48x48
looks nasty when used for wireframes.
I did a bunch of experiments to characterize line drawing. Long
story short: end points are inclusive, and coordinates should be
offset by +0.5 to avoid anti-aliasing effects.
Added some more plumbing. Updated visualization set edit dialog,
which now does word-wrapping correctly in the buttons. Added Alt+V
as the hotkey for Create/Edit Visualization Set, which allows you
to double-tap it to leap into the visualization editor.
Experimented with Path drawing, which looks like it could do just
what we need.
Also, show the file size in KB in the code/data/junk breakdown at the
bottom of the window. (Technically it's KiB, but that looked funny.)
These were being overlooked because they didn't actually cause
anything to happen (a no-op .ORG sets the address to what it would
already have been). The assembly source generator works in a way
that causes them to be skipped, so everybody was happy.
This seemed like the sort of thing that was likely to cause problems
down the road, however, so we now split regions correctly when a
no-op .ORG is encountered. This affects the uncategorized data
analyzer and selection grouping.
This changed the behavior of the 2004-numeric-types test, which was
visibly weird in the UI but generated correct output.
Added the 2024-ui-edge-cases test to provide a place to exercise
edge cases when testing the UI by hand. It has some value for the
automated regression test, so it's included there.
Also, changed the AddressMapEntry objects to be immutable. This
is handy when passing lists of them around.
Added a new category "sprite sheet", which is essentially a more
generalized version of the bitmap font renderer. It has the full
set of options for col/row/cell stride and colors. (Issue #74,
issue #75)
Added a flag that flips the high bits on bitmaps. Sometimes data
is stored with the high bit clear, but the high bit is set as it's
rendered. (Issue #76)
Also, fixed the keyboard shortcuts in the Edit Visualization Set
window, which were 'N' for both "New ___" items. (Issue #57)
Added accelerator keys to Mixed and Null strings. (Issue #67)
Added units to string counts. (Issue #68) Added proper handling
for plural/singular for bytes and strings. Changed N/A indicator
from "xx" to "--".
Added "show undocumented opcodes" checkbox, so you can choose
whether or not to see them at all. (Issue #60)
Added formatter call for the instruction mnemonics so they get
capitalized when the app is configured for upper-case opcodes.
(Issue #59)
Fix a bug where the instruction chart and ASCII chart were writing
their modes to the same setting, stomping each other.
Also, pluralized a button in the file concatenator.
For nonzero values we were leaving Z=prev, which is wrong when Z=0
because the AND result might be zero. Now if Z=1 we leave it alone,
but if Z=0 we now set it to Z=?.
Test 1003-flags-and-branches was testing for the (incorrect)
behavior, so we're now running into a BRK. This is fine.
When editing an instruction operand, if you click "edit project
symbol", we need an initial value for the label. If you started
typing something in the instruction operand symbol field, we use
that. Unfortunately we were trying to use that even when it was
invalid, which caused an assertion to go off in the DefSymbol
constructor.
Double-clicking the opcode of an instruction that references a
local variable (e.g. "LDA ]foo") moves the selection to the line
that declares the variable. This wasn't working in the case where
the local var was annotated (e.g. "LDA ]foo?").
We want to be able to declare a symbol for a struct or buffer that
spans the entire width, and then declare more-specific items within
it that take precedence. This worked for everything but the very
first byte, because on an exact match we were resolving the conflict
alphabetically.
Now, if one is wider than the other, we use the narrower definition.
Updated 2021-external-symbols with some additional test cases.
The VisParamDescrs specify a type and a default value. If the value
has the wrong type, things would blow up in the editor. We now
check the type at plugin load time, and refuse to load the plugin at
all if an entry has a bad type.
The DisplayList update function was mis-handling the case where
there were no previous lines. This caused assertions to fire for
the case where you add a header comment to a project with no
existing header comment or EQUs.
We're doing this for user labels but not for project/platform
symbols. So if you have a constant named "BCC" you can't assemble
your code with certain assemblers. Now we rename it automatically.
Added a quick test to 2007-labels-and-symbols. (No change to ACME,
which barfs on the test.)
The "is the .junk alignment directive correct" was returning true
for subtype=None (not aligned), which caused execution to go down
the wrong path and irritate an assert.
We're generating names that nothing links to. The names aren't
guaranteed unique, so they're of dubious value anyway.
Also, fixed the Atari 2600 visualizer script filename in sys defs.
In 1.5.0-dev1, as part of changes to the way label localization
works, the local variable de-duplicator started checking against a
filtered copy of the symbol table. Unfortunately it never
re-generated the table, so a long-lived LocalVariableLookup (like
the one used by LineListGen) would set up the dup map wrong and
be inconsistent with other parts of the program.
We now regenerate the table on every Reset().
The de-duplication stuff also had problems when opcodes and
operands were double-clicked on. When the opcode is clicked, the
selection should jump to the appropriate variable declaration, but
it wasn't being found because the label generated in the list was
in its original form. Fixed.
When an instruction operand is double-clicked, the instruction operand
editor opens with an "edit variable" shortcut. This was showing
the de-duplicated name, which isn't necessarily a bad thing, but it
was passing that value on to the DefSymbol editor, which thought it
was being asked to create a new entry. Fixed. (Entering the editor
through the LvTable editor works correctly, with nary a de-duplicated
name in sight. You'll be forced to rename it because it'll fail the
uniqueness test.)
References to de-duplicated local variables were getting lost when
the symbol's label was replaced (due largely to a convenient but
flawed shortcut: xrefs are attached to DefSymbol objects). Fixed by
linking the XrefSets.
Given the many issues and their relative subtlety, I decided to make
the modified names more obvious, and went back to the "_DUPn" naming
strategy. (I'm also considering just making it an error and
discarding conflicting entries during analysis... this is much more
complicated than I expected it to be.)
Quick tests can be performed in 2019-local-variables:
- go to +000026, double-click on the opcode, confirm sel change
- go to +000026, double-click on the operand, confirm orig name
shown in shortcut and that shortcut opens editor with orig name
- go to +00001a, down a line, click on PROJ_ZERO_DUP1 and confirm
that it has a single reference (from +000026)
- double-click on var table and confirm editing entry
The list of EQUs at the top of the file is sorted, by type, then
value, then name. This adds width as an additional check, so that
if you have overlapping items the widest comes first.
This is nice when you have a general entry for a block of data, and
then specific entries for some locations within the block.
We emit address adjustments like "LDA thing+1", which are usually
small values. Sometimes they're large, e.g. "LDA thing-61440",
which is harder to understand than "LDA thing-$F000". So now we
show small adjustments in decimal, and large adjustments in hex.
The current definition of "small" is abs(adjust) < 256.
When a project is opened, the main window layout subtly changes.
Of particular note: the vertical splitters below the references and
symbols windows shift upward 1 pixel when a project is opened, and
back down a pixel when the project is closed. So if you close the
app while a project is open, the settings file gets updated with the
new values for the sliders. If you restart the app a lot the effect
becomes noticeably fairly quickly.
I'm not yet sure what's causing this. I'm currently working around
the issue by not updating the window sizes in the settings file if
they're off by only one pixel.
- Break up long sequences of visualization images in exported HTML
to avoid horizontal scrolling. Lines don't fold in "pre" mode,
and switching out of "pre" is ugly, so we just break at an
arbitrary point.
- Use a slightly different filename for animated GIFs.
- When moving items up/down in the visualization set editor or
bitmap animation editor, scroll the datagrid to keep the selected
item in view.
- Fix a wayward assert.
Remember the most recent set of parameters, and use them as defaults
when creating a new visualization. This is very helpful when
creating visualizations for multiple frames of an animation.
After exiting an editor, focus on the "OK" button in the visualization
set editor. This allows a quick double-Enter after an edit.
No meaningful change to the format itself, just to the way it's
formatted. Specifically, we now emit a line break after every
comma rather than only at curly braces.
The problem driving this change is that all end-of-line comments
are stored in a single dictionary, which becomes a single long line.
Most source control tools can't diff or merge that in a useful way.
Having every element on its own line makes some things harder to
read, but in the end I'm more interested in machine readability
than human readability.
(I tested this by saving all SGTestData projects and verifying that
they worked. I didn't check the updated versions in because it's
kind of nice to have older project files around to confirm that I'm
not breaking backward compatibility.)
The uncategorized data scanner isn't supposed to create strings or
".fill" directives that straddle labels, long comments, notes,
visualizations, or ORG directives. The test for crossing an ORG
directive is incomplete, and doesn't correctly handle no-op ORGs
(where the new address is the same as the old address).
The code generator doesn't output ORGs that are hidden inside other
things, so we're not generating bad code, but it looks funny on
screen and may cause problems later on. The 2004-numeric-types test
has the basic .align/.fill/.bulk directive tests, and now has an
extended set of tests for uncategorized data region splitting.
Should be solid/transparent not white/black. Added a blue color
to the palette to use for sprites, as white + transparent disappears
completely on web pages with a white background.
Black + white + grey seems fine for playfields.
The tool allows you to cut a piece out of a file by specifying an
offset and a length. A pair of hex dumps helps you verify that the
positions are correct.
Also, minor cleanups elsewhere.
The visualization editor was retaining an IPlugin reference for the
visualization generator selection combo box. After 5 minutes the
proxy object timed out, so if you left the editor open and inactive
for that long you'd start getting weird errors.
We now keep the script identifier string and use that to get a
fresh IPlugin proxy object.
Defined a simple monochrome bitmap format, and created some pieces
for a Tic-Tac-Toe game. Wrote a tutorial that explains how to
visualize them.
Also, updated some comments.
If you have a single line selected, Set Address adds a .ORG directive
that changes the addresses of all following data, until the next .ORG
directive is reached. Sometimes code will relocate part of itself,
and it's useful to be able to set the address at the end of the block
to what it would have been before the .ORG change.
If you have multiple lines selected, we now add the second .ORG to
the offset that follows the last selected line.
Also, fixed a bug in the Symbol value updater that wasn't handling
non-unique labels correctly.
As with still images, animations are rendered at original size and
then scaled with HTML properties.
Also, fixed the blurry scaling on animation thumbnails. I couldn't
find a way to do nearest-neighbor scaling in the code-behind without
resorting to System.Drawing (WinForms), so I added an overlay image
to the various grids.
Visualization animations are now exported as animated GIFs. The
Windows stuff is a bit lame so I threw together some code that
stitches a bunch of GIFs together.
The GIF doesn't quite match the preview, because the preview scales
the individual frames, while the animated GIF uses the largest frame
as the size and is then scaled based on that. Animating frames of
differing sizes together is bound to be trouble anyway, so I'm not
sure how much to fret over this.
We now store Visualizations, VisualizationAnimations, and
VisualizationSets as three separate lists linked by tag strings.
WARNING: this breaks existing projects with visualizations. The
test projects have been updated.
The UI was moving items from the source list to the animation list,
but there's no reason why the same thing can't appear more than once.
You can no longer hit "Add" repeatedly to add multiple consecutive
items, but you can now multi-select in the source list to add several
things at once.
Bitmap animations are composed of a sequence of other visualizations.
This is all well and good until a visualization is deleted, at which
point all animations in all sets in the entire project have to be
checked and potentially changed, and perhaps even removed (if all of
the animation's members have been removed). This turns out to be
kind of annoying to deal with, but it's better to deal with it in
code than force the user to manually update broken animations.
This change adds thumbnails for the animations, currently generated
by offscreen composition. This approach doesn't work quite right.
This adds a new class and a rough GUI for the editor. Animated
visualizations take a collection of bitmaps and display them in
sequence. (This will eventually become an animated GIF.)
Fixed the issue where changes to tags in the set currently being
edited weren't visible to the tag uniqueness check when editing other
items in the same set.
We now generate GIF images for visualizations and add inline
references to them in the HTML output.
Images are scaled using the HTML img properties. This works well
on some browsers, but others insist on "smooth" scaling that blurs
out the pixels. This may require a workaround.
An extra blank line is now added above visualizations. This helps
keep the image and data visually grouped.
The Apple II bitmap test project was updated to have a visualization
set with multiple images at the top of the file.
(1) Added an option to limit the number of bytes per line. This is
handy for things like bitmaps, where you might want to put (say) 3
or 8 bytes per line to reflect the structure.
(2) Added an application setting that determines whether the screen
listing shows Merlin/ACME dense hex (20edfd) or 64tass/cc65 hex bytes
($20,$ed,$fd). Made the setting part of the assembler-driven display
definitions. Updated 64tass+cc65 to use ".byte" as their dense hex
pseudo-op, and to use the updated formatter code. No changes to
regression test output.
(Changes were requested in issue #42.)
Also, added a resize gripper to the bottom-right corner of the main
window. (These seem to have generally fallen out of favor, but I
like having it there.)
- Show the full path in the tooltip for the two "recent project"
buttons shown on the launch panel.
- Reset the app title bar and status bar contents when the project
is closed.
Added comments, renamed files, removed cruft.
Stop showing the visualization tag name in the code list. It's
often redundant with the code label, and it's distracting. (We may
want to make this an option so you can Ctrl+F to find a tag.)
First swing at a visualizer for Atari 2600 sprites and playfields.
Won't necessarily present an accurate view of what is displayed on
screen, but should provide a reasonable shape for data stored in
the obvious way.
The Adventure playfields looked squashed, so I added a simple row
duplication value.
Also, minor improvements to visualizers generally:
- Throw an exception, rather than an Assert, in VisBitmap8 when the
arguments are bad.
- Show the exception in the Visualization Edit dialog.
- If generation fails and we don't have an error message, show a
generic "stuff be broke" string.
- Set focus on OK button in Visualization Set Edit after editing,
so you can hit Enter twice after renaming a tag.