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Simplified calllng.
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57f434c199
commit
2bf784535c
@ -433,11 +433,11 @@ void TIA::output_for_cycles(int number_of_cycles)
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int latent_start = output_cursor + 4;
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int latent_end = horizontal_counter_ + 4;
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draw_playfield(latent_start, latent_end);
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draw_player(player_[0], CollisionType::Player0, (int)MotionIndex::Player0, output_cursor, horizontal_counter_);
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draw_player(player_[1], CollisionType::Player1, (int)MotionIndex::Player1, output_cursor, horizontal_counter_);
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draw_missile(missile_[0], CollisionType::Missile0, (int)MotionIndex::Missile0, output_cursor, horizontal_counter_);
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draw_missile(missile_[1], CollisionType::Missile1, (int)MotionIndex::Missile1, output_cursor, horizontal_counter_);
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draw_ball(output_cursor, horizontal_counter_);
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draw_player(player_[0], object_[(int)MotionIndex::Player0], CollisionType::Player0, output_cursor, horizontal_counter_);
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draw_player(player_[1], object_[(int)MotionIndex::Player1], CollisionType::Player1, output_cursor, horizontal_counter_);
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draw_missile(missile_[0], object_[(int)MotionIndex::Missile0], CollisionType::Missile0, output_cursor, horizontal_counter_);
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draw_missile(missile_[1], object_[(int)MotionIndex::Missile1], CollisionType::Missile1, output_cursor, horizontal_counter_);
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draw_ball(object_[(int)MotionIndex::Ball], output_cursor, horizontal_counter_);
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// convert to television signals
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@ -616,9 +616,8 @@ void TIA::draw_playfield(int start, int end)
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#pragma mark - Motion
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void TIA::perform_motion_step(int identity)
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void TIA::perform_motion_step(Object &object)
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{
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Object &object = object_[identity];
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if((object.motion_step ^ (object.motion ^ 8)) == 0xf)
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object.is_moving = false;
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else
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@ -629,15 +628,14 @@ void TIA::perform_motion_step(int identity)
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}
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}
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int TIA::perform_border_motion(int identity, int start, int end)
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int TIA::perform_border_motion(Object &object, int start, int end)
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{
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Object &object = object_[identity];
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if(!object.is_moving) return 0;
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int steps_taken = 0;
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while(object.is_moving && object.motion_time < end)
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{
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perform_motion_step(identity);
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perform_motion_step(object);
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steps_taken++;
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}
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object.position %= 160;
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@ -647,9 +645,8 @@ int TIA::perform_border_motion(int identity, int start, int end)
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#pragma mark - Player output
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void TIA::draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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void TIA::draw_player_visible(Player &player, Object &object, CollisionType collision_identity, int start, int end)
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{
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Object &object = object_[position_identity];
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int adder = 4 >> player.size;
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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@ -710,7 +707,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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// if the event is a motion tick, apply
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if(object.is_moving && start == next_motion_time)
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{
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perform_motion_step(position_identity);
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perform_motion_step(object);
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next_motion_time += 4;
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}
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@ -722,7 +719,7 @@ void TIA::draw_player_visible(Player &player, CollisionType collision_identity,
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}
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}
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void TIA::draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end)
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void TIA::draw_player(Player &player, Object &object, CollisionType collision_identity, int start, int end)
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{
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int adder = 4 >> player.size;
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int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
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@ -730,7 +727,7 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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// movement works across the entire screen, so do work that falls outside of the pixel area
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if(start < first_pixel)
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{
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player.pixel_position = std::min(32, player.pixel_position + adder * perform_border_motion(position_identity, start, std::max(end, first_pixel)));
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player.pixel_position = std::min(32, player.pixel_position + adder * perform_border_motion(object, start, std::max(end, first_pixel)));
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}
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// don't continue to do any drawing if this window ends too early
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@ -741,37 +738,37 @@ void TIA::draw_player(Player &player, CollisionType collision_identity, const in
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// perform the visible part of the line, if any
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if(start < 224)
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{
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draw_player_visible(player, collision_identity, position_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
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draw_player_visible(player, object, collision_identity, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
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}
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// move further if required
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if(object_[position_identity].is_moving && end >= 224 && object_[position_identity].motion_time < end)
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if(object.is_moving && end >= 224 && object.motion_time < end)
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{
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perform_motion_step(position_identity);
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perform_motion_step(object);
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player.pixel_position = std::min(32, player.pixel_position + adder);
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}
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}
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#pragma mark - Missile output
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void TIA::draw_missile(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end)
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void TIA::draw_missile(Missile &missile, Object &object, CollisionType collision_identity, int start, int end)
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{
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}
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void TIA::draw_missile_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end)
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void TIA::draw_missile_visible(Missile &missile, Object &object, CollisionType collision_identity, int start, int end)
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{
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}
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#pragma mark - Ball output
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void TIA::draw_ball(int start, int end)
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void TIA::draw_ball(Object &object, int start, int end)
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{
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int first_pixel = first_pixel_cycle - 4 + (horizontal_blank_extend_ ? 8 : 0);
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// movement works across the entire screen, so do work that falls outside of the pixel area
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if(start < first_pixel)
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{
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ball_.pixel_position = std::max(0, ball_.pixel_position - perform_border_motion((int)MotionIndex::Ball, start, std::max(end, first_pixel)));
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ball_.pixel_position = std::max(0, ball_.pixel_position - perform_border_motion(object, start, std::max(end, first_pixel)));
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}
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// don't continue to do any drawing if this window ends too early
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@ -782,21 +779,19 @@ void TIA::draw_ball(int start, int end)
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// perform the visible part of the line, if any
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if(start < 224)
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{
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draw_ball_visible(start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
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draw_ball_visible(object, start - first_pixel_cycle + 4, std::min(end - first_pixel_cycle + 4, 160));
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}
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// move further if required
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if(object_[(int)MotionIndex::Ball].is_moving && end >= 224 && object_[(int)MotionIndex::Ball].motion_time < end)
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{
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perform_motion_step((int)MotionIndex::Ball);
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perform_motion_step(object);
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ball_.pixel_position = std::max(0, ball_.pixel_position - 1);
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}
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}
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void TIA::draw_ball_visible(int start, int end)
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void TIA::draw_ball_visible(Object &object, int start, int end)
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{
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Object &object = object_[(int)MotionIndex::Ball];
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// perform a miniature event loop on (i) triggering draws; (ii) drawing; and (iii) motion
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int next_motion_time = object.motion_time - first_pixel_cycle + 4;
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while(start < end)
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@ -845,7 +840,7 @@ void TIA::draw_ball_visible(int start, int end)
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// if the event is a motion tick, apply
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if(object.is_moving && start == next_motion_time)
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{
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perform_motion_step((int)MotionIndex::Ball);
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perform_motion_step(object);
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next_motion_time += 4;
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}
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@ -194,8 +194,10 @@ class TIA {
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Missile0,
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Missile1
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};
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inline int perform_border_motion(int identity, int start, int end);
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inline void perform_motion_step(int identity);
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// motion
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inline int perform_border_motion(Object &object, int start, int end);
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inline void perform_motion_step(Object &object);
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// drawing methods and state
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inline void output_for_cycles(int number_of_cycles);
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@ -203,16 +205,14 @@ class TIA {
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inline void draw_playfield(int start, int end);
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inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
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inline void draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end);
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inline void draw_player(Player &player, Object &object, CollisionType collision_identity, int start, int end);
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inline void draw_player_visible(Player &player, Object &object, CollisionType collision_identity, int start, int end);
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inline void draw_missile(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end);
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inline void draw_missile_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end);
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inline void draw_missile(Missile &missile, Object &object, CollisionType collision_identity, int start, int end);
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inline void draw_missile_visible(Missile &missile, Object &object, CollisionType collision_identity, int start, int end);
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inline void draw_ball(int start, int end);
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inline void draw_ball_visible(int start, int end);
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inline void update_motion(int start, int end);
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inline void draw_ball(Object &object, int start, int end);
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inline void draw_ball_visible(Object &object, int start, int end);
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int pixels_start_location_;
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uint8_t *pixel_target_;
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