Steve2/A2Mac/HiRes.swift

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//
// HiRes.swift
// A2Mac
//
// Created by Tamas Rudnai on 9/19/19.
// Copyright © 2019 GameAlloy. All rights reserved.
//
//import Foundation
import AppKit
class HiRes: NSView {
static let PageSize = 0x2000
static let Page1Addr = 0x2000
static let Page2Addr = 0x4000
static let PixelWidth = 280
static let PixelMixedHeight = 160
static let PixelHeight = 192
static let MixedTextHeight = 4
static let MixedHeight = 160
static let blockRows = 24
static let blockCols = 40
static let blockWidth = PixelWidth / blockCols
static let blockHeight = PixelHeight / blockRows
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let HiResBuffer1 = UnsafeRawBufferPointer(start: MEM + Page1Addr, count: PageSize * 2)
let HiResBuffer2 = UnsafeRawBufferPointer(start: MEM + Page2Addr, count: PageSize * 2)
var HiResBufferPointer = UnsafeRawBufferPointer(start: MEM + Page1Addr, count: PageSize * 2)
let HiResRawPointer = UnsafeRawPointer(RAM + Page1Addr)
#if METAL_YES
var device: MTLDevice!
var metalLayer: CAMetalLayer!
var vertexBuffer: MTLBuffer!
var renderPipelineState: MTLRenderPipelineState!
var computePipelineState: MTLComputePipelineState!
var commandQueue: MTLCommandQueue!
// var timer: CADisplayLink! // iOS only!
var timer: CVDisplayLink! // MacOS only!
var defaultLibrary : MTLLibrary!
var addFunction : MTLFunction!
var mtlBufferA : MTLBuffer!
var mtlBufferB : MTLBuffer!
var mtlBufferC : MTLBuffer!
let vertexData: [Float] = [
0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0
]
#endif // METAL_YES
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// holds the starting addresses for each lines minus the screen page starting address
var HiResLineAddrTbl = [Int](repeating: 0, count: PixelHeight)
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func initHiResLineAddresses() {
var i = 0
for x in stride(from: 0, through: 0x50, by: 0x28) {
for y in stride(from: 0, through: 0x380, by: 0x80) {
for z in stride(from: 0, through: 0x1C00, by: 0x400) {
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HiResLineAddrTbl[i] = x + y + z
i += 1
}
}
}
}
#if METAL_YES
func initMetal() {
device = MTLCreateSystemDefaultDevice()
metalLayer = CAMetalLayer() // 1
metalLayer.device = device // 2
metalLayer.pixelFormat = .bgra8Unorm // 3
metalLayer.framebufferOnly = true // 4
metalLayer.frame = frame // 5
// hires.layer = metalLayer // 6
// let dataSize = vertexData.count * MemoryLayout.size(ofValue: vertexData[0]) // 1
// vertexBuffer = device.makeBuffer(bytes: vertexData, length: dataSize, options: []) // 2
// 1
defaultLibrary = device.makeDefaultLibrary()!
addFunction = defaultLibrary.makeFunction(name: "add_arrays")
computePipelineState = try! device.makeComputePipelineState(function: addFunction)
// let fragmentProgram = defaultLibrary.makeFunction(name: "basic_fragment")
// let vertexProgram = defaultLibrary.makeFunction(name: "basic_vertex")
// 2
// let pipelineState
// let pipelineStateDescriptor = MTLRenderPipelineDescriptor()
// pipelineStateDescriptor.vertexFunction = vertexProgram
// pipelineStateDescriptor.fragmentFunction = fragmentProgram
// pipelineStateDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
// 3
// pipelineState = try! device.makeRenderPipelineState(descriptor: pipelineStateDescriptor)
commandQueue = device.makeCommandQueue()
mtlBufferA = device.makeBuffer(bytes: HiResRawPointer, length: HiRes.PageSize, options: .storageModeShared)
mtlBufferB = device.makeBuffer(bytes: HiResRawPointer, length: HiRes.PageSize, options: .storageModeShared)
mtlBufferC = device.makeBuffer(length: HiRes.PageSize * 4, options: .storageModeShared)
var displayLink : CVDisplayLink!
let displayID = CGMainDisplayID()
let error = CVDisplayLinkCreateWithCGDisplay(displayID, &displayLink)
// timer = CVDisplayLink( (target: self, selector: #selector(gameloop))
// timer.add(to: RunLoop.main, forMode: .default)
// CVDisplayLinkSetOutputCallback(displayLink!, renderCallback as? CVDisplayLinkOutputCallback, UnsafeMutableRawPointer( Unmanaged.passUnretained(self).toOpaque() ))
// CVDisplayLinkStart(displayLink!)
}
#endif // METAL_YES
var HiResSubView = [[NSView]]()
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func createHiRes() {
for y in 0 ..< HiRes.blockRows {
HiResSubView.append([NSView]())
for x in 0 ..< HiRes.blockCols {
let blockView = NSView(frame: NSRect(x: x * HiRes.blockWidth, y: y * 8, width: HiRes.blockWidth, height: 8))
HiResSubView[y].append(blockView)
self.addSubview(blockView)
}
}
}
func clearScreen() {
HiRes.context?.clear( CGRect(x: 0, y: 0, width: frame.width, height: frame.height) )
needsDisplay = true
}
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required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initHiResLineAddresses()
clearScreen()
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// currentContext?.setShouldAntialias(false)
// currentContext?.interpolationQuality = CGInterpolationQuality.none
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// let scaleSizeW = Double((frame.size).width) / Double(HiRes.PixelWidth)
// let scaleSizeH = Double((frame.size).height) / Double(HiRes.PixelHeight)
// let scaleSizeW = 4
// let scaleSizeH = 4
// scaleUnitSquare(to: NSSize(width: scaleSizeW, height: scaleSizeH))
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// create smaller box views for draw optimization
createHiRes()
#if METAL_YES
initMetal()
#endif
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}
override init(frame: CGRect) {
super.init(frame: frame)
}
#if METAL_YES
func compute() {
let commandBuffer = commandQueue.makeCommandBuffer()!
let computeEncoder = commandBuffer.makeComputeCommandEncoder()
computeEncoder?.setComputePipelineState(computePipelineState)
computeEncoder?.setBuffer(mtlBufferA, offset: 0, index: 0)
computeEncoder?.setBuffer(mtlBufferA, offset: 0, index: 1)
computeEncoder?.setBuffer(mtlBufferC, offset: 0, index: 2)
let gridSize = MTLSizeMake(HiRes.PageSize, 1, 1)
let threadGroupSize = min( computePipelineState.maxTotalThreadsPerThreadgroup, HiRes.PageSize )
let threadgroupSize = MTLSizeMake(threadGroupSize, 1, 1)
// Encode the Compute Command to Execute the Threads
computeEncoder?.dispatchThreadgroups(gridSize, threadsPerThreadgroup: threadgroupSize)
// no more compute passes
computeEncoder?.endEncoding()
// Commit the Command Buffer to Execute Its Commands
commandBuffer.commit()
// Wait for the Calculation to Complete
commandBuffer.waitUntilCompleted()
// Alternatively, to be notified when Metal has processed all of the commands,
// add a completion handler to the command buffer (addCompletedHandler(_:)),
// or check the status of a command buffer by reading its status property
let result = UnsafeRawBufferPointer(start: mtlBufferC.contents(), count: HiRes.PageSize)
}
func render() {
guard let drawable = metalLayer?.nextDrawable() else { return }
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
red: 0.0,
green: 104.0/255.0,
blue: 55.0/255.0,
alpha: 1.0)
let commandBuffer = commandQueue.makeCommandBuffer()!
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)!
renderEncoder.setRenderPipelineState(renderPipelineState)
renderEncoder.setVertexBuffer(vertexBuffer, offset: 0, index: 0)
renderEncoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3, instanceCount: 1)
renderEncoder.endEncoding()
// committing buffer
commandBuffer.present(drawable)
commandBuffer.commit()
}
#endif // METAL_YES
// @objc func gameloop() {
// autoreleasepool {
// self.render()
// }
// }
func renderCallback(displayLink : CVDisplayLink,
const inNow : UnsafePointer<CVTimeStamp>,
const inOutputTime : UnsafePointer<CVTimeStamp>,
flagsIn : CVOptionFlags,
flagsOut : UnsafeMutablePointer<CVOptionFlags>,
displayLinkContext : UnsafeMutableRawPointer) -> CVReturn
{
/* It's prudent to also have a brief discussion about the CVTimeStamp.
CVTimeStamp has five properties. Three of the five are very useful
for keeping track of the current time, calculating delta time, the
frame number, and the number of frames per second. The utility of
each property is not terribly obvious from just reading the names
or the descriptions in the Developer dcumentation and has been a
mystery to many a developer. Thankfully, CaptainRedmuff on
StackOverflow asked a question that provided the equation that
calculates frames per second. From that equation, we can
extrapolate the value of each field.
@hostTime = current time in Units of the "root". Yeah, I don't know.
The key to this field is to understand that it is in nanoseconds
(e.g. 1/1_000_000_000 of a second) not units. To convert it to
seconds divide by 1_000_000_000. Dividing by videoRefreshPeriod
and videoTimeScale in a calculation for frames per second yields
the appropriate number of frames. This works as a result of
proportionality--dividing seconds by seconds. Note that dividing
by videoTimeScale to get the time in seconds does not work like it
does for videoTime.
framesPerSecond:
(videoTime / videoRefreshPeriod) / (videoTime / videoTimeScale) = 59
and
(hostTime / videoRefreshPeriod) / (hostTime / videoTimeScale) = 59
but
hostTime * videoTimeScale seconds, but Units = seconds * (Units / seconds) = Units
@rateScalar = ratio of "rate of device in CVTimeStamp/unitOfTime" to
the "Nominal Rate". I think the "Nominal Rate" is
videoRefreshPeriod, but unfortunately, the documentation doesn't
just say videoRefreshPeriod is the Nominal rate and then define
what that means. Regardless, because this is a ratio, and the fact
that we know the value of one of the parts (e.g. Units/frame), we
then know that the "rate of the device" is frame/Units (the units of
measure need to cancel out for the ratio to be a ratio). This
makes sense in that rateScalar's definition tells us the rate is
"measured by timeStamps". Since there is a frame for every
timeStamp, the rate of the device equals CVTimeStamp/Unit or
frame/Unit. Thus,
rateScalar = frame/Units : Units/frame
@videoTime = the time the frame was created since computer started up.
If you turn your computer off and then turn it back on, this timer
returns to zero. The timer is paused when you put your computer to
sleep. This value is in Units not seconds. To get the number of
seconds this value represents, you have to apply videoTimeScale.
@videoRefreshPeriod = the number of Units per frame (i.e. Units/frame)
This is useful in calculating the frame number or frames per second.
The documentation calls this the "nominal update period" and I am
pretty sure that is quivalent to the aforementioned "nominal rate".
Unfortunately, the documetation mixes naming conventions and this
inconsistency creates confusion.
frame = videoTime / videoRefreshPeriod
@videoTimeScale = Units/second, used to convert videoTime into seconds
and may also be used with videoRefreshPeriod to calculate the expected
framesPerSecond. I say expected, because videoTimeScale and
videoRefreshPeriod don't change while videoTime does change. Thus,
to calculate fps in the case of system slow down, one would need to
use videoTime with videoTimeScale to calculate the actual fps value.
seconds = videoTime / videoTimeScale
framesPerSecondConstant = videoTimeScale / videoRefreshPeriod (this value does not change if their is system slowdown)
USE CASE 1: Time in DD:HH:mm:ss using hostTime
let rootTotalSeconds = inNow.pointee.hostTime
let rootDays = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60 * 24) % 365
let rootHours = inNow.pointee.hostTime / (1_000_000_000 * 60 * 60) % 24
let rootMinutes = inNow.pointee.hostTime / (1_000_000_000 * 60) % 60
let rootSeconds = inNow.pointee.hostTime / 1_000_000_000 % 60
Swift.print("rootTotalSeconds: \(rootTotalSeconds) rootDays: \(rootDays) rootHours: \(rootHours) rootMinutes: \(rootMinutes) rootSeconds: \(rootSeconds)")
USE CASE 2: Time in DD:HH:mm:ss using videoTime
let totalSeconds = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
let days = (totalSeconds / (60 * 60 * 24)) % 365
let hours = (totalSeconds / (60 * 60)) % 24
let minutes = (totalSeconds / 60) % 60
let seconds = totalSeconds % 60
Swift.print("totalSeconds: \(totalSeconds) Days: \(days) Hours: \(hours) Minutes: \(minutes) Seconds: \(seconds)")
Swift.print("fps: \(Double(inNow.pointee.videoTimeScale) / Double(inNow.pointee.videoRefreshPeriod)) seconds: \(Double(inNow.pointee.videoTime) / Double(inNow.pointee.videoTimeScale))")
*/
/* The displayLinkContext in CVDisplayLinkOutputCallback's parameter list is the
view being driven by the CVDisplayLink. In order to use the context as an
instance of SwiftOpenGLView (which has our drawView() method) we need to use
unsafeBitCast() to cast this context to a SwiftOpenGLView.
*/
// let view = unsafeBitCast(displayLinkContext, to: SwiftOpenGLView.self)
// // Capture the current time in the currentTime property.
// view.currentTime = inNow.pointee.videoTime / Int64(inNow.pointee.videoTimeScale)
// view.drawView()
// self.render()
return kCVReturnSuccess
}
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static func createBitmapContext(pixelsWide: Int, _ pixelsHigh: Int) -> CGContext? {
let bytesPerPixel = 4
let bytesPerRow = bytesPerPixel * pixelsWide
let byteCount = (bytesPerRow * pixelsHigh)
// guard let colorSpace = CGColorSpace(name: CGColorSpace.linearSRGB) else { return nil }
guard let colorSpace = CGColorSpace(name: CGColorSpace.genericRGBLinear) else { return nil }
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let pixels = UnsafeMutablePointer<CUnsignedChar>.allocate(capacity: byteCount)
let bitmapInfo = CGImageAlphaInfo.premultipliedFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
let context = CGContext(
data: pixels,
width: pixelsWide,
height: pixelsHigh,
bitsPerComponent: 8,
bytesPerRow: bytesPerRow,
space: colorSpace,
bitmapInfo: bitmapInfo)
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return context
}
// override func draw(_ rect: CGRect) {
// let width = 200
// let height = 300
// let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(width), height: CGFloat(height))
// let context = createBitmapContext(pixelsWide: width, height)
//
// let data = context?.data
// var currentPixel: [UInt32] = unsafeBitCast(data, to: [UInt32].self)
//
// var n = 0
// for _ in 0..<height {
// for _ in 0..<width {
// currentPixel[n] = 0
// n += 1
// }
// }
//
// guard let image = context?.makeImage() else { return }
// context?.draw(image, in: boundingBox)
// }
private var currentContext : CGContext? {
get {
if #available(OSX 10.10, *) {
return NSGraphicsContext.current?.cgContext
} else if let contextPointer = NSGraphicsContext.current?.graphicsPort {
let context: CGContext = Unmanaged.fromOpaque(contextPointer).takeUnretainedValue()
return context
}
return nil
}
}
#if HIRESLOW || HIRESLOWCOLOR
static let ScreenBitmapSize = (PixelWidth * PixelHeight * 4)
static let context = createBitmapContext(pixelsWide: PixelWidth, PixelHeight)
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static let pixels = UnsafeMutableRawBufferPointer(start: context?.data, count: ScreenBitmapSize)
static var pixelsRGBA = pixels.bindMemory(to: UInt32.self)
#endif
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let R = 2
let G = 1
let B = 0
let A = 3
var blockChanged = [Bool](repeating: false, count: HiRes.blockRows * HiRes.blockCols / 2)
var shadowScreen = [Int](repeating: 0, count: PageSize)
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var was = 0;
#if HIRESLOW
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override func draw(_ rect: CGRect) {
// print("HIRESSLOW\n")
// if was > 100 {
// return
// }
// was += 1
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var pixelAddr = 0
var minX = 9999
var minY = 9999
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var maxX = 0
var maxY = 0
var x = 0
var y = 0
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for lineAddr in HiResLineAddrTbl {
for blockAddr in 0..<HiRes.blockCols {
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let block = Int(HiResBufferPointer[ Int(lineAddr + blockAddr) ])
let screenIdx = y * HiRes.blockCols + x
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if ( shadowScreen[ screenIdx ] != block ) {
shadowScreen[ screenIdx ] = block
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for bit in stride(from: 0, through: 6, by: 1) {
let bitMask = 1 << bit
if (block & bitMask) == 0 {
HiRes.pixels[pixelAddr + R] = 0x00;
HiRes.pixels[pixelAddr + G] = 0x00;
HiRes.pixels[pixelAddr + B] = 0x00;
HiRes.pixels[pixelAddr + A] = 0x00;
}
else { // 28CD41
HiRes.pixels[pixelAddr + R] = 0x08;
HiRes.pixels[pixelAddr + G] = 0xA2;
HiRes.pixels[pixelAddr + B] = 0x12;
HiRes.pixels[pixelAddr + A] = 0xFF;
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}
if ( minX > x ) { minX = x }
if ( minY > y ) { minY = y }
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if ( maxX < x ) { maxX = x }
if ( maxY < y ) { maxY = y }
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pixelAddr += 4
x += 1
}
}
else {
pixelAddr += 4 * 7
x += 7
}
}
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y += 1
x = 0
}
guard let image = HiRes.context?.makeImage() else { return }
let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(HiRes.PixelWidth), height: CGFloat(HiRes.PixelHeight))
currentContext!.draw (image, in: boundingBox)
}
#elseif HIRESLOWCOLOR
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let color_black : UInt32 = 0x00000000;
let color_white : UInt32 = 0xEEEEEEEE;
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let color_purple : UInt32 = 0xFFBB11EE;
let color_green : UInt32 = 0xFF0BA212;
let color_blue : UInt32 = 0xFF1166EE;
let color_orange : UInt32 = 0xFFEE2211;
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func hiresColorPixel ( pixelAddr : Int, pixel : Int, prev : Int ) {
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let colorAddr = pixelAddr / 4
switch ( pixel ) {
case 0x01: // purple (bits are in reverse!)
HiRes.pixelsRGBA[colorAddr] = color_purple;
// HiRes.pixelsRGBA[colorAddr + 1] = color_purple
if (colorAddr >= 1) && (prev != 0x03) && (prev != 0x07) && (prev != 0x00) && (prev != 0x04) {
HiRes.pixelsRGBA[colorAddr - 1] = color_purple
}
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case 0x02: // green
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// reducing color bleeding
if (colorAddr > 0) && (HiRes.pixelsRGBA[colorAddr - 1] != color_black) {
HiRes.pixelsRGBA[colorAddr] = color_green
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}
HiRes.pixelsRGBA[colorAddr + 1] = color_green
case 0x03, // white 1
0x07: // white 2
HiRes.pixelsRGBA[colorAddr] = color_white
HiRes.pixelsRGBA[colorAddr + 1] = color_white;
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case 0x05: // blue
HiRes.pixelsRGBA[colorAddr] = color_blue
if (colorAddr >= 1) && (prev != 0x00) && (prev != 0x04) {
HiRes.pixelsRGBA[colorAddr - 1] = color_blue
}
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case 0x06: // orange
// reducing color bleeding
if (colorAddr > 0) && (HiRes.pixelsRGBA[colorAddr - 1] != color_black) {
HiRes.pixelsRGBA[colorAddr] = color_orange
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}
HiRes.pixelsRGBA[colorAddr + 1] = color_orange
default: // 0x00 (black 1), 0x04 (black 2)
HiRes.pixelsRGBA[colorAddr] = color_black
HiRes.pixelsRGBA[colorAddr + 1] = color_black
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break
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}
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// white adjustment
if ( (prev & 2) == 2 ) && ( (pixel & 1) == 1 ) {
HiRes.pixelsRGBA[colorAddr] = color_white
if (colorAddr >= 1) {
HiRes.pixelsRGBA[colorAddr - 1] = color_white
}
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// TODO: Need better check if extra green was created
if (colorAddr >= 2) && (HiRes.pixelsRGBA[colorAddr - 2] == color_green ) {
HiRes.pixelsRGBA[colorAddr - 2] = color_black
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}
}
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// // green adjustment -- followed by white
// if (prev == 0x02) && (
// (pixel == 0x02) ||
// (pixel == 0x03) || (pixel == 0x07) // white
// ) {
// HiRes.pixelsRGBA[colorAddr - 1] = color_green
// }
//
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// purple adjustment -- followed by white
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if (prev == 0x01) && (
(pixel == 0x01) ||
(pixel == 0x03) || (pixel == 0x07) // white
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) {
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// was the previous purple pixel promoted to white or is it still purple?
if (colorAddr >= 2) && ( HiRes.pixelsRGBA[colorAddr - 2] == color_purple ) {
HiRes.pixelsRGBA[colorAddr - 1] = color_purple
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}
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}
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// blue adjustment -- followed by white
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else if (prev == 0x05) && (
(pixel == 0x05) ||
(pixel == 0x03) || (pixel == 0x07) // white
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) {
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HiRes.pixelsRGBA[colorAddr - 1] = color_blue
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}
}
func Update() {
var height = HiRes.PixelHeight
// do not even render it...
if videoMode.text == 1 {
return
}
else {
if videoMode.mixed == 1 {
height = HiRes.MixedHeight
}
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if MEMcfg.txt_page_2 == 1 {
HiResBufferPointer = HiResBuffer2
}
else {
HiResBufferPointer = HiResBuffer1
}
}
var pixelAddr = 0
var y = 0
blockChanged = [Bool](repeating: false, count: HiRes.blockRows * HiRes.blockCols / 2)
HiRes.context?.clear( CGRect(x: 0, y: 0, width: frame.width, height: frame.height) )
for lineAddr in HiResLineAddrTbl {
if ( height <= 0 ) {
break
}
height -= 1
let blockVertIdx = y / 8 * HiRes.blockCols / 2
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var prev = 0
for blockHorIdx in 0 ..< HiRes.blockCols / 2 {
// print("blockVertIdx:", blockVertIdx, " blockHorIdx:", blockHorIdx)
let blockH = Int(HiResBufferPointer[ Int(lineAddr + blockHorIdx * 2) ])
let blockH7 = ( blockH >> 5 ) & 0x04
let blockL = Int(HiResBufferPointer[ Int(lineAddr + blockHorIdx * 2) + 1 ])
let blockL7 = ( blockL >> 5 ) & 0x04
let block = ( blockL << 7 ) | ( blockH & 0x7F ) & 0x3FFF
let block8 = ( blockL << 8 ) | blockH
let screenIdx = y * HiRes.blockCols + blockHorIdx
// get all changed blocks
blockChanged[ blockVertIdx + blockHorIdx ] = blockChanged[ blockVertIdx + blockHorIdx ] || shadowScreen[ screenIdx ] != block8
shadowScreen[ screenIdx ] = block8
for px in 0 ... 2 {
// let bitMask = 3 << ( px * 2 )
let pixel = blockH7 | ( (block >> (px * 2)) & 3 )
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hiresColorPixel(pixelAddr: pixelAddr, pixel: pixel, prev: prev )
pixelAddr += 8
prev = pixel
}
let pixel = (blockL7 | blockH7) | ( (block >> (3 * 2)) & 3 )
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hiresColorPixel(pixelAddr: pixelAddr, pixel: pixel, prev: prev )
pixelAddr += 8
prev = pixel
for px in 4 ... 6 {
// let bitMask = 3 << ( px * 2 )
let pixel = blockL7 | ( (block >> (px * 2)) & 3 )
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hiresColorPixel(pixelAddr: pixelAddr, pixel: pixel, prev: prev )
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pixelAddr += 8
prev = pixel
}
}
y += 1
}
// refresh changed block only
let screenBlockMargin = 6
let blockScreenWidth = Int(frame.width) / HiRes.blockCols * 2
let blockScreenHeigth = Int(frame.height) / HiRes.blockRows
for blockVertIdx in 0 ..< HiRes.blockRows {
for blockHorIdx in 0 ..< HiRes.blockCols / 2 {
if blockChanged[ blockVertIdx * HiRes.blockCols / 2 + blockHorIdx ] {
// refresh the entire screen
let boundingBox = CGRect(
x: blockHorIdx * blockScreenWidth - screenBlockMargin,
y: Int(frame.height) - blockVertIdx * blockScreenHeigth - blockScreenHeigth - screenBlockMargin,
width: blockScreenWidth + screenBlockMargin * 2,
height: blockScreenHeigth + screenBlockMargin * 2)
self.setNeedsDisplay( boundingBox )
}
}
}
// needsDisplay = true // refresh the entire screen
}
override func draw(_ rect: CGRect) {
guard let image = HiRes.context?.makeImage() else { return }
// refresh the entire screen
let boundingBox = CGRect(x: 0, y: 0, width: frame.width, height: frame.height)
currentContext?.interpolationQuality = .none
currentContext?.draw(image, in: boundingBox)
}
#elseif HIRESDRAWCOLOR
let colorPalette : [NSColor] = [
NSColor(calibratedRed: 0.0000, green: 0.000, blue: 0.000, alpha: 0.0), // black
NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0), // green
NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0), // purple
NSColor(calibratedRed: 1.0000, green: 1.000, blue: 1.000, alpha: 1.0), // white
NSColor(calibratedRed: 0.0000, green: 0.000, blue: 0.000, alpha: 0.0), // black
NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0), // orange
NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0), // blue
NSColor(calibratedRed: 1.0000, green: 1.000, blue: 1.000, alpha: 1.0), // white
]
let path = NSBezierPath()
override func draw(_ rect: CGRect) {
// NSColor.green.setFill()
NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0).setStroke()
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path.removeAllPoints()
path.lineWidth = 0.7
path.move(to: NSPoint(x: 0, y: 0))
// path.appendRect(NSRect(x: 0, y: 0, width: 10, height: 10))
for y in 0 ..< HiRes.PixelHeight {
var color : UInt = 0
var lastColor : UInt = 0
path.move(to: NSPoint(x: 0, y: y))
// for color screen we need to process blocks in a pair
for blockX in 0 ..< HiRes.blockCols / 2 {
let lineAddr = HiResLineAddrTbl[y]
var x = blockX * HiRes.blockWidth * 2
var block0 = UInt(HiResBufferPointer[ Int(lineAddr + blockX * 2) + 0 ])
var block1 = UInt(HiResBufferPointer[ Int(lineAddr + blockX * 2) + 1 ])
let b70 : UInt = (block0 & 0x80) >> 5
let b71 : UInt = (block1 & 0x80) >> 5
var block7 : [UInt] = [0,0,0,0,0,0,0]
var i = 0
for _ in 0 ... 2 {
block7[i] = b70
block7[i] |= block0 & 3
block0 >>= 2
i += 1
}
block7[i] = b70
block7[i] |= ((block0 & 1) << 1) | (block1 & 1)
block1 >>= 1
i += 1
for _ in 0 ... 2 {
block7[i] = b71
block7[i] |= block1 & 3
block1 >>= 2
i += 1
}
for px in 0 ... 6 { // stride(from: 0, through: 6, by: 1) {
color = block7[px]
if (color != lastColor) {
colorPalette[Int(color)].setStroke()
path.line(to: NSPoint(x: x, y: y))
path.stroke()
path.removeAllPoints()
lastColor = color
}
x += 1
}
} // x
// make sure we close the path at the end of the horizontal line
if (color != lastColor) {
path.line(to: NSPoint(x: 279, y: y))
lastColor = color
}
}
// path.fill()
path.stroke()
}
#elseif HIRESDRAW
let path = NSBezierPath()
override func draw(_ rect: CGRect) {
let pixelWidth = bounds.width / CGFloat(HiRes.PixelWidth)
let pixelHeight = bounds.height / CGFloat(HiRes.PixelHeight)
// self.hidden = videoMode.text == 1
// NSColor.green.setFill()
// NSColor(calibratedRed: 0.0314, green: 0.635, blue: 0.071, alpha: 1.0).setStroke()
// NSColor(calibratedRed: 0.05, green: 0.7, blue: 0.1, alpha: 1.0).setStroke()
NSColor.systemGreen.setStroke()
path.removeAllPoints()
path.lineWidth = 0.7 * pixelHeight
path.move(to: NSPoint(x: 0, y: 0))
// path.appendRect(NSRect(x: 0, y: 0, width: 10, height: 10))
var height = HiRes.PixelHeight
// do not even render it...
if videoMode.text == 1 {
return
}
else {
if videoMode.mixed == 1 {
height = HiRes.MixedHeight
}
if videoMode.page == 1 {
HiResBufferPointer = HiResBuffer2
}
else {
HiResBufferPointer = HiResBuffer1
}
}
for y in 0 ..< height {
var inX = false
path.move(to: NSPoint(x: 0, y: y))
for blockX in 0 ..< HiRes.blockCols {
let lineAddr = HiResLineAddrTbl[y]
let block = UInt(HiResBufferPointer[ Int(lineAddr + blockX) ])
// if( shadowScreen[ screenIdx ] != block ) {
// shadowScreen[ screenIdx ] = block
//
var x = blockX * HiRes.blockWidth
if block != 0 && block != 0x80 {
for bit in 0 ... 6 { // stride(from: 0, through: 6, by: 1) {
let bitMask : UInt = 1 << bit
if (block & bitMask) == 0 {
if inX {
inX = false
path.line(to: NSPoint(x: CGFloat(x) * pixelWidth, y: CGFloat(192 - y) * pixelHeight ))
}
}
else { // 28CD41
if ( inX == false ) {
inX = true
path.move(to: NSPoint(x: CGFloat(x) * pixelWidth, y: CGFloat(192 - y) * pixelHeight ))
}
}
x += 1
}
}
else {
// make sure we close the path if the next block is completely zero
if inX {
inX = false
path.line(to: NSPoint(x: CGFloat(x) * pixelWidth, y: CGFloat(192 - y) * pixelHeight ))
}
}
} // x
// make sure we close the path at the end of the horizontal line
if inX {
inX = false
path.line(to: NSPoint(x: 279 * pixelWidth, y: CGFloat(192 - y) * pixelHeight ))
}
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}
// path.fill()
path.stroke()
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}
#elseif HIRES
override func draw(_ rect: CGRect) {
// print("HIRESBLOCKS\n")
// if was > 100 {
// return
// }
// was += 1
for blockY in 0 ..< HiRes.blockRows {
for blockX in 0 ..< HiRes.blockCols {
let blockView = HiResSubView[blockY][blockX]
let bitmapSize = HiRes.blockWidth * HiRes.blockHeight * 4
let context = HiRes.createBitmapContext(pixelsWide: HiRes.blockWidth, HiRes.blockHeight)
let pixels = UnsafeMutableRawBufferPointer(start: context?.data, count: bitmapSize) // UnsafeMutablePointer<CUnsignedChar>.allocate(capacity: byteCount)
var blockNeedsDisplay = false
for line in 0 ... 7 {
let y = blockY + line
let screenIdx = y * HiRes.blockCols + blockX
let pixelAddr = line
let lineAddr = HiResLineAddrTbl[y]
let block = Int(HiResBufferPointer[ Int(lineAddr + blockX) ])
if( shadowScreen[ screenIdx ] != block ) {
shadowScreen[ screenIdx ] = block
blockNeedsDisplay = true
var x = blockX * HiRes.blockWidth
for bit in 0 ... 6 { // stride(from: 0, through: 6, by: 1) {
let bitMask = 1 << bit
if (block & bitMask) == 0 {
pixels[pixelAddr + R] = 0x00;
pixels[pixelAddr + G] = 0x00;
pixels[pixelAddr + B] = 0x00;
pixels[pixelAddr + A] = 0x00;
}
else { // 28CD41
pixels[pixelAddr + R] = 0x08;
pixels[pixelAddr + G] = 0xA2;
pixels[pixelAddr + B] = 0x12;
pixels[pixelAddr + A] = 0x7F;
}
x += 1
}
}
}
if blockNeedsDisplay {
blockView.needsDisplay = true
// print("block(\(blockX),\(blockY))")
guard let image = context?.makeImage() else { return }
let boundingBox = CGRect(x: 0, y: 0, width: CGFloat(HiRes.PixelWidth), height: CGFloat(HiRes.PixelHeight))
currentContext!.draw(image, in: boundingBox)
}
}
}
}
#endif
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}