Move all libao operation into interface.cpp
This should have the result of removing all AV and GUI code from apple2e.cpp
OS code remaining in apple2e.cpp should basically be only file I/O, console I/O, and chrono.
Store all text and hgr writes in write() in a map.
Later, in apply_writes(), actually download all writes from the map.
This has the effect of downloading only the most recent write.
After implementation, this has the effect in FAST mode on my Mac of only reducing writes by between 0% and 4% in both QUADRADOODLE and LodeRunner. So probably not worth it. But maybe worth an interation on this which would mark rows and try to coalesce adjacent writes in X and Y to single texture updates.
Catch ALTCHAR but do nothing about it
Catch VID80 (80VID)
Add aux pages to interface.cpp
Plumb aux pages through apple2e.cpp display_write functions
Implement 80-column text shader using aux page
On cold-start, force Button0/OpenApple on for a short period
This is how cold-start (disk boot) is differentiated from plain RESET
Add padding widget that pads another widget on all sides
Add drag-and-drop functionality to widgets and manage through GLFW
Honor current time through all widget methods
Fix character encoding in text_widget (especially for ' ')
Add floppy_icon widget that manages drag-and-drop and drive motor (activity) light
Later move to vector graphic or bitmap
Add floppy eject and insert notification from APPLE2Einterface
Add activity notification through APPLE2Einterface
Optimize with -O2
Mouse/Trackpad drag across the screen emulates paddles
Click on the screen emulates button 0
Ignore reads from C020 (tape out)
Add BRA instruction for 65C02 (maybe not necessary)
Disable audio in FAST mode
Throttle a little better when audio is enabled - stopped stutter
Widget for Apple 2 screen (graphics and textport)
Make box be vertical or horizontal
Add spacer widget
Fix calls to draw, click, drag, release to reflect whole screen being a widget
Fix#16
GLFW doesn't pass through Mac CAPS lock key for some reason.
CAPS button in GUI works, though.
Implement more instructions, mostly for ChopLifter
DEC abs, X
INC abs, X
AND (ind), Y
AND abs, X
ROR abs
Now ChopLifter needs unimplemented SED! Probably uses decimal mode while printing score.
Set "then" at end of CPU loop to try to throttle better. Not sure it helps.
Floppy disks partially work:
apple2e -noaudio -fast -diskII disk2romfile {floppy1name,"none"} {floppy2name,"none"} apple2e.rom
Import nybblizer from Shamus but only DOS
Support floppy hardware
track motor stepper
enable
read
Add -noaudio (otherwise execution is throttled by waits once audio buffer is filled)
Only read ROM at D000 and E000 if C08X_read_RAM isn't turned on
RAMRD, RAMWRT, and ALTZP are implemented, note them as such in constructor
Correctly decode C08X soft switches
Implement a bunch more instructions
INC abs
LDY abs, X
SBC abs, Y
ADC abs
ASL abs
LSR abs, X
ORA abs
ORA abs, X
AND abs, Y
STA (ind, X)
LDX abs
CPX abs
EOR (ind, X)
EOR abs
EOR abs, X
STX abs
Throttle to actual number of clocks per instruction
Temporarily enable "Fake6502" instead of my CPU because there's an obvious difference
Better blink speed in interface.cpp
Add button class to interface
Check for press/drag/release of RESET button
Add FG and BG color for textport shader (for active button)
Handle RESET and REBOOT events in main loop
Multiply by a matrix in vertex shaders to convert from pixel
coordinates to window coordinates, moving that operation out to a
centralized place in the application.
Factor out shader binding for code simplification.
Factor out making vertex array in anticipation of UI buttons.
Change "mode" to "display_mode".
Fix setting of glViewport on window resize
Add lores shader and implement in redraw
Handle inverse text, but it indicates glyph lookup or raster location is off by one, not sure what's going on there.
Move to GL 3.2
Draw a quad with shaders depending on the mode in that part of the screen
HIRES shader reads from hires texture
TEXTPORT shader reads from textpor texture and indirects through a font
to get pixel values
MIXED now supported
Still to do: BLINK text, INVERSE text, LORES, gang up HGR memory updates
Why doesn't cursor flash the checkerboard?