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.
Various changes:
- Generally treat visualization sets like long comments and notes
when it comes to defining data region boundaries. (We were doing
this for selections; now we're also doing it for format-as-word
and in the data analyzer when scanning for strings/fill.)
- Clear the visualization cache when the address map is altered.
This is necessary for visualizers that dereference addresses.
- Read the Apple II screen image from a series of addresses rather
than a series of offsets. This allows it to work when the image
is contiguous in memory but split into chunks in the file.
- Put 1 pixel of padding around the images in the main code list,
so they don't blend into the background.
- Remember the last visualizer used, so we can re-use it the next
time the user selects "new".
- Move min-size hack from Loaded to ContentRendered, as it apparently
spoils CenterOwner placement.
Report visualization generation errors through an explicit
IApplication interface, instead of pulling messages out of the
DebugLog stream.
Declare that GetVisGenDescrs() is only called when the plugin is in
the "prepared" state, so that plugins can taylor the set based on
the contents of the file. (This could be used to set min/max on
the "offset" entries, but I want special handling for offsets, so
we might as well set it later.)
Bitmap fonts are a series of (usually) 1x8 bitmaps, which we arrange
into a grid of cells.
Screen images are useful for embedded screens, or for people who want
to display stand-alone image files as disassembly projects.
Various improvements:
- Switched to ReadOnlyDictionary in Visualization to make it clear
that the parameter dictionary should not be modified.
- Added a warning to the Visualization Set editor that appears when
there are no plugins that implement a visualizer.
- Make sure an item is selected in the set editor after edit/remove.
- Replaced the checkerboard background with one that's a little bit
more grey, so it's more distinct from white pixel data.
- Added a new Apple II hi-res color converter whose output more
closely matches KEGS and AppleWin RGB.
- Added VisHiRes.cs to some Apple II system definitions.
- Added some test bitmaps for Apple II hi-res to the test directory.
(These are not part of an automated test.)
Thumbnails are now visible in the main list and in the visualization
set editor. They're generated on first need, and regenerated when
the set of plugins changes.
Added a checkerboard background for the visualization editor bitmap
preview. (It looks all official now.)
The Visualization and Visualization Set editors are now fully
functional. You can create, edit, and rearrange sets, and they're
now stored in the project file.
Implemented Apple II hi-res bitmap conversion. Supports B&W and
color. Uses essentially the same algorithm as CiderPress.
Experimented with displaying non-text items in ListView. I assumed
it would work, since it's the sort of thing WPF is designed to do,
but it's always wise to approach with caution. Visualization Sets
now show a 64x64 button as a placeholder for the eventual thumbnail.
Some things were being flaky, which turned out to be because I
wasn't Prepare()ing the plugins before using them from Edit
Visualization. To make this a deterministic failure I added an
Unprepare() call that tells the plugin that we're all done.
NOTE: this breaks all existing plugins.
Added some rudimentary bitmap creation code. Got a test pattern
generated by the plugin to display in the app. (Most of the time
required for this was spent figuring out how bitmaps are handled
in WPF.)
Got parameter in/out working in EditVisualization dialog. Did some
rearranging in PluginCommon interfaces and data structures. Still
doesn't do anything useful.
Basic infrastructure for taking a list of parameters from a plugin
and turning it into a collection of UI controls, merging in values
from a Visualization object. Doesn't yet do anything useful.
WPF makes the hard things easy and the easy things hard. This was
a hard thing, so it was easy to do (with some helpful sample code).
Yay WPF?
Updated documentation for non-unique label changes. Added a new
section to tutorial #1.
Updated examples to use non-unique labels and variable tables.
Tweaked the EditLabel radio button names.
Correct handling of local variables. We now correctly uniquify them
with regard to non-unique labels. Because local vars can effectively
have global scope we mostly want to treat them as global, but they're
uniquified relative to other globals very late in the process, so we
can't just throw them in the symbol table and be done. Fortunately
local variables exist in a separate namespace, so we just need to
uniquify the variables relative to the post-localization symbol table.
In other words, we take the symbol table, apply the label map, and
rename any variable that clashes.
This also fixes an older problem where we weren't masking the
leading '_' on variable labels when generating 64tass output.
The code list now makes non-unique labels obvious, but you can't tell
the difference between unique global and unique local. What's more,
the default type value in Edit Label is now adjusted to Global for
unique locals that were auto-generated. To make it a bit easier to
figure out what's what, the Info panel now has a "label type" line
that reports the type.
The 2023-non-unique-labels test had some additional tests added to
exercise conflicts with local variables. The 2019-local-variables
test output changed slightly because the de-duplicated variable
naming convention was simplified.
The label localizer is now always on. The regression tests turned
it off by default, but that's no longer allowed, so the generated
output has changed for many of them. The tests themselves were not
altered.
Update the symbol lookup in EditInstructionOperand, EditDataOperand,
and GotoBox to correctly deal with non-unique labels.
This is a little awkward because we're doing lookups by name on
a non-unique symbol, and must resolve the ambiguity. In the case of
an instruction operand that refers to an address this is pretty
straightforward. For partial bytes (LDA #>:foo) or data directives
(.DD1 :foo) we have to take a guess. We can probably make a more
informed guess than we currently are, e.g. the LDA case could find
the label that minimizes the adjustment, but I don't want to sink a
lot of time into this until I'm sure it'll be useful.
Data operands with multiple regions are something of a challenge,
but I'm not sure specifying a single symbol for multiple locations
is important.
The "goto" box just finds the match that's closest to the selection.
Unlike "find", it always grabs the closest, not the next one forward.
(Not sure if this is useful or confusing.)
Added serialization of non-unique labels to project files.
The address labels are stored without the non-unique tag, because we
can get that from the file offset. (If we stored it, we'd need to
extract the value and verify that it matches the offset.) Operand
weak references are symbolic, and so do include the tag string.
We weren't validating symbol labels before. Now we are.
This also adds a "NonU" filter to the Symbols window so the labels
can be shown or hidden as desired.
Also, added source for a first pass at a regression test.
Continue development of non-unique labels. The actual labels are
still unique, because we append a uniquifier tag, which gets added
and removed behind the scenes. We're currently using the six-digit
hex file offset because this is only used for internal address
symbols.
The label editor and most of the formatters have been updated. We
can't yet assemble code that includes non-unique labels, but older
stuff hasn't been broken.
This removes the "disable label localization" property, since that's
fundamentally incompatible with what we're doing, and adds a non-
unique label prefix setting so you can put '@' or ':' in front of
your should-be-local labels.
Also, fixed a field name typo.
This adds the concept of label annotations. The primary driver of
the feature is the desire to note that sometimes you know what a
thing is, but sometimes you're just taking an educated guess.
Instead of writing "high_score_maybe", you can now write "high_score?",
which is more compact and consistent. The annotations are stripped
off when generating source code, making them similar to Notes.
I also created a "Generated" annotation for the labels that are
synthesized by the address table formatter, but don't modify the
label for them, because there's not much need to remind the user
that "T1234" was generated by algorithm.
This also lays some of the groundwork for non-unique labels.
It's too easy to hit Escape after making a bunch of changes, so
now we ask for confirmation.
(Might make sense to make this strictly an Esc guard, and not
pester the user if they actually hit the Cancel button or close
box. I'm not convinced though; Esc+Enter isn't terrible.)
Some style guides say you should only put one space between
sentences, but I and many others still put two. The line-folding
code was only eating one of them when they straddled the end of the
line, which looked a little funny because the following line was
indented by one space.
This tweaks the code to eat both spaces. Regression test updated.
Also, nudge some UI elements so they line up.
Jumps to the first offset associated with the change at the top of
the Undo stack. We generally jump to the code/data offset, not the
specific line affected. It's possible to do better (and we do, for
Notes), but probably not worthwhile.
As noted in issue #52, the side panels can't be resized once the
ListView gets focus. The root of the problem is a workaround for a
selection problem that involves catching the Item Container
Generator's Status Changed event, and setting an item's focus. It
appears that changing the size of the ListView causes the
StatusChanged event to fire, which cause the handler to grab the
focus, which causes the splitters to stop moving after one step.
This change adds a workaround that prevents the original workaround
from doing anything while a splitter is in the process of being
dragged. It doesn't solve all problems -- you can't move the
splitters more than one step with the keyboard -- but it allows them
to be dragged around with the mouse.
There's got to be a better way to deal with this.
The fix for Shift+F3 required briefly switching the code list view
to single-select mode. Unfortunately, while in that mode the
control throws an exception if you touch SelectedItems (plural)
rather than SelectedItem (singular), and in an unusual case the
selection-changed event handler was doing just that.
Project symbol address values are now limited to positive 24-bit
integers, just as they are for platform symbols. Constants may
still be 32-bit values.
If we detect a problem that requires intervention during loading,
e.g. we find unknown elements because we're loading a file created
by a newer version, default to read-only mode.
Read only mode (1) refuses to apply changes, (2) refuses to add
changes to the undo/redo list, and (3) disables Save/SaveAs. The
mode is indicated in the title bar.
Also, flipped the order of items in the title bar so that "6502bench
SourceGen" comes last. This allows you to read the project name in
short window title snippets. (Visual Studio, Notepad, and others
do it this way as well.)
Not a huge improvement, but things are slightly more organized, and
there's a splash of color in the form of a border around the text
describing the format of code and data lines.
Added an "IsConstant" property to Symbol.
Sometimes code relocates a few bits of itself but not others. We
don't currently have a way to say, "go back to where we would have
been". As a cheap alternative, we now show the "load address", i.e.
where we'd be if there were no address map entries after the first.
Mark the "info" window as read-only.
When the project closes, clear the contents of the Symbols and
Notes windows.
Clarify some Apple II I/O definitions.
This adds a window that displays all of the instructions for a
given CPU in a summary grid. Undocumented instructions are
included, but shown in grey italics.
Also, tweaked AppSettings to not mark itself as dirty if a "set"
operation doesn't actually change anything.
Implemented show/hide mechanic, using a button on the right side of
the status bar to show status and to trigger un-hide.
Also, show I/O direction in project symbols editor list.
This converts the "problem list viewer" tool to a grid that appears
below the code list view when non-empty. Not all messages are
problems, so it's being renamed to "message list".
Created a Navigate menu, and put the menu items for Find and Go To
in it. Added menu items for nav-forward and nav-backward, which
until now were only available as toolbar buttons.
Sometimes there's a bunch of junk in the binary that isn't used for
anything. Often it's there to make things line up at the start of
a page boundary.
This adds a ".junk" directive that tells the disassembler that it
can safely disregard the contents of a region. If the region ends
on a power-of-two boundary, an alignment value can be specified.
The assembly source generators will output an alignment directive
when possible, a .fill directive when appropriate, and a .dense
directive when all else fails. Because we're required to regenerate
the original data file, it's not always possible to avoid generating
a hex dump.
Memory-mapped I/O locations can have different behavior when read
vs. written. This is part 1 of a change to allow two different
symbols to represent the same address, based on I/O direction.
This also adds a set of address masks for systems like the Atari
2600 that map hardware addresses to multiple locations.
This change updates the data structures, .sym65 file reader,
project serialization, and DefSymbol editor.
Most of SourceGen uses standard WPF controls, which get their default
style from the system theme. The main disassembly list uses a
custom style, and always looks like the Windows default theme.
Some people greatly prefer white text on a black background, so we
now provide a way to get that. This also requires muting the colors
used for Notes, since those were chosen to contrast with black text.
This does not affect anything other than the ListView used for
code, because everything else can be set through the Windows
"personalization" interface. We might want to change the way the
Notes window looks though, to avoid having glowing bookmarks on
the side.
The last two tabs in the Edit App Settings dialog have "quick set"
buttons configure all fields for a particular assembler, or reset
them to default values. The previous UI was a little annoying,
because you had to pick something from the combo box and then hit
"set" to push the change. It was also confusing, because if you
came back later the combo box was just set to the first entry, not
the thing you picked last.
Now, picking an entry from the combo box immediately updates all
fields. The combo box selection is set to reflect the actual
contents (so if you set everything just right, the combo box will
change to a specific assembler). If nothing matches, a special
entry labeled "Custom" is selected.
Also, rearranged the tutorial sections in the manual so the
address table formatting comes last, and appears in the local TOC.