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mirror of https://github.com/TomHarte/CLK.git synced 2024-10-18 23:23:56 +00:00

Simplified calllng.

This commit is contained in:
Thomas Harte 2017-02-20 18:04:40 -05:00
parent 57f434c199
commit 2bf784535c
2 changed files with 33 additions and 38 deletions

View File

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

View File

@ -194,8 +194,10 @@ class TIA {
Missile0, Missile0,
Missile1 Missile1
}; };
inline int perform_border_motion(int identity, int start, int end);
inline void perform_motion_step(int identity); // motion
inline int perform_border_motion(Object &object, int start, int end);
inline void perform_motion_step(Object &object);
// drawing methods and state // drawing methods and state
inline void output_for_cycles(int number_of_cycles); inline void output_for_cycles(int number_of_cycles);
@ -203,16 +205,14 @@ class TIA {
inline void draw_playfield(int start, int end); inline void draw_playfield(int start, int end);
inline void draw_player(Player &player, CollisionType collision_identity, const int position_identity, int start, int end); inline void draw_player(Player &player, Object &object, CollisionType collision_identity, int start, int end);
inline void draw_player_visible(Player &player, CollisionType collision_identity, const int position_identity, int start, int end); inline void draw_player_visible(Player &player, Object &object, CollisionType collision_identity, int start, int end);
inline void draw_missile(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end); inline void draw_missile(Missile &missile, Object &object, CollisionType collision_identity, int start, int end);
inline void draw_missile_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end); inline void draw_missile_visible(Missile &missile, Object &object, CollisionType collision_identity, int start, int end);
inline void draw_ball(int start, int end); inline void draw_ball(Object &object, int start, int end);
inline void draw_ball_visible(int start, int end); inline void draw_ball_visible(Object &object, int start, int end);
inline void update_motion(int start, int end);
int pixels_start_location_; int pixels_start_location_;
uint8_t *pixel_target_; uint8_t *pixel_target_;