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CLK/Machines/Atari2600/TIA.hpp
2017-02-19 07:28:24 -05:00

198 lines
6.1 KiB
C++

//
// TIA.hpp
// Clock Signal
//
// Created by Thomas Harte on 28/01/2017.
// Copyright © 2017 Thomas Harte. All rights reserved.
//
#ifndef TIA_hpp
#define TIA_hpp
#include <cstdint>
#include "../CRTMachine.hpp"
namespace Atari2600 {
class TIA {
public:
TIA();
~TIA();
// The supplied hook is for unit testing only; if instantiated with a line_end_function then it will
// be called with the latest collision buffer upon the conclusion of each line. What's a collision
// buffer? It's an implementation detail. If you're not writing a unit test, leave it alone.
TIA(std::function<void(uint8_t *output_buffer)> line_end_function);
TIA(bool create_crt);
enum class OutputMode {
NTSC, PAL
};
/*!
Advances the TIA by @c number_of_cycles cycles. Any queued setters take effect in the
first cycle performed.
*/
void run_for_cycles(int number_of_cycles);
void set_output_mode(OutputMode output_mode);
void set_sync(bool sync);
void set_blank(bool blank);
void reset_horizontal_counter(); // Reset is delayed by four cycles.
/*!
@returns the number of cycles between (current TIA time) + from_offset to the current or
next horizontal blanking period. Returns numbers in the range [0, 227].
*/
int get_cycles_until_horizontal_blank(unsigned int from_offset);
void set_background_colour(uint8_t colour);
void set_playfield(uint16_t offset, uint8_t value);
void set_playfield_control_and_ball_size(uint8_t value);
void set_playfield_ball_colour(uint8_t colour);
void set_player_number_and_size(int player, uint8_t value);
void set_player_graphic(int player, uint8_t value);
void set_player_reflected(int player, bool reflected);
void set_player_delay(int player, bool delay);
void set_player_position(int player);
void set_player_motion(int player, uint8_t motion);
void set_player_missile_colour(int player, uint8_t colour);
void set_missile_enable(int missile, bool enabled);
void set_missile_position(int missile);
void set_missile_position_to_player(int missile);
void set_missile_motion(int missile, uint8_t motion);
void set_ball_enable(bool enabled);
void set_ball_delay(bool delay);
void set_ball_position();
void set_ball_motion(uint8_t motion);
void move();
void clear_motion();
uint8_t get_collision_flags(int offset);
void clear_collision_flags();
virtual std::shared_ptr<Outputs::CRT::CRT> get_crt() { return crt_; }
private:
std::shared_ptr<Outputs::CRT::CRT> crt_;
std::function<void(uint8_t *output_buffer)> line_end_function_;
// the master counter; counts from 0 to 228 with all visible pixels being in the final 160
int horizontal_counter_;
// contains flags to indicate whether sync or blank are currently active
int output_mode_;
// keeps track of the target pixel buffer for this line and when it was acquired, and a corresponding collision buffer
// alignas(alignof(uint32_t)) uint8_t collision_buffer_[160];
std::vector<uint8_t> collision_buffer_;
enum class CollisionType : uint8_t {
Playfield = (1 << 0),
Ball = (1 << 1),
Player0 = (1 << 2),
Player1 = (1 << 3),
Missile0 = (1 << 4),
Missile1 = (1 << 5)
};
int collision_flags_;
int collision_flags_by_buffer_vaules_[64];
// colour mapping tables
enum class ColourMode {
Standard = 0,
ScoreLeft,
ScoreRight,
OnTop
};
uint8_t colour_mask_by_mode_collision_flags_[4][64]; // maps from [ColourMode][CollisionMark] to colour_pallete_ entry
enum class ColourIndex {
Background = 0,
PlayfieldBall,
PlayerMissile0,
PlayerMissile1
};
uint8_t colour_palette_[4];
// playfield state
int background_half_mask_;
enum class PlayfieldPriority {
Standard,
Score,
OnTop
} playfield_priority_;
uint32_t background_[2]; // contains two 20-bit bitfields representing the background state;
// at index 0 is the left-hand side of the playfield with bit 0 being
// the first bit to display, bit 1 the second, etc. Index 1 contains
// a mirror image of index 0. If the playfield is being displayed in
// mirroring mode, background_[0] will be output on the left and
// background_[1] on the right; otherwise background_[0] will be
// output twice.
// player state
struct Player {
int size; // 0 = normal, 1 = double, 2 = quad
int copy_flags; // a bit field, corresponding to the first few values of NUSIZ
uint8_t graphic[2]; // the player graphic; 1 = new, 0 = current
int reverse_mask; // 7 for a reflected player, 0 for normal
int graphic_index;
int pixel_position;
Player() : size(0), copy_flags(0), graphic{0, 0}, reverse_mask(false), pixel_position(32), graphic_index(0) {}
} player_[2];
// missile state
struct Missile {
int size; // 0 = 1 pixel, 1 = 2 pixels, etc
} missile_[2];
// movement
bool horizontal_blank_extend_;
int motion_[5];
int motion_step_[5];
int motion_time_[5];
int position_[5];
bool is_moving_[5];
enum class MotionIndex : uint8_t {
Ball,
Player0,
Player1,
Missile0,
Missile1
};
inline int perform_border_motion(int identity, int start, int end);
inline void perform_motion_step(int identity);
// drawing methods and state
inline void output_for_cycles(int number_of_cycles);
inline void output_line();
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_visible(Player &player, CollisionType collision_identity, const int position_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_visible(Missile &missile, CollisionType collision_identity, const int position_identity, int start, int end);
inline void draw_ball(int start, int end);
inline void draw_ball_visible(int start, int end);
inline void update_motion(int start, int end);
int pixels_start_location_;
uint8_t *pixel_target_;
inline void output_pixels(int start, int end);
};
}
#endif /* TIA_hpp */