mirror of
https://github.com/JorjBauer/aiie.git
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619 lines
18 KiB
C++
619 lines
18 KiB
C++
#include <ctype.h> // isgraph
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#include <string.h> // strlen
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#include "appledisplay.h"
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#include "applemmu.h" // for switch constants
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#include "font.h"
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/* Fourpossible Hi-Res color-drawing modes..
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MONOCHROME: show all the pixels, but only in green;
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BLACKANDWHITE: monochrome, but use B&W instead of B&G;
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NTSCLIKE: reduce the resolution to 140 pixels wide, similar to how an NTSC monitor would blend it
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PERFECTCOLOR: as the Apple RGB monitor shows it, which means you can't have a solid color field
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The only two we have to worry about here are NTSCLIKE and PERFECTCOLOR. The mono and B&W modes
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are handled in the individual display drivers, where colors are changed to one or the other.
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The NTSCLIKE and PERFECTCOLOR modes change which actual pixels are set on or off, though,
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and that's a quirk specific to the Apple 2...
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*/
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#define extendDirtyRect(x,y) { \
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if (!dirty) { \
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dirtyRect.left = x; \
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dirtyRect.right = x; \
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dirtyRect.top = y; \
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dirtyRect.bottom = y; \
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dirty = true; \
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} else { \
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if (dirtyRect.left > x) { \
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dirtyRect.left = x; \
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} \
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if (dirtyRect.right < x) { \
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dirtyRect.right = x; \
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} \
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if (dirtyRect.top > y) { \
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dirtyRect.top = y; \
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} \
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if (dirtyRect.bottom < y) { \
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dirtyRect.bottom = y; \
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} \
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} \
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}
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#define drawApplePixel(c,x,y) { g_display->cacheDoubleWidePixel(x,y,c); }
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#define draw2Pixels(cA, cB, x, y) { g_display->cache2DoubleWidePixels(x,y,cA, cB); }
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#define DrawLoresPixelAt(c, x, y) { \
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uint8_t pixel = c & 0x0F; \
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for (uint8_t y2 = 0; y2<4; y2++) { \
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for (int8_t x2 = 6; x2>=0; x2--) { \
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drawApplePixel(pixel, x*7+x2, y*8+y2); \
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} \
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} \
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pixel = (c >> 4); \
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for (uint8_t y2 = 4; y2<8; y2++) { \
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for (int8_t x2 = 6; x2>=0; x2--) { \
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drawApplePixel(pixel, x*7+x2, y*8+y2); \
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} \
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} \
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}
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#include "globals.h"
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AppleDisplay::AppleDisplay() : VMDisplay()
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{
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this->switches = NULL;
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modeChange();
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}
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AppleDisplay::~AppleDisplay()
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{
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}
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bool AppleDisplay::deinterlaceAddress(uint16_t address, uint8_t *row, uint8_t *col)
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{
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if (address >= 0x800 && address < 0xC00) {
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address -= 0x400;
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}
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uint8_t block = (address >> 7) - 0x08;
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uint8_t blockOffset = (address & 0x00FF) - ((block & 0x01) ? 0x80 : 0x00);
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if (blockOffset < 0x28) {
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*row = block;
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*col = blockOffset;
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} else if (blockOffset < 0x50) {
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*row = block + 8;
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*col = blockOffset - 0x28;
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} else {
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*row = block + 16;
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*col = blockOffset - 0x50;
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}
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return true;
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}
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// calculate x/y pixel offsets from a memory address.
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// Note that this is the first of 7 pixels that will be affected by this write;
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// we'll need to update all 7 starting at this x.
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bool AppleDisplay::deinterlaceHiresAddress(uint16_t address, uint8_t *row, uint16_t *col)
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{
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// each row is 40 bytes, for 7 pixels each, totalling 128
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// pixels wide.
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// They are grouped in to 3 "runs" of 40-byte blocks, where
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// each group is 64 lines after the one before.
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// Then repeat at +400, +800, +c00, +1000, +1400, +1800, +1c00 for
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// the other 7 pixels tall.
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// Repeat the whole shebang at +0x80, +0x100, +0x180, ... to +280
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// for each 8-pixel tall group.
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// There are 8 bytes at the end of each run that we ignore. Skip them.
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if ((address & 0x07f) >= 0x78 &&
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(address & 0x7f) <= 0x7f) {
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*row = 255;
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*col = 65535;
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return false;
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}
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*row = ((address & 0x380) >> 4) +
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((address & 0x1c00)>>10) +
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64 * ((address & 0x7f) / 40);
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*col = ((address & 0x7f) % 40) * 7;
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return true;
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}
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// return a pointer to the right glyph, and set *invert appropriately
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const unsigned char *AppleDisplay::xlateChar(uint8_t c, bool *invert)
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{
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if (c <= 0x3F) {
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// 0-3f: inverted @ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_ !"#$%&'()*+,-./0123456789:;<=>?
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// (same w/o mousetext, actually)
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*invert = true;
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return &ucase_glyphs[c * 8];
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} else if (c <= 0x5F) {
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// 40-5f: normal mousetext
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// (these are flashing @ABCDEFG..[\]^_ when not in mousetext mode)
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if ((*switches) & S_ALTCH) {
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*invert = false;
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return &mousetext_glyphs[(c - 0x40) * 8];
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} else {
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*invert = true;
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return &ucase_glyphs[(c - 0x40) * 8];
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}
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} else if (c <= 0x7F) {
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// 60-7f: inverted `abcdefghijklmnopqrstuvwxyz{|}~*
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// (these are flashing (sp)!"#$%...<=>? when not in mousetext)
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if ((*switches) & S_ALTCH) {
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*invert = true;
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return &lcase_glyphs[(c - 0x60) * 8];
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} else {
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*invert = true;
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return &ucase_glyphs[((c-0x60) + 0x20) * 8];
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}
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} else if (c <= 0xBF) {
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// 80-BF: normal @ABCD... <=>? in both character sets
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*invert = false;
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return &ucase_glyphs[(c - 0x80) * 8];
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} else if (c <= 0xDF) {
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// C0-DF: normal @ABCD...Z[\]^_ in both character sets
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*invert = false;
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return &ucase_glyphs[(c - 0xC0) * 8];
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} else {
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// E0- : normal `abcdef... in both character sets
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*invert = false;
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return &lcase_glyphs[(c - 0xE0) * 8];
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}
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/* NOTREACHED */
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}
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inline void AppleDisplay::Draw14DoubleHiresPixelsAt(uint16_t addr)
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{
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// We will consult 4 bytes (2 in main, 2 in aux) for any single-byte
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// write. Align to the first byte in that series based on what
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// address we were given...
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addr &= ~0x01;
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// Figure out the position of that address on the "normal" hires screen
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uint8_t row;
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uint16_t col;
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deinterlaceHiresAddress(addr, &row, &col);
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if (row >= 160 &&
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((*switches) & S_MIXED)) {
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// displaying text, so don't have to draw this line
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return;
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}
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// Make sure it's a valid graphics area, not a dead hole
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if (col <= 280 && row <= 192) {
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// Grab the 4 bytes we care about
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uint8_t b1A = mmu->readDirect(addr, 0);
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uint8_t b2A = mmu->readDirect(addr+1, 0);
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uint8_t b1B = mmu->readDirect(addr, 1);
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uint8_t b2B = mmu->readDirect(addr+1, 1);
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// Construct the 28 bit wide bitstream, like we do for the simpler 14 Hires pixel draw
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uint32_t bitTrain = b2A & 0x7F;
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bitTrain <<= 7;
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bitTrain |= (b2B & 0x7F);
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bitTrain <<= 7;
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bitTrain |= (b1A & 0x7F);
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bitTrain <<= 7;
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bitTrain |= (b1B & 0x7F);
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// Now we pop groups of 4 bits off the bottom and draw.
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for (int8_t xoff = 0; xoff < 14; xoff += 2) {
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if (g_displayType == m_ntsclike) {
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// NTSC-like color - use drawApplePixel to show the messy NTSC color bleeds.
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// This draws two doubled pixels with greater color, but lower pixel, resolution.
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drawApplePixel(bitTrain & 0x0F, col+xoff, row);
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drawApplePixel(bitTrain & 0x0F, col+xoff+1,row);
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} else {
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// Perfect color, B&W, monochrome. Draw an exact version of the pixels, and let
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// the physical display figure out if they need to be reduced to B&W or not.
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uint8_t color = bitTrain & 0x0F;
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g_display->cachePixel((col*2)+(xoff*2), row,
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((bitTrain & 0x01) ? color : c_black));
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g_display->cachePixel((col*2)+(xoff*2)+1, row,
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((bitTrain & 0x02) ? color : c_black));
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g_display->cachePixel((col*2)+(xoff*2)+2, row,
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((bitTrain & 0x04 )? color : c_black));
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g_display->cachePixel((col*2)+(xoff*2)+3, row,
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((bitTrain & 0x08 ) ? color : c_black));
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}
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bitTrain >>= 4;
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} // for
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}
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}
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// Whenever we change a byte, it's possible that it will have an affect on the byte next to it -
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// because between two bytes there is a shared bit.
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// FIXME: what happens when the high bit of the left doesn't match the right? Which high bit does
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// the overlap bit get?
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inline void AppleDisplay::Draw14HiresPixelsAt(uint16_t addr)
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{
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uint8_t row;
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uint16_t col;
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deinterlaceHiresAddress(addr, &row, &col);
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if (row >= 160 &&
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((*switches) & S_MIXED)) {
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return;
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}
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if (col <= 280 && row <= 192) {
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/*
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The high bit only selects the color palette.
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There are only really two bits here, and they can be one of six colors.
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color highbit even odd restriction
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black x 0x80,0x00
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green 0 0x2A 0x55 odd only
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violet 0 0x55 0x2A even only
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white x 0xFF,0x7F
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orange 1 0xAA 0xD5 odd only
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blue 1 0xD5 0xAA even only
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in other words, we can look at the pixels in pairs and we get
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00 black
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01 green/orange
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10 violet/blue
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11 white
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When the horizontal byte number is even, we ignore the last
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bit. When the horizontal byte number is odd, we use that dropped
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bit.
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So each even byte turns in to 3 bits; and each odd byte turns in
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to 4. Our effective output is therefore 140 pixels (half the
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actual B&W resolution).
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(Note that I swap 0x02 and 0x01 below, because we're running the
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bit train backward, so the bits are reversed.)
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*/
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uint8_t b1 = mmu->read(addr);
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uint8_t b2 = mmu->read(addr+1);
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// Used for color modes...
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bool highBitOne = (b1 & 0x80);
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bool highBitTwo = (b2 & 0x80);
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uint16_t bitTrain = (b1 & 0x7F) | ((b2 & 0x7F) << 7);
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for (int8_t xoff = 0; xoff < 14; xoff += 2) {
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if (g_displayType == m_ntsclike) {
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// Use the NTSC-like color mode, where we're only 140 pixels wide.
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bool highBitSet = (xoff >= 7 ? highBitTwo : highBitOne);
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uint8_t color;
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switch (bitTrain & 0x03) {
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case 0x00:
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color = c_black;
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break;
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case 0x02:
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color = (highBitSet ? c_orange : c_green);
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break;
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case 0x01:
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color = (highBitSet ? c_medblue : c_purple);
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break;
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case 0x03:
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color = c_white;
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break;
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}
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draw2Pixels( color, color, col+xoff, row );
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} else {
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// Use the "perfect" color mode, like the Apple RGB monitor showed.
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bool highBitSet = (xoff >= 7 ? highBitTwo : highBitOne);
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uint8_t color;
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switch (bitTrain & 0x03) {
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case 0x00:
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color = c_black;
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break;
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case 0x02:
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color = (highBitSet ? c_orange : c_green);
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break;
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case 0x01:
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color = (highBitSet ? c_medblue : c_purple);
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break;
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case 0x03:
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color = c_white;
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break;
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}
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draw2Pixels( (color==c_white || (bitTrain & 0x02)) ? color : c_black,
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(color==c_white || (bitTrain & 0x01)) ? color : c_black,
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col+xoff, row );
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}
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bitTrain >>= 2;
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}
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}
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}
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void AppleDisplay::redraw80ColumnText(uint8_t startingY)
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{
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uint8_t row, col;
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col = -1; // will force us to deinterlaceAddress()
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bool invert;
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const uint8_t *cptr;
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// FIXME: is there ever a case for 0x800, like in redraw40ColumnText?
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uint16_t start = 0x400;
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// Every time through this loop, we increment the column. That's going to be correct most of the time.
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// Sometimes we'll get beyond the end (40 columns), and wind up on another line 8 rows down.
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// Sometimes we'll get beyond the end, and we'll wind up in unused RAM.
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// But this is an optimization (for speed) over just calling DrawCharacter() for every one.
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for (uint16_t addr = start; addr <= start + 0x3FF; addr++,col++) {
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if (col > 39 || row > 23) {
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// Could be blanking space; we'll try to re-confirm...
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deinterlaceAddress(addr, &row, &col);
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}
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// Only draw onscreen locations
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if (row >= startingY && col <= 39 && row <= 23) {
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// Even characters are in bank 0 ram. Odd characters are in bank
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// 1 ram. Draw to the physical display and let it figure out
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// whether or not there are enough physical pixels to display
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// the 560 columns we'd need for this.
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// Draw the first of two characters
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cptr = xlateChar(mmu->readDirect(addr, 1), &invert);
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for (uint8_t y2 = 0; y2<8; y2++) {
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uint8_t d = *(cptr + y2);
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for (uint8_t x2 = 0; x2 <= 7; x2++) {
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uint16_t basex = (col*2)*7;
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bool pixelOn = (d & (1<<x2));
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if (pixelOn) {
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uint8_t val = (invert ? c_black : c_white);
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g_display->cachePixel(basex + x2, row*8+y2, val);
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} else {
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uint8_t val = (invert ? c_white : c_black);
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g_display->cachePixel(basex + x2, row*8+y2, val);
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}
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}
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}
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// Draw the second of two characters
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cptr = xlateChar(mmu->readDirect(addr, 0), &invert);
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for (uint8_t y2 = 0; y2<8; y2++) {
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uint8_t d = *(cptr + y2);
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for (uint8_t x2 = 0; x2 <= 7; x2++) {
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uint16_t basex = (col*2+1)*7;
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bool pixelOn = (d & (1<<x2));
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if (pixelOn) {
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uint8_t val = (invert ? c_black : c_white);
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g_display->cachePixel(basex + x2, row*8+y2, val);
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} else {
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uint8_t val = (invert ? c_white : c_black);
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g_display->cachePixel(basex + x2, row*8+y2, val);
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}
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}
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}
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}
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}
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}
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void AppleDisplay::redraw40ColumnText(uint8_t startingY)
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{
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bool invert;
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uint16_t start = ((*switches) & S_PAGE2) ? 0x800 : 0x400;
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uint8_t row, col;
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col = -1; // will force us to deinterlaceAddress()
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// Every time through this loop, we increment the column. That's going to be correct most of the time.
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// Sometimes we'll get beyond the end (40 columns), and wind up on another line 8 rows down.
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// Sometimes we'll get beyond the end, and we'll wind up in unused RAM.
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// But this is an optimization (for speed) over just calling DrawCharacter() for every one.
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for (uint16_t addr = start; addr <= start + 0x3FF; addr++,col++) {
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if (col > 39 || row > 23) {
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// Could be blanking space; we'll try to re-confirm...
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deinterlaceAddress(addr, &row, &col);
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}
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// Only draw onscreen locations
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if (row >= startingY && col <= 39 && row <= 23) {
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const uint8_t *cptr = xlateChar(mmu->read(addr), &invert);
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for (uint8_t y2 = 0; y2<8; y2++) {
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uint8_t d = *(cptr + y2);
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for (uint8_t x2 = 0; x2 < 7; x2++) {
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if (d & 1) {
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uint8_t val = (invert ? c_black : c_white);
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drawApplePixel(val, col*7+x2, row*8+y2);
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} else {
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uint8_t val = (invert ? c_white : c_black);
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drawApplePixel(val, col*7+x2, row*8+y2);
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}
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d >>= 1;
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}
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}
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}
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}
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}
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void AppleDisplay::redrawHires()
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{
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uint16_t start = ((*switches) & S_PAGE2) ? 0x4000 : 0x2000;
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if ((*switches) & S_80STORE) {
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// Apple IIe, technical nodes #3: 80STORE must be OFF to display Page 2
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start = 0x2000;
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}
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// FIXME: check MIXED & don't redraw the lower area if it's set
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for (uint16_t addr = start; addr <= start + 0x1FFF; addr+=2) {
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if ((*switches) & S_DHIRES) {
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// FIXME: inline & optimize
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Draw14DoubleHiresPixelsAt(addr);
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} else {
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// FIXME: inline & optimize
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Draw14HiresPixelsAt(addr);
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}
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}
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}
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void AppleDisplay::redrawLores()
|
|
{
|
|
// FIXME: can make more efficient by checking S_MIXED for lower bound
|
|
|
|
if (((*switches) & S_80COL) && ((*switches) & S_DHIRES)) {
|
|
for (uint16_t addr = 0x400; addr <= 0x400 + 0x3ff; addr++) {
|
|
uint8_t row, col;
|
|
deinterlaceAddress(addr, &row, &col);
|
|
if (col <= 39 && row <= 23) {
|
|
Draw80LoresPixelAt(mmu->readDirect(addr, 0), col, row, 1);
|
|
Draw80LoresPixelAt(mmu->readDirect(addr, 1), col, row, 0);
|
|
}
|
|
}
|
|
} else {
|
|
uint16_t start = ((*switches) & S_PAGE2) ? 0x800 : 0x400;
|
|
for (uint16_t addr = start; addr <= start + 0x3FF; addr++) {
|
|
uint8_t row, col;
|
|
deinterlaceAddress(addr, &row, &col);
|
|
if (col <= 39 && row <= 23) {
|
|
DrawLoresPixelAt(mmu->read(addr), col, row);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AppleDisplay::modeChange()
|
|
{
|
|
dirty = true;
|
|
dirtyRect.left = dirtyRect.top = 0;
|
|
dirtyRect.right = 279;
|
|
dirtyRect.bottom = 191;
|
|
}
|
|
|
|
void AppleDisplay::Draw80LoresPixelAt(uint8_t c, uint8_t x, uint8_t y, uint8_t offset)
|
|
{
|
|
// Just like 80-column text, this has a minor problem; we're taking
|
|
// a 7-pixel-wide space and dividing it in half. Here I'm drawing
|
|
// every other column 1 pixel narrower (the ">= offset" in the for
|
|
// loop condition).
|
|
//
|
|
// Make those ">= 0" and change the "*7" to "*8" and you've got
|
|
// 320-pixel-wide slightly distorted but cleaner double-lores...
|
|
|
|
if (!offset) {
|
|
// The colors in every other column are swizzled. Un-swizzle.
|
|
c = ((c & 0x77) << 1) | ((c & 0x88) >> 3);
|
|
}
|
|
uint8_t pixel = c & 0x0F;
|
|
for (uint8_t y2 = 0; y2<4; y2++) {
|
|
for (int8_t x2 = 3; x2>=offset; x2--) {
|
|
drawApplePixel(pixel, x*7+x2+offset*3, y*8+y2);
|
|
}
|
|
}
|
|
|
|
pixel = (c >> 4);
|
|
for (uint8_t y2 = 4; y2<8; y2++) {
|
|
for (int8_t x2 = 3; x2>=offset; x2--) {
|
|
drawApplePixel(pixel, x*7+x2+offset*3, y*8+y2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AppleDisplay::setSwitches(uint16_t *switches)
|
|
{
|
|
this->switches = switches;
|
|
modeChange();
|
|
}
|
|
|
|
AiieRect AppleDisplay::getDirtyRect()
|
|
{
|
|
return dirtyRect;
|
|
}
|
|
|
|
bool AppleDisplay::needsRedraw()
|
|
{
|
|
modeChange(); // FIXME: this shouldn't be necessary.
|
|
/* It should work like this:
|
|
*
|
|
* When currently active video ram is written to, it calls the display.
|
|
* Display detects whether or not it's currently locked.
|
|
* If it's currently locked, then it notes the rect in a "locked update" rect
|
|
* If it's not locked, then it pulls in the locked rect + this rect and extends the current dirty rect appropriately
|
|
*
|
|
* Then when we start drawing, we take a snapshot of video ram &
|
|
* blit the appropriate rect.
|
|
*
|
|
* Alternately: we could have multiple copies of the video areas of
|
|
* RAM and swap between them when drawing starts. But to do that,
|
|
* we'd need another (1 + 1 + 8 + 8) * 2 = 36k of RAM, which we don't have.
|
|
*
|
|
* I'm not sure either approach fixes tearing, though. We see
|
|
* tearing because there's no snapshot when the mode flags change, I
|
|
* think.
|
|
*/
|
|
|
|
if (dirty) {
|
|
// Figure out what graphics mode we're in and redraw it in its entirety.
|
|
|
|
if ((*switches) & S_TEXT) {
|
|
if ((*switches) & S_80COL) {
|
|
redraw80ColumnText(0);
|
|
} else {
|
|
redraw40ColumnText(0);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Not text mode - what mode are we in?
|
|
if ((*switches) & S_HIRES) {
|
|
redrawHires();
|
|
} else {
|
|
redrawLores();
|
|
}
|
|
|
|
// Mixed graphics modes: draw text @ bottom
|
|
if ((*switches) & S_MIXED) {
|
|
if ((*switches) & S_80COL) {
|
|
redraw80ColumnText(20);
|
|
} else {
|
|
redraw40ColumnText(20);
|
|
}
|
|
}
|
|
}
|
|
|
|
return dirty;
|
|
}
|
|
|
|
void AppleDisplay::didRedraw()
|
|
{
|
|
dirty = false;
|
|
}
|
|
|
|
void AppleDisplay::displayTypeChanged()
|
|
{
|
|
modeChange();
|
|
}
|
|
|
|
void AppleDisplay::lockDisplay()
|
|
{
|
|
}
|
|
|
|
void AppleDisplay::unlockDisplay()
|
|
{
|
|
}
|