aiie/apple/appledisplay.cpp

661 lines
20 KiB
C++

#include <ctype.h> // isgraph
#include <stdlib.h> // calloc
#include <string.h> // strlen
#include "appledisplay.h"
#include "applemmu.h" // for switch constants
#include "font.h"
/* Fourpossible Hi-Res color-drawing modes..
MONOCHROME: show all the pixels, but only in green;
BLACKANDWHITE: monochrome, but use B&W instead of B&G;
NTSCLIKE: reduce the resolution to 140 pixels wide, similar to how an NTSC monitor would blend it
PERFECTCOLOR: as the Apple RGB monitor shows it, which means you can't have a solid color field
*/
#define extendDirtyRect(x,y) { \
if (!dirty) { \
dirtyRect.left = x; \
dirtyRect.right = x; \
dirtyRect.top = y; \
dirtyRect.bottom = y; \
dirty = true; \
} else { \
if (dirtyRect.left > x) { \
dirtyRect.left = x; \
} \
if (dirtyRect.right < x) { \
dirtyRect.right = x; \
} \
if (dirtyRect.top > y) { \
dirtyRect.top = y; \
} \
if (dirtyRect.bottom < y) { \
dirtyRect.bottom = y; \
} \
} \
}
#if DISPLAYRUN == 512
#define drawPixel(c, x, y) { \
uint16_t idx = (((y) << 9) + (x)) >> 1; \
if ((x) & 1) { \
videoBuffer[idx] = (videoBuffer[idx] & 0xF0) | (c); \
} else { \
videoBuffer[idx] = (videoBuffer[idx] & 0x0F) | ((c) << 4); \
} \
}
#define draw2Pixels(cAB, x, y) { \
videoBuffer[(((y) <<9) + (x)) >> 1] = cAB; \
}
#else
#define drawPixel(c, x, y) { \
uint16_t idx = ((y) * DISPLAYRUN + (x)) / 2; \
if ((x) & 1) { \
videoBuffer[idx] = (videoBuffer[idx] & 0xF0) | (c); \
} else { \
videoBuffer[idx] = (videoBuffer[idx] & 0x0F) | ((c) << 4); \
} \
}
#define draw2Pixels(cAB, x, y) { \
videoBuffer[((y) * DISPLAYRUN + (x)) /2] = cAB; \
}
#endif
#define DrawLoresPixelAt(c, x, y) { \
uint8_t pixel = c & 0x0F; \
for (uint8_t y2 = 0; y2<4; y2++) { \
for (int8_t x2 = 6; x2>=0; x2--) { \
drawPixel(pixel, x*7+x2, y*8+y2); \
} \
} \
pixel = (c >> 4); \
for (uint8_t y2 = 4; y2<8; y2++) { \
for (int8_t x2 = 6; x2>=0; x2--) { \
drawPixel(pixel, x*7+x2, y*8+y2); \
} \
} \
}
#include "globals.h"
AppleDisplay::AppleDisplay(uint8_t *vb) : VMDisplay(vb)
{
this->switches = NULL;
textColor = g_displayType == m_monochrome?c_green:c_white;
modeChange();
}
AppleDisplay::~AppleDisplay()
{
}
bool AppleDisplay::deinterlaceAddress(uint16_t address, uint8_t *row, uint8_t *col)
{
if (address >= 0x800 && address < 0xC00) {
address -= 0x400;
}
uint8_t block = (address >> 7) - 0x08;
uint8_t blockOffset = (address & 0x00FF) - ((block & 0x01) ? 0x80 : 0x00);
if (blockOffset < 0x28) {
*row = block;
*col = blockOffset;
} else if (blockOffset < 0x50) {
*row = block + 8;
*col = blockOffset - 0x28;
} else {
*row = block + 16;
*col = blockOffset - 0x50;
}
return true;
}
// calculate x/y pixel offsets from a memory address.
// Note that this is the first of 7 pixels that will be affected by this write;
// we'll need to update all 7 starting at this x.
bool AppleDisplay::deinterlaceHiresAddress(uint16_t address, uint8_t *row, uint16_t *col)
{
// each row is 40 bytes, for 7 pixels each, totalling 128
// pixels wide.
// They are grouped in to 3 "runs" of 40-byte blocks, where
// each group is 64 lines after the one before.
// Then repeat at +400, +800, +c00, +1000, +1400, +1800, +1c00 for
// the other 7 pixels tall.
// Repeat the whole shebang at +0x80, +0x100, +0x180, ... to +280
// for each 8-pixel tall group.
// There are 8 bytes at the end of each run that we ignore. Skip them.
if ((address & 0x07f) >= 0x78 &&
(address & 0x7f) <= 0x7f) {
*row = 255;
*col = 65535;
return false;
}
*row = ((address & 0x380) >> 4) +
((address & 0x1c00)>>10) +
64 * ((address & 0x7f) / 40);
*col = ((address & 0x7f) % 40) * 7;
return true;
}
// return a pointer to the right glyph, and set *invert appropriately
const unsigned char *AppleDisplay::xlateChar(uint8_t c, bool *invert)
{
if (c <= 0x3F) {
// 0-3f: inverted @ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_ !"#$%&'()*+,-./0123456789:;<=>?
// (same w/o mousetext, actually)
*invert = true;
return &ucase_glyphs[c * 8];
} else if (c <= 0x5F) {
// 40-5f: normal mousetext
// (these are flashing @ABCDEFG..[\]^_ when not in mousetext mode)
if ((*switches) & S_ALTCH) {
*invert = false;
return &mousetext_glyphs[(c - 0x40) * 8];
} else {
*invert = true;
return &ucase_glyphs[(c - 0x40) * 8];
}
} else if (c <= 0x7F) {
// 60-7f: inverted `abcdefghijklmnopqrstuvwxyz{|}~*
// (these are flashing (sp)!"#$%...<=>? when not in mousetext)
if ((*switches) & S_ALTCH) {
*invert = true;
return &lcase_glyphs[(c - 0x60) * 8];
} else {
*invert = true;
return &ucase_glyphs[((c-0x60) + 0x20) * 8];
}
} else if (c <= 0xBF) {
// 80-BF: normal @ABCD... <=>? in both character sets
*invert = false;
return &ucase_glyphs[(c - 0x80) * 8];
} else if (c <= 0xDF) {
// C0-DF: normal @ABCD...Z[\]^_ in both character sets
*invert = false;
return &ucase_glyphs[(c - 0xC0) * 8];
} else {
// E0- : normal `abcdef... in both character sets
*invert = false;
return &lcase_glyphs[(c - 0xE0) * 8];
}
/* NOTREACHED */
}
inline void AppleDisplay::Draw14DoubleHiresPixelsAt(uint16_t addr)
{
// We will consult 4 bytes (2 in main, 2 in aux) for any single-byte
// write. Align to the first byte in that series based on what
// address we were given...
addr &= ~0x01;
// Figure out the position of that address on the "normal" hires screen
uint8_t row;
uint16_t col;
deinterlaceHiresAddress(addr, &row, &col);
if (row >= 160 &&
((*switches) & S_MIXED)) {
// displaying text, so don't have to draw this line
return;
}
// Make sure it's a valid graphics area, not a dead hole
if (col <= 280 && row <= 192) {
// Grab the 4 bytes we care about
uint8_t b1A = mmu->readDirect(addr, 0);
uint8_t b2A = mmu->readDirect(addr+1, 0);
uint8_t b1B = mmu->readDirect(addr, 1);
uint8_t b2B = mmu->readDirect(addr+1, 1);
// Construct the 28 bit wide bitstream, like we do for the simpler 14 Hires pixel draw
uint32_t bitTrain = b2A & 0x7F;
bitTrain <<= 7;
bitTrain |= (b2B & 0x7F);
bitTrain <<= 7;
bitTrain |= (b1A & 0x7F);
bitTrain <<= 7;
bitTrain |= (b1B & 0x7F);
// Now we pop groups of 4 bits off the bottom and draw our
// NTSC-style-only color. The display for this project only has
// 320 columns, so it's silly to try to do 560 columns of
// monochrome; and likewise, we can't do "perfect" representation
// of shifted color pixels. So NTSC it is, and we'll draw two screen
// pixels for every color.
for (int8_t xoff = 0; xoff < 14; xoff += 2) {
drawPixel(bitTrain & 0x0F, col+xoff, row);
drawPixel(bitTrain & 0x0F, col+xoff+1, row);
bitTrain >>= 4;
}
}
}
// Whenever we change a byte, it's possible that it will have an affect on the byte next to it -
// because between two bytes there is a shared bit.
// FIXME: what happens when the high bit of the left doesn't match the right? Which high bit does
// the overlap bit get?
inline void AppleDisplay::Draw14HiresPixelsAt(uint16_t addr)
{
uint8_t row;
uint16_t col;
deinterlaceHiresAddress(addr, &row, &col);
if (row >= 160 &&
((*switches) & S_MIXED)) {
return;
}
if (col <= 280 && row <= 192) {
/*
The high bit only selects the color palette.
There are only really two bits here, and they can be one of six colors.
color highbit even odd restriction
black x 0x80,0x00
green 0 0x2A 0x55 odd only
violet 0 0x55 0x2A even only
white x 0xFF,0x7F
orange 1 0xAA 0xD5 odd only
blue 1 0xD5 0xAA even only
in other words, we can look at the pixels in pairs and we get
00 black
01 green/orange
10 violet/blue
11 white
When the horizontal byte number is even, we ignore the last
bit. When the horizontal byte number is odd, we use that dropped
bit.
So each even byte turns in to 3 bits; and each odd byte turns in
to 4. Our effective output is therefore 140 pixels (half the
actual B&W resolution).
(Note that I swap 0x02 and 0x01 below, because we're running the
bit train backward, so the bits are reversed.)
*/
uint8_t b1 = mmu->read(addr);
uint8_t b2 = mmu->read(addr+1);
// Used for color modes...
bool highBitOne = (b1 & 0x80);
bool highBitTwo = (b2 & 0x80);
uint16_t bitTrain = (b1 & 0x7F) | ((b2 & 0x7F) << 7);
for (int8_t xoff = 0; xoff < 14; xoff += 2) {
if (g_displayType == m_monochrome) {
draw2Pixels(((bitTrain & 0x01 ? c_green : c_black) << 4) |
(bitTrain & 0x02 ? c_green : c_black),
col+xoff, row);
} else if (g_displayType == m_blackAndWhite) {
draw2Pixels(((bitTrain & 0x01 ? c_white : c_black) << 4) |
(bitTrain & 0x02 ? c_white : c_black),
col+xoff, row);
} else if (g_displayType == m_ntsclike) {
// Use the NTSC-like color mode, where we're only 140 pixels wide.
bool highBitSet = (xoff >= 7 ? highBitTwo : highBitOne);
uint8_t color;
switch (bitTrain & 0x03) {
case 0x00:
color = c_black;
break;
case 0x02:
color = (highBitSet ? c_orange : c_green);
break;
case 0x01:
color = (highBitSet ? c_medblue : c_purple);
break;
case 0x03:
color = c_white;
break;
}
draw2Pixels( (color << 4) | color, col+xoff, row );
} else {
// Use the "perfect" color mode, like the Apple RGB monitor showed.
bool highBitSet = (xoff >= 7 ? highBitTwo : highBitOne);
uint8_t color;
switch (bitTrain & 0x03) {
case 0x00:
color = c_black;
break;
case 0x02:
color = (highBitSet ? c_orange : c_green);
break;
case 0x01:
color = (highBitSet ? c_medblue : c_purple);
break;
case 0x03:
color = c_white;
break;
}
uint16_t twoColors;
if (color == c_black || color == c_white || bitTrain & 0x01) {
twoColors = color;
} else {
twoColors = c_black;
}
twoColors <<= 4;
if (color == c_black || color == c_white || bitTrain & 0x02) {
twoColors |= color;
} else {
twoColors |= c_black;
}
draw2Pixels(twoColors, col+xoff, row);
}
bitTrain >>= 2;
}
}
}
void AppleDisplay::redraw80ColumnText(uint8_t startingY)
{
uint8_t row, col;
col = -1; // will force us to deinterlaceAddress()
bool invert;
const uint8_t *cptr;
// FIXME: is there ever a case for 0x800, like in redraw40ColumnText?
uint16_t start = 0x400;
// Every time through this loop, we increment the column. That's going to be correct most of the time.
// Sometimes we'll get beyond the end (40 columns), and wind up on another line 8 rows down.
// Sometimes we'll get beyond the end, and we'll wind up in unused RAM.
// But this is an optimization (for speed) over just calling DrawCharacter() for every one.
for (uint16_t addr = start; addr <= start + 0x3FF; addr++,col++) {
if (col > 39 || row > 23) {
// Could be blanking space; we'll try to re-confirm...
deinterlaceAddress(addr, &row, &col);
}
// Only draw onscreen locations
if (row >= startingY && col <= 39 && row <= 23) {
// Even characters are in bank 0 ram. Odd characters are in bank
// 1 ram. Technically, this would need 560 columns to work
// correctly - and I don't have that, so it's going to be a bit
// wonky.
//
// First pass: draw two pixels on top of each other, clearing
// only if both are black. This would be blocky but probably
// passable if it weren't for the fact that characters are 7
// pixels wide, so we wind up sharing a half-pixel between two
// characters. So we'll render these as 3-pixel-wide characters
// and make sure they always even-align the drawing on the left
// side so we don't overwrite every other one on the left or
// right side.
// Draw the first of two characters
cptr = xlateChar(mmu->readDirect(addr, 1), &invert);
for (uint8_t y2 = 0; y2<8; y2++) {
uint8_t d = *(cptr + y2);
for (uint8_t x2 = 0; x2 <= 7; x2+=2) {
uint16_t basex = ((col * 2) * 7) & 0xFFFE; // even aligned
bool pixelOn = ( (d & (1<<x2)) | (d & (1<<(x2+1))) );
if (pixelOn) {
uint8_t val = (invert ? c_black : textColor);
drawPixel(val, (basex+x2)/2, row*8+y2);
} else {
uint8_t val = (invert ? textColor : c_black);
drawPixel(val, (basex+x2)/2, row*8+y2);
}
}
}
// Draw the second of two characters
cptr = xlateChar(mmu->readDirect(addr, 0), &invert);
for (uint8_t y2 = 0; y2<8; y2++) {
uint8_t d = *(cptr + y2);
for (uint8_t x2 = 0; x2 <= 7; x2+=2) {
uint16_t basex = ((col * 2 + 1) * 7) & 0xFFFE; // even aligned -- +1 for the second character
bool pixelOn = ( (d & (1<<x2)) | (d & (1<<(x2+1))) );
if (pixelOn) {
uint8_t val = (invert ? c_black : textColor);
drawPixel(val, (basex+x2)/2, row*8+y2);
} else {
uint8_t val = (invert ? textColor : c_black);
drawPixel(val, (basex+x2)/2, row*8+y2);
}
}
}
}
}
}
void AppleDisplay::redraw40ColumnText(uint8_t startingY)
{
bool invert;
uint16_t start = ((*switches) & S_PAGE2) ? 0x800 : 0x400;
uint8_t row, col;
col = -1; // will force us to deinterlaceAddress()
// Every time through this loop, we increment the column. That's going to be correct most of the time.
// Sometimes we'll get beyond the end (40 columns), and wind up on another line 8 rows down.
// Sometimes we'll get beyond the end, and we'll wind up in unused RAM.
// But this is an optimization (for speed) over just calling DrawCharacter() for every one.
for (uint16_t addr = start; addr <= start + 0x3FF; addr++,col++) {
if (col > 39 || row > 23) {
// Could be blanking space; we'll try to re-confirm...
deinterlaceAddress(addr, &row, &col);
}
// Only draw onscreen locations
if (row >= startingY && col <= 39 && row <= 23) {
const uint8_t *cptr = xlateChar(mmu->read(addr), &invert);
for (uint8_t y2 = 0; y2<8; y2++) {
uint8_t d = *(cptr + y2);
for (uint8_t x2 = 0; x2 < 7; x2++) {
if (d & 1) {
uint8_t val = (invert ? c_black : textColor);
drawPixel(val, col*7+x2, row*8+y2);
} else {
uint8_t val = (invert ? textColor : c_black);
drawPixel(val, col*7+x2, row*8+y2);
}
d >>= 1;
}
}
}
}
}
void AppleDisplay::redrawHires()
{
uint16_t start = ((*switches) & S_PAGE2) ? 0x4000 : 0x2000;
if ((*switches) & S_80STORE) {
// Apple IIe, technical nodes #3: 80STORE must be OFF to display Page 2
start = 0x2000;
}
// FIXME: check MIXED & don't redraw the lower area if it's set
for (uint16_t addr = start; addr <= start + 0x1FFF; addr+=2) {
if ((*switches) & S_DHIRES) {
// FIXME: inline & optimize
Draw14DoubleHiresPixelsAt(addr);
} else {
// FIXME: inline & optimize
Draw14HiresPixelsAt(addr);
}
}
}
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--) {
drawPixel(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--) {
drawPixel(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()
{
textColor = g_displayType == m_monochrome?c_green:c_white;
modeChange();
}
void AppleDisplay::lockDisplay()
{
}
void AppleDisplay::unlockDisplay()
{
}