mirror of
https://github.com/robmcmullen/apple2.git
synced 2024-06-17 16:29:34 +00:00
976 lines
24 KiB
C++
976 lines
24 KiB
C++
//
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// Apple 2 SDL Portable Apple Emulator
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//
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// by James Hammons
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// (C) 2005 Underground Software
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//
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// Loosely based on AppleWin by Tom Charlesworth which was based on AppleWin by
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// Oliver Schmidt which was based on AppleWin by Michael O'Brien. :-) Parts are
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// also derived from ApplePC. Too bad it was closed source--it could have been
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// *the* premier Apple II emulator out there.
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//
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// JLH = James Hammons <jlhamm@acm.org>
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//
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// WHO WHEN WHAT
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// --- ---------- ------------------------------------------------------------
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// JLH 11/12/2005 Initial port to SDL
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// JLH 11/18/2005 Wired up graphic soft switches
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// JLH 12/02/2005 Setup timer subsystem for more accurate time keeping
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// JLH 12/12/2005 Added preliminary state saving support
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// JLH 09/24/2013 Added //e support
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//
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// STILL TO DO:
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//
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// - Port to SDL [DONE]
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// - GUI goodies
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// - Weed out unneeded functions [DONE]
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// - Disk I/O [DONE]
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// - 128K IIe related stuff [DONE]
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// - State loading/saving
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//
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#include "apple2.h"
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#include <SDL2/SDL.h>
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#include <fstream>
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#include <string>
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#include <iomanip>
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#include <iostream>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include "log.h"
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#include "video.h"
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#include "sound.h"
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#include "settings.h"
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#include "v65c02.h"
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#include "applevideo.h"
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#include "timing.h"
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#include "floppy.h"
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#include "firmware.h"
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#include "mmu.h"
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#include "gui/gui.h"
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#include "gui/window.h"
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#include "gui/draggablewindow2.h"
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#include "gui/textedit.h"
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// Debug and misc. defines
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#define THREADED_65C02
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#define CPU_THREAD_OVERFLOW_COMPENSATION
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#define DEBUG_LC
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//#define CPU_CLOCK_CHECKING
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//#define THREAD_DEBUGGING
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#define SOFT_SWITCH_DEBUGGING
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// Global variables
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uint8_t ram[0x10000], rom[0x10000]; // RAM & ROM spaces
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uint8_t ram2[0x10000]; // Auxillary RAM
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//uint8_t diskRom[0x100]; // Disk ROM space
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V65C02REGS mainCPU; // v65C02 execution context
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uint8_t appleType = APPLE_TYPE_IIE;
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FloppyDrive floppyDrive;
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// Local variables
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uint8_t lastKeyPressed = 0;
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bool keyDown = false;
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bool openAppleDown = false;
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bool closedAppleDown = false;
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bool store80Mode = false;
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bool vbl = false;
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bool slotCXROM = false;
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bool slotC3ROM = false;
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bool ramrd = false;
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bool ramwrt = false;
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bool altzp = false;
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bool ioudis = true;
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bool dhires = false;
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static bool running = true; // Machine running state flag...
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static uint32_t startTicks;
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static bool pauseMode = false;
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static bool fullscreenDebounce = false;
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static bool capsLock = false;
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static bool capsLockDebounce = false;
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//static GUI * gui = NULL;
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// Local functions (technically, they're global...)
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bool LoadImg(char * filename, uint8_t * ram, int size);
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uint8_t RdMem(uint16_t addr);
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void WrMem(uint16_t addr, uint8_t b);
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static void SaveApple2State(const char * filename);
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static bool LoadApple2State(const char * filename);
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// Local timer callback functions
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static void FrameCallback(void);
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static void BlinkTimer(void);
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#ifdef THREADED_65C02
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// Test of threaded execution of 6502
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static SDL_Thread * cpuThread = NULL;
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//static SDL_mutex * cpuMutex = NULL;
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static SDL_cond * cpuCond = NULL;
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static SDL_sem * mainSem = NULL;
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static bool cpuFinished = false;
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static bool cpuSleep = false;
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// NB: Apple //e Manual sez 6502 is running @ 1,022,727 Hz
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// Let's try a thread...
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/*
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Here's how it works: Execute 1 frame's worth, then sleep.
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Other stuff wakes it up
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*/
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int CPUThreadFunc(void * data)
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{
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// Mutex must be locked for conditional to work...
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// Also, must be created in the thread that uses it...
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SDL_mutex * cpuMutex = SDL_CreateMutex();
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// decrement mainSem...
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//SDL_SemWait(mainSem);
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#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
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float overflow = 0.0;
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#endif
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do
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{
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if (cpuSleep)
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SDL_CondWait(cpuCond, cpuMutex);
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// decrement mainSem...
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: SDL_SemWait(mainSem);\n");
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#endif
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SDL_SemWait(mainSem);
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// There are exactly 800 slices of 21.333 cycles per frame, so it works out
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// evenly.
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#if 0
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uint32_t cycles = 17066;
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#ifdef CPU_THREAD_OVERFLOW_COMPENSATION
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// ODD! It's closer *without* this overflow compensation. ??? WHY ???
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overflow += 0.666666667;
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if (overflow > 1.0)
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{
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overflow -= 1.0;
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cycles++;
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}
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#endif
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
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#endif
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Execute65C02(&mainCPU, cycles); // how much? 1 frame (after 1 s, off by 40 cycles) not any more--it's off by as much as 240 now!
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// Adjust the sound routine's last cycle toggled time base
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// Also, since we're finished executing, .clock is now valid
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: AdjustLastToggleCycles(mainCPU.clock);\n");
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#endif
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AdjustLastToggleCycles(mainCPU.clock);
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#else
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
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#endif
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for(int i=0; i<800; i++)
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{
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uint32_t cycles = 21;
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overflow += 0.333333334;
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if (overflow > 1.0)
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{
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cycles++;
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overflow -= 1.0;
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}
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Execute65C02(&mainCPU, cycles);
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WriteSampleToBuffer();
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// Dunno if this is correct (seems to be close enough)...
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vbl = (i < 670 ? true : false);
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}
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#endif
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: SDL_mutexP(cpuMutex);\n");
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#endif
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SDL_mutexP(cpuMutex);
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// increment mainSem...
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: SDL_SemPost(mainSem);\n");
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#endif
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SDL_SemPost(mainSem);
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: SDL_CondWait(cpuCond, cpuMutex);\n");
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#endif
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SDL_CondWait(cpuCond, cpuMutex);
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#ifdef THREAD_DEBUGGING
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WriteLog("CPU: SDL_mutexV(cpuMutex);\n");
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#endif
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SDL_mutexV(cpuMutex);
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}
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while (!cpuFinished);
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SDL_DestroyMutex(cpuMutex);
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return 0;
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}
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#endif
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#if 0
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// Test GUI function
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Element * TestWindow(void)
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{
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Element * win = new DraggableWindow2(10, 10, 128, 128);
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// ((DraggableWindow *)win)->AddElement(new TextEdit(4, 16, 92, 0, "u2prog.dsk", win));
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return win;
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}
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Element * QuitEmulator(void)
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{
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gui->Stop();
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running = false;
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return NULL;
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}
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#endif
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//
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// Load a file into RAM/ROM image space
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//
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bool LoadImg(char * filename, uint8_t * ram, int size)
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{
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FILE * fp = fopen(filename, "rb");
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if (fp == NULL)
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return false;
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fread(ram, 1, size, fp);
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fclose(fp);
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return true;
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}
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static void SaveApple2State(const char * filename)
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{
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}
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static bool LoadApple2State(const char * filename)
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{
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return false;
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}
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#ifdef CPU_CLOCK_CHECKING
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uint8_t counter = 0;
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uint32_t totalCPU = 0;
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uint64_t lastClock = 0;
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#endif
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//
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// Main loop
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//
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int main(int /*argc*/, char * /*argv*/[])
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{
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InitLog("./apple2.log");
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LoadSettings();
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srand(time(NULL)); // Initialize RNG
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// Zero out memory
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memset(ram, 0, 0x10000);
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memset(rom, 0, 0x10000);
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memset(ram2, 0, 0x10000);
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#if 1
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// Set up MMU
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SetupAddressMap();
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// Set up V65C02 execution context
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memset(&mainCPU, 0, sizeof(V65C02REGS));
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mainCPU.RdMem = AppleReadMem;
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mainCPU.WrMem = AppleWriteMem;
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#else
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mainCPU.RdMem = RdMem;
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mainCPU.WrMem = WrMem;
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#endif
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mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
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// alternateCharset = true;
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// if (!LoadImg(settings.BIOSPath, rom + 0xD000, 0x3000))
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if (!LoadImg(settings.BIOSPath, rom + 0xC000, 0x4000))
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{
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WriteLog("Could not open file '%s'!\n", settings.BIOSPath);
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return -1;
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}
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//Load up disk image from config file (for now)...
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floppyDrive.LoadImage(settings.diskImagePath1, 0);
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floppyDrive.LoadImage(settings.diskImagePath2, 1);
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// floppyDrive.LoadImage("./disks/temp.nib", 1); // Load temp .nib file into second drive...
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WriteLog("About to initialize video...\n");
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if (!InitVideo())
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{
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std::cout << "Aborting!" << std::endl;
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return -1;
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}
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GUI2::Init(sdlRenderer);
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// Have to do this *after* video init but *before* sound init...!
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//Shouldn't be necessary since we're not doing emulation in the ISR...
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if (settings.autoStateSaving)
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{
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// Load last state from file...
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if (!LoadApple2State(settings.autoStatePath))
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WriteLog("Unable to use Apple2 state file \"%s\"!\n", settings.autoStatePath);
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}
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#if 0
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// State loading!
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if (!LoadImg("./BT1_6502_RAM_SPACE.bin", ram, 0x10000))
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{
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cout << "Couldn't load state file!" << endl;
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cout << "Aborting!!" << endl;
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return -1;
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}
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//A P Y X S PC
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//-- -- -- -- ----- -----
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//00 75 3B 53 FD 01 41 44
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mainCPU.cpuFlags = 0;
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mainCPU.a = 0x00;
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mainCPU.x = 0x53;
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mainCPU.y = 0x3B;
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mainCPU.cc = 0x75;
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mainCPU.sp = 0xFD;
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mainCPU.pc = 0x4441;
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textMode = false;
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mixedMode = false;
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displayPage2 = false;
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hiRes = true;
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//kludge...
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readHiRam = true;
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//dumpDis=true;
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//kludge II...
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memcpy(ram + 0xD000, ram + 0xC000, 0x1000);
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#endif
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WriteLog("About to initialize audio...\n");
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SoundInit();
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//nope SDL_EnableUNICODE(1); // Needed to do key translation shit
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// gui = new GUI(surface); // Set up the GUI system object...
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// gui = new GUI(mainSurface); // Set up the GUI system object...
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// SDL 2... this will likely cause Apple 2 to crash
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// gui = new GUI(NULL); // Set up the GUI system object...
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#if 0
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gui->AddMenuTitle("Apple2");
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gui->AddMenuItem("Test!", TestWindow/*, hotkey*/);
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gui->AddMenuItem("");
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gui->AddMenuItem("Quit", QuitEmulator, SDLK_q);
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gui->CommitItemsToMenu();
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#endif
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SetupBlurTable(); // Set up the color TV emulation blur table
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running = true; // Set running status...
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InitializeEventList(); // Clear the event list before we use it...
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SetCallbackTime(FrameCallback, 16666.66666667); // Set frame to fire at 1/60 s interval
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SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 s intervals
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startTicks = SDL_GetTicks();
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#ifdef THREADED_65C02
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cpuCond = SDL_CreateCond();
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mainSem = SDL_CreateSemaphore(1);
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cpuThread = SDL_CreateThread(CPUThreadFunc, NULL, NULL);
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//Hmm... CPU does POST (+1), wait, then WAIT (-1)
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// SDL_sem * mainMutex = SDL_CreateMutex();
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#endif
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WriteLog("Entering main loop...\n");
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while (running)
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{
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double timeToNextEvent = GetTimeToNextEvent();
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#ifndef THREADED_65C02
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Execute65C02(&mainCPU, USEC_TO_M6502_CYCLES(timeToNextEvent));
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#endif
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//We MUST remove a frame's worth of time in order for the CPU to function... !!! FIX !!!
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//(Fix so that this is not a requirement!)
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//Fixed, but mainCPU.clock is destroyed in the bargain. Oh well.
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// mainCPU.clock -= USEC_TO_M6502_CYCLES(timeToNextEvent);
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#ifdef CPU_CLOCK_CHECKING
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#ifndef THREADED_65C02
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totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
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#endif
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#endif
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HandleNextEvent();
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}
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#ifdef THREADED_65C02
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WriteLog("Main: cpuFinished = true;\n");
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cpuFinished = true;
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//#warning "If sound thread is behind, CPU thread will never wake up... !!! FIX !!!" [DONE]
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//What to do? How do you know when the CPU is sleeping???
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//USE A CONDITIONAL!!! OF COURSE!!!!!!11!11!11!!!1!
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#if 0
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SDL_mutexP(mainMutex);
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SDL_CondWait(mainCond, mainMutex); // Wait for CPU thread to get to signal point...
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SDL_mutexV(mainMutex);
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#else
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//Nope, use a semaphore...
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WriteLog("Main: SDL_SemWait(mainSem);\n");
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SDL_SemWait(mainSem);//should lock until CPU thread is waiting...
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#endif
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WriteLog("Main: SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up\n");
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SDL_CondSignal(cpuCond);//thread is probably asleep, wake it up
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WriteLog("Main: SDL_WaitThread(cpuThread, NULL);\n");
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SDL_WaitThread(cpuThread, NULL);
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//nowok:SDL_WaitThread(CPUThreadFunc, NULL);
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WriteLog("Main: SDL_DestroyCond(cpuCond);\n");
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SDL_DestroyCond(cpuCond);
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//SDL_DestroyMutex(mainMutex);
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SDL_DestroySemaphore(mainSem);
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#endif
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if (settings.autoStateSaving)
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{
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// Save state here...
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SaveApple2State(settings.autoStatePath);
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}
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floppyDrive.SaveImage(0);
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floppyDrive.SaveImage(1);
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SoundDone();
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VideoDone();
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SaveSettings();
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LogDone();
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return 0;
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}
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/*
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Apple II keycodes
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-----------------
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Key Aln CTL SHF BTH
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-----------------------
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space $A0 $A0 $A0 $A0 No xlation
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RETURN $8D $8D $8D $8D No xlation
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0 $B0 $B0 $B0 $B0 Need to screen shift+0 (?)
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1! $B1 $B1 $A1 $A1 No xlation
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2" $B2 $B2 $A2 $A2 No xlation
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3# $B3 $B3 $A3 $A3 No xlation
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4$ $B4 $B4 $A4 $A4 No xlation
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5% $B5 $B5 $A5 $A5 No xlation
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6& $B6 $B6 $A6 $A6 No xlation
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7' $B7 $B7 $A7 $A7 No xlation
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8( $B8 $B8 $A8 $A8 No xlation
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9) $B9 $B9 $A9 $A9 No xlation
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:* $BA $BA $AA $AA No xlation
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;+ $BB $BB $AB $AB No xlation
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,< $AC $AC $BC $BC No xlation
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-= $AD $AD $BD $BD No xlation
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.> $AE $AE $BE $BE No xlation
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/? $AF $AF $BF $BF No xlation
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A $C1 $81 $C1 $81
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B $C2 $82 $C2 $82
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C $C3 $83 $C3 $83
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D $C4 $84 $C4 $84
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E $C5 $85 $C5 $85
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F $C6 $86 $C6 $86
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G $C7 $87 $C7 $87
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H $C8 $88 $C8 $88
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I $C9 $89 $C9 $89
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J $CA $8A $CA $8A
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K $CB $8B $CB $8B
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L $CC $8C $CC $8C
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M $CD $8D $DD $9D -> ODD
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N^ $CE $8E $DE $9E -> ODD
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O $CF $8F $CF $8F
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P@ $D0 $90 $C0 $80 Need to xlate CTL+SHFT+P & SHFT+P (?)
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Q $D1 $91 $D1 $91
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R $D2 $92 $D2 $92
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S $D3 $93 $D3 $93
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T $D4 $94 $D4 $94
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U $D5 $95 $D5 $95
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V $D6 $96 $D6 $96
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W $D7 $97 $D7 $97
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X $D8 $98 $D8 $98
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Y $D9 $99 $D9 $99
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Z $DA $9A $DA $9A
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<- $88 $88 $88 $88
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|
-> $95 $95 $95 $95
|
|
ESC $9B $9B $9B $9B No xlation
|
|
|
|
*/
|
|
//static uint64_t lastCPUCycles = 0;
|
|
static uint32_t frameCount = 0;
|
|
static void FrameCallback(void)
|
|
{
|
|
SDL_Event event;
|
|
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
switch (event.type)
|
|
{
|
|
// Problem with using SDL_TEXTINPUT is that it causes key delay. :-/
|
|
#if 0
|
|
case SDL_TEXTINPUT:
|
|
//Need to do some key translation here, and screen out non-apple keys as well...
|
|
//(really, could do it all in SDL_KEYDOWN, would just have to get symbols &
|
|
// everything else done separately. this is slightly easier. :-P)
|
|
// if (event.key.keysym.sym == SDLK_TAB) // Prelim key screening...
|
|
if (event.edit.text[0] == '\t') // Prelim key screening...
|
|
break;
|
|
|
|
lastKeyPressed = event.edit.text[0];
|
|
keyDown = true;
|
|
|
|
//kludge: should have a caps lock thingy here...
|
|
//or all uppercase for ][+...
|
|
// if (lastKeyPressed >= 'a' && lastKeyPressed <='z')
|
|
// lastKeyPressed &= 0xDF; // Convert to upper case...
|
|
|
|
break;
|
|
#endif
|
|
case SDL_KEYDOWN:
|
|
// Use ALT+Q to exit, as well as the usual window decoration method
|
|
if (event.key.keysym.sym == SDLK_q && (event.key.keysym.mod & KMOD_ALT))
|
|
running = false;
|
|
|
|
// CTRL+RESET key emulation (mapped to CTRL+`)
|
|
// This doesn't work...
|
|
// if (event.key.keysym.sym == SDLK_BREAK && (event.key.keysym.mod & KMOD_CTRL))
|
|
// if (event.key.keysym.sym == SDLK_PAUSE && (event.key.keysym.mod & KMOD_CTRL))
|
|
if (event.key.keysym.sym == SDLK_BACKQUOTE && (event.key.keysym.mod & KMOD_CTRL))
|
|
{
|
|
//NOTE that this shouldn't take place until the key is lifted... !!! FIX !!!
|
|
//ALSO it seems to leave the machine in an inconsistent state vis-a-vis the language card...
|
|
mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
|
|
break;
|
|
}
|
|
|
|
if (event.key.keysym.sym == SDLK_RIGHT)
|
|
lastKeyPressed = 0x15, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_LEFT)
|
|
lastKeyPressed = 0x08, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_UP)
|
|
lastKeyPressed = 0x0B, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_DOWN)
|
|
lastKeyPressed = 0x0A, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_RETURN)
|
|
lastKeyPressed = 0x0D, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_ESCAPE)
|
|
lastKeyPressed = 0x1B, keyDown = true;
|
|
else if (event.key.keysym.sym == SDLK_BACKSPACE)
|
|
lastKeyPressed = 0x7F, keyDown = true;
|
|
|
|
// Fix CTRL+key combo...
|
|
if (event.key.keysym.mod & KMOD_CTRL)
|
|
{
|
|
if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z)
|
|
{
|
|
lastKeyPressed = (event.key.keysym.sym - SDLK_a) + 1;
|
|
keyDown = true;
|
|
//printf("Key combo pressed: CTRL+%c\n", lastKeyPressed + 0x40);
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if 1
|
|
// Fix SHIFT+key combo...
|
|
if (event.key.keysym.mod & KMOD_SHIFT)
|
|
{
|
|
if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z)
|
|
{
|
|
lastKeyPressed = (event.key.keysym.sym - SDLK_a) + 0x41;
|
|
keyDown = true;
|
|
//printf("Key combo pressed: CTRL+%c\n", lastKeyPressed + 0x40);
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_1)
|
|
{
|
|
lastKeyPressed = '!';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_2)
|
|
{
|
|
lastKeyPressed = '@';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_3)
|
|
{
|
|
lastKeyPressed = '#';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_3)
|
|
{
|
|
lastKeyPressed = '#';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_4)
|
|
{
|
|
lastKeyPressed = '$';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_5)
|
|
{
|
|
lastKeyPressed = '%';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_6)
|
|
{
|
|
lastKeyPressed = '^';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_7)
|
|
{
|
|
lastKeyPressed = '&';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_8)
|
|
{
|
|
lastKeyPressed = '*';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_9)
|
|
{
|
|
lastKeyPressed = '(';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_0)
|
|
{
|
|
lastKeyPressed = ')';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_MINUS)
|
|
{
|
|
lastKeyPressed = '_';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_EQUALS)
|
|
{
|
|
lastKeyPressed = '+';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_LEFTBRACKET)
|
|
{
|
|
lastKeyPressed = '{';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_RIGHTBRACKET)
|
|
{
|
|
lastKeyPressed = '}';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_BACKSLASH)
|
|
{
|
|
lastKeyPressed = '|';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_SEMICOLON)
|
|
{
|
|
lastKeyPressed = ':';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_QUOTE)
|
|
{
|
|
lastKeyPressed = '"';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_COMMA)
|
|
{
|
|
lastKeyPressed = '<';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_PERIOD)
|
|
{
|
|
lastKeyPressed = '>';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_SLASH)
|
|
{
|
|
lastKeyPressed = '?';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_BACKQUOTE)
|
|
{
|
|
lastKeyPressed = '~';
|
|
keyDown = true;
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// General keys...
|
|
if (event.key.keysym.sym >= SDLK_SPACE && event.key.keysym.sym <= SDLK_z)
|
|
{
|
|
lastKeyPressed = event.key.keysym.sym;
|
|
keyDown = true;
|
|
|
|
// Check for Caps Lock key...
|
|
if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z && capsLock)
|
|
lastKeyPressed -= 0x20;
|
|
|
|
break;
|
|
}
|
|
|
|
if (event.key.keysym.sym == SDLK_PAUSE)
|
|
{
|
|
pauseMode = !pauseMode;
|
|
|
|
if (pauseMode)
|
|
{
|
|
SoundPause();
|
|
SpawnMessage("*** PAUSED ***");
|
|
}
|
|
else
|
|
{
|
|
SoundResume();
|
|
SpawnMessage("*** RESUME ***");
|
|
}
|
|
}
|
|
|
|
// Paddle buttons 0 & 1
|
|
if (event.key.keysym.sym == SDLK_INSERT)
|
|
openAppleDown = true;
|
|
if (event.key.keysym.sym == SDLK_PAGEUP)
|
|
closedAppleDown = true;
|
|
|
|
if (event.key.keysym.sym == SDLK_F11)
|
|
dumpDis = !dumpDis; // Toggle the disassembly process
|
|
// else if (event.key.keysym.sym == SDLK_F11)
|
|
// floppyDrive.LoadImage("./disks/bt1_char.dsk");//Kludge to load char disk...
|
|
else if (event.key.keysym.sym == SDLK_F9)
|
|
{
|
|
floppyDrive.CreateBlankImage(0);
|
|
// SpawnMessage("Image cleared...");
|
|
}//*/
|
|
else if (event.key.keysym.sym == SDLK_F10)
|
|
{
|
|
floppyDrive.SwapImages();
|
|
// SpawnMessage("Image swapped...");
|
|
}//*/
|
|
|
|
if (event.key.keysym.sym == SDLK_F2)// Toggle the palette
|
|
TogglePalette();
|
|
else if (event.key.keysym.sym == SDLK_F3)// Cycle through screen types
|
|
CycleScreenTypes();
|
|
|
|
// GUI is no longer launched this way...
|
|
#if 0
|
|
// if (event.key.keysym.sym == SDLK_F5) // Temp GUI launch key
|
|
if (event.key.keysym.sym == SDLK_F1) // GUI launch key
|
|
//NOTE: Should parse the output to determine whether or not the user requested
|
|
// to quit completely... !!! FIX !!!
|
|
gui->Run();
|
|
#endif
|
|
|
|
if (event.key.keysym.sym == SDLK_F5)
|
|
{
|
|
VolumeDown();
|
|
char volStr[19] = "[****************]";
|
|
// volStr[GetVolume()] = 0;
|
|
for(int i=GetVolume(); i<16; i++)
|
|
volStr[1 + i] = '-';
|
|
SpawnMessage("Volume: %s", volStr);
|
|
}
|
|
else if (event.key.keysym.sym == SDLK_F6)
|
|
{
|
|
VolumeUp();
|
|
char volStr[19] = "[****************]";
|
|
// volStr[GetVolume()] = 0;
|
|
for(int i=GetVolume(); i<16; i++)
|
|
volStr[1 + i] = '-';
|
|
SpawnMessage("Volume: %s", volStr);
|
|
}
|
|
|
|
if (event.key.keysym.sym == SDLK_F12)
|
|
{
|
|
if (!fullscreenDebounce)
|
|
{
|
|
ToggleFullScreen();
|
|
fullscreenDebounce = true;
|
|
}
|
|
}
|
|
|
|
if (event.key.keysym.sym == SDLK_CAPSLOCK)
|
|
{
|
|
if (!capsLockDebounce)
|
|
{
|
|
capsLock = !capsLock;
|
|
capsLockDebounce = true;
|
|
}
|
|
}
|
|
|
|
break;
|
|
case SDL_KEYUP:
|
|
if (event.key.keysym.sym == SDLK_F12)
|
|
fullscreenDebounce = false;
|
|
if (event.key.keysym.sym == SDLK_CAPSLOCK)
|
|
capsLockDebounce = false;
|
|
|
|
// Paddle buttons 0 & 1
|
|
if (event.key.keysym.sym == SDLK_INSERT)
|
|
openAppleDown = false;
|
|
if (event.key.keysym.sym == SDLK_PAGEUP)
|
|
closedAppleDown = false;
|
|
|
|
// if (event.key.keysym.sym >= SDLK_a && event.key.keysym.sym <= SDLK_z)
|
|
// keyDown = false;
|
|
|
|
break;
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
GUI2::MouseDown(event.motion.x, event.motion.y, event.motion.state);
|
|
break;
|
|
case SDL_MOUSEBUTTONUP:
|
|
GUI2::MouseUp(event.motion.x, event.motion.y, event.motion.state);
|
|
break;
|
|
case SDL_MOUSEMOTION:
|
|
GUI2::MouseMove(event.motion.x, event.motion.y, event.motion.state);
|
|
break;
|
|
case SDL_WINDOWEVENT:
|
|
if (event.window.event == SDL_WINDOWEVENT_LEAVE)
|
|
GUI2::MouseMove(0, 0, 0);
|
|
|
|
break;
|
|
case SDL_QUIT:
|
|
running = false;
|
|
}
|
|
}
|
|
|
|
//#warning "!!! Taking MAJOR time hit with the video frame rendering !!!"
|
|
RenderVideoFrame();
|
|
RenderScreenBuffer();
|
|
GUI2::Render(sdlRenderer);
|
|
SDL_RenderPresent(sdlRenderer);
|
|
SetCallbackTime(FrameCallback, 16666.66666667);
|
|
|
|
#ifdef CPU_CLOCK_CHECKING
|
|
//We know it's stopped, so we can get away with this...
|
|
counter++;
|
|
if (counter == 60)
|
|
{
|
|
uint64_t clock = GetCurrentV65C02Clock();
|
|
//totalCPU += (uint32_t)(clock - lastClock);
|
|
|
|
printf("Executed %u cycles...\n", (uint32_t)(clock - lastClock));
|
|
lastClock = clock;
|
|
// totalCPU = 0;
|
|
counter = 0;
|
|
}
|
|
#endif
|
|
//Instead of this, we should yield remaining time to other processes... !!! FIX !!! [DONE]
|
|
//lessee...
|
|
//nope.
|
|
//Actually, slows things down too much...
|
|
//SDL_Delay(10);
|
|
// while (SDL_GetTicks() - startTicks < 16); // Wait for next frame...
|
|
|
|
// This is the problem: If you set the interval to 16, it runs faster than
|
|
// 1/60s per frame. If you set it to 17, it runs slower. What we need is to
|
|
// have it do 16 for one frame, then 17 for two others. Then it should average
|
|
// out to 1/60s per frame every 3 frames.
|
|
frameCount = (frameCount + 1) % 3;
|
|
uint32_t waitFrameTime = 17 - (frameCount == 0 ? 1 : 0);
|
|
|
|
while (SDL_GetTicks() - startTicks < waitFrameTime)
|
|
SDL_Delay(1); // Wait for next frame...
|
|
|
|
startTicks = SDL_GetTicks();
|
|
#if 0
|
|
uint64_t cpuCycles = GetCurrentV65C02Clock();
|
|
uint32_t cyclesBurned = (uint32_t)(cpuCycles - lastCPUCycles);
|
|
WriteLog("FrameCallback: used %i cycles\n", cyclesBurned);
|
|
lastCPUCycles = cpuCycles;
|
|
#endif
|
|
|
|
//let's wait, then signal...
|
|
//works longer, but then still falls behind...
|
|
#ifdef THREADED_65C02
|
|
if (!pauseMode)
|
|
SDL_CondSignal(cpuCond);//OK, let the CPU go another frame...
|
|
#endif
|
|
}
|
|
|
|
|
|
static void BlinkTimer(void)
|
|
{
|
|
flash = !flash;
|
|
SetCallbackTime(BlinkTimer, 250000); // Set up blinking at 1/4 sec intervals
|
|
}
|
|
|
|
|
|
/*
|
|
Next problem is this: How to have events occur and synchronize with the rest
|
|
of the threads?
|
|
|
|
o Have the CPU thread manage the timer mechanism? (need to have a method of carrying
|
|
remainder CPU cycles over...)
|
|
|
|
One way would be to use a fractional accumulator, then subtract 1 every
|
|
time it overflows. Like so:
|
|
|
|
double overflow = 0;
|
|
uint32_t time = 20;
|
|
while (!done)
|
|
{
|
|
Execute6808(&soundCPU, time);
|
|
overflow += 0.289115646;
|
|
if (overflow > 1.0)
|
|
{
|
|
overflow -= 1.0;
|
|
time = 21;
|
|
}
|
|
else
|
|
time = 20;
|
|
}
|
|
*/
|