iigs-sprite-compiler/SpriteCompiler/Problem/SpriteGeneratorState.cs

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namespace SpriteCompiler.Problem
{
using System;
using System.Collections.Generic;
using System.Linq;
public class SpriteGeneratorState : IEquatable<SpriteGeneratorState>
{
public SpriteGeneratorState()
: this(new SpriteByte[0])
{
}
public SpriteGeneratorState(byte[] data)
: this(data.Select((x, i) => new SpriteByte(x, (ushort)i)))
{
}
public SpriteGeneratorState(IEnumerable<SpriteByte> bytes)
{
Bytes = bytes.ToList();
// Initialize the CPU state
A = Register.INITIAL_OFFSET; // the address to draw the sprite is passed in, this is a run-time value
X = Register.UNINITIALIZED; // the other registered are also undefined
Y = Register.UNINITIALIZED;
D = Register.UNINITIALIZED;
S = Register.UNINITIALIZED;
P = 0x30; // Start in native mode (16 bit A/X/Y) with the carry clear
}
private SpriteGeneratorState(SpriteGeneratorState other)
{
Bytes = new List<SpriteByte>(other.Bytes);
A = other.A;
X = other.X;
Y = other.Y;
D = other.D;
S = other.S;
P = other.P;
}
public override string ToString()
{
return String.Format("A = {0:X4}, X = {1}, Y = {2}, S = {3}, D = {4}, P = {5:X2}", A, X, Y, S, D, P);
}
public void RemoveWord(ushort offset)
{
var total = Bytes.RemoveAll(x => x.Offset == offset || x.Offset == (offset + 1));
if (total != 2)
{
throw new ArgumentException(string.Format("Cannot remove word at {0}", offset));
}
}
public void RemoveByte(ushort offset)
{
var total = Bytes.RemoveAll(x => x.Offset == offset);
if (total != 1)
{
throw new ArgumentException(string.Format("Cannot remove byte at {0}", offset));
}
}
public SpriteGeneratorState Clone(Action<SpriteGeneratorState> f = null)
{
var other = new SpriteGeneratorState(this);
if (f != null)
{
f(other);
}
return other;
}
// A better state representation would be to have an array of offsets and a static
// data and mask array. Then the state is just the locations and registers, rather
// than a full copy of the data
public List<SpriteByte> Bytes { get; private set; }
public bool IsEmpty { get { return Bytes.Count == 0; } }
public bool LongA { get { return (P & 0x10) == 0x10; } }
public bool LongI { get { return (P & 0x20) == 0x20; } }
// Maintain the state of the execution
public Register A { get; set; } // Nullable because unknown values can be passed through the accumulator
public Register X { get; set; }
public Register Y { get; set; }
public Register D { get; set; }
public Register S { get; set; } // S is always an offset, not a literal number
public byte P { get; set; }
public const byte LONG_A = 0x10;
public const byte LONG_I = 0x20;
public override bool Equals(object obj)
{
return Equals(obj as SpriteGeneratorState);
}
public bool Equals(SpriteGeneratorState other)
{
// Two states are equal if the bytes are the same and all registers are the same
return Bytes.SequenceEqual(other.Bytes) &&
A.Equals(other.A) &&
X.Equals(other.X) &&
Y.Equals(other.Y) &&
D.Equals(other.D) &&
S.Equals(other.S) &&
P.Equals(other.P)
;
}
public static bool operator ==(SpriteGeneratorState state1, SpriteGeneratorState state2)
{
if (((object)state1) == null || ((object)state2) == null)
return Object.Equals(state1, state2);
return state1.Equals(state2);
}
public static bool operator !=(SpriteGeneratorState state1, SpriteGeneratorState state2)
{
if (((object)state1) == null || ((object)state2) == null)
return !Object.Equals(state1, state2);
return !(state1.Equals(state2));
}
}
}