stella/src/emucore/tia/Ball.hxx

205 lines
4.6 KiB
C++

//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================
#ifndef TIA_BALL
#define TIA_BALL
#include "Serializable.hxx"
#include "bspf.hxx"
#include "TIAConstants.hxx"
class TIA;
class Ball : public Serializable
{
public:
explicit Ball(uInt32 collisionMask);
public:
void setTIA(TIA* tia) { myTIA = tia; }
void reset();
void enabl(uInt8 value);
void hmbl(uInt8 value);
void resbl(uInt8 counter);
void ctrlpf(uInt8 value);
void vdelbl(uInt8 value);
void toggleCollisions(bool enabled);
void toggleEnabled(bool enabled);
void setColor(uInt8 color);
void setDebugColor(uInt8 color);
void enableDebugColors(bool enabled);
void applyColorLoss();
void setInvertedPhaseClock(bool enable);
void startMovement();
void nextLine();
bool isOn() const { return (collision & 0x8000); }
uInt8 getColor() const { return myColor; }
void shuffleStatus();
uInt8 getPosition() const;
void setPosition(uInt8 newPosition);
bool getENABLOld() const { return myIsEnabledOld; }
bool getENABLNew() const { return myIsEnabledNew; }
void setENABLOld(bool enabled);
/**
Serializable methods (see that class for more information).
*/
bool save(Serializer& out) const override;
bool load(Serializer& in) override;
inline void movementTick(uInt32 clock, bool hblank);
inline void tick(bool isReceivingMclock = true);
public:
uInt32 collision;
bool isMoving;
private:
void updateEnabled();
void applyColors();
private:
enum Count: Int8 {
renderCounterOffset = -4
};
private:
uInt32 myCollisionMaskDisabled;
uInt32 myCollisionMaskEnabled;
uInt8 myColor;
uInt8 myObjectColor, myDebugColor;
bool myDebugEnabled;
bool myIsEnabledOld;
bool myIsEnabledNew;
bool myIsEnabled;
bool myIsSuppressed;
bool myIsDelaying;
bool myIsVisible;
uInt8 myHmmClocks;
uInt8 myCounter;
uInt8 myWidth;
uInt8 myEffectiveWidth;
uInt8 myLastMovementTick;
bool myIsRendering;
Int8 myRenderCounter;
bool myInvertedPhaseClock;
bool myUseInvertedPhaseClock;
TIA* myTIA;
private:
Ball() = delete;
Ball(const Ball&) = delete;
Ball(Ball&&) = delete;
Ball& operator=(const Ball&) = delete;
Ball& operator=(Ball&&);
};
// ############################################################################
// Implementation
// ############################################################################
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Ball::movementTick(uInt32 clock, bool hblank)
{
myLastMovementTick = myCounter;
if (clock == myHmmClocks)
isMoving = false;
if(isMoving)
{
if (hblank) tick(false);
myInvertedPhaseClock = !hblank;
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Ball::tick(bool isReceivingMclock)
{
if(myUseInvertedPhaseClock && myInvertedPhaseClock)
{
myInvertedPhaseClock = false;
return;
}
myIsVisible = myIsRendering && myRenderCounter >= 0;
collision = (myIsVisible && myIsEnabled) ? myCollisionMaskEnabled : myCollisionMaskDisabled;
bool starfieldEffect = isMoving && isReceivingMclock;
if (myCounter == 156) {
myIsRendering = true;
myRenderCounter = renderCounterOffset;
uInt8 starfieldDelta = (myCounter + TIAConstants::H_PIXEL - myLastMovementTick) % 4;
if (starfieldEffect && starfieldDelta == 3 && myWidth < 4) ++myRenderCounter;
switch (starfieldDelta) {
case 3:
myEffectiveWidth = myWidth == 1 ? 2 : myWidth;
break;
case 2:
myEffectiveWidth = 0;
break;
default:
myEffectiveWidth = myWidth;
break;
}
} else if (myIsRendering && ++myRenderCounter >= (starfieldEffect ? myEffectiveWidth : myWidth))
myIsRendering = false;
if (++myCounter >= TIAConstants::H_PIXEL)
myCounter = 0;
}
#endif // TIA_BALL