stella/src/debugger/TIADebug.hxx

206 lines
6.1 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) 1995-2018 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_DEBUG_HXX
#define TIA_DEBUG_HXX
class Debugger;
class TIA;
class DelayQueueIterator;
// Function type for TIADebug instance methods
class TIADebug;
using TiaMethod = int (TIADebug::*)() const;
#include "DebuggerSystem.hxx"
#include "bspf.hxx"
// Indices for various IntArray in TiaState
enum {
P0, P1, M0, M1, BL
};
class TiaState : public DebuggerState
{
public:
IntArray coluRegs;
IntArray fixedCols;
BoolArray cx;
IntArray gr;
BoolArray ref;
BoolArray vdel;
BoolArray res;
IntArray pos;
IntArray hm;
IntArray pf;
IntArray size;
IntArray aud;
IntArray info;
};
class TIADebug : public DebuggerSystem
{
public:
TIADebug(Debugger& dbg, Console& console);
TIA& tia() const { return myTIA; }
const DebuggerState& getState() override;
const DebuggerState& getOldState() override { return myOldState; }
void saveOldState() override;
string toString() override;
string debugColors() const;
string palette() const;
// TIA byte (or part of a byte) registers
uInt8 nusiz0(int newVal = -1);
uInt8 nusiz1(int newVal = -1);
uInt8 nusizP0(int newVal = -1);
uInt8 nusizP1(int newVal = -1);
uInt8 nusizM0(int newVal = -1);
uInt8 nusizM1(int newVal = -1);
const string& nusizP0String() { return nusizStrings[nusizP0()]; }
const string& nusizP1String() { return nusizStrings[nusizP1()]; }
uInt8 coluP0(int newVal = -1);
uInt8 coluP1(int newVal = -1);
uInt8 coluPF(int newVal = -1);
uInt8 coluBK(int newVal = -1);
uInt8 sizeBL(int newVal = -1);
uInt8 ctrlPF(int newVal = -1);
uInt8 pf0(int newVal = -1);
uInt8 pf1(int newVal = -1);
uInt8 pf2(int newVal = -1);
uInt8 grP0(int newVal = -1);
uInt8 grP1(int newVal = -1);
uInt8 posP0(int newVal = -1);
uInt8 posP1(int newVal = -1);
uInt8 posM0(int newVal = -1);
uInt8 posM1(int newVal = -1);
uInt8 posBL(int newVal = -1);
uInt8 hmP0(int newVal = -1);
uInt8 hmP1(int newVal = -1);
uInt8 hmM0(int newVal = -1);
uInt8 hmM1(int newVal = -1);
uInt8 hmBL(int newVal = -1);
uInt8 audC0(int newVal = -1);
uInt8 audC1(int newVal = -1);
uInt8 audF0(int newVal = -1);
uInt8 audF1(int newVal = -1);
uInt8 audV0(int newVal = -1);
uInt8 audV1(int newVal = -1);
void setGRP0Old(uInt8 b);
void setGRP1Old(uInt8 b);
void setENABLOld(bool b);
// TIA bool registers
bool refP0(int newVal = -1);
bool refP1(int newVal = -1);
bool enaM0(int newVal = -1);
bool enaM1(int newVal = -1);
bool enaBL(int newVal = -1);
bool vdelP0(int newVal = -1);
bool vdelP1(int newVal = -1);
bool vdelBL(int newVal = -1);
bool resMP0(int newVal = -1);
bool resMP1(int newVal = -1);
bool refPF(int newVal = -1);
bool scorePF(int newVal = -1);
bool priorityPF(int newVal = -1);
/** Get specific bits in the collision register (used by collXX_XX) */
bool collision(CollisionBit id, bool toggle = false) const;
// Collision registers
bool collM0_P1() const { return collision(CollisionBit::M0P1); }
bool collM0_P0() const { return collision(CollisionBit::M0P0); }
bool collM1_P0() const { return collision(CollisionBit::M1P0); }
bool collM1_P1() const { return collision(CollisionBit::M1P1); }
bool collP0_PF() const { return collision(CollisionBit::P0PF); }
bool collP0_BL() const { return collision(CollisionBit::P0BL); }
bool collP1_PF() const { return collision(CollisionBit::P1PF); }
bool collP1_BL() const { return collision(CollisionBit::P1BL); }
bool collM0_PF() const { return collision(CollisionBit::M0PF); }
bool collM0_BL() const { return collision(CollisionBit::M0BL); }
bool collM1_PF() const { return collision(CollisionBit::M1PF); }
bool collM1_BL() const { return collision(CollisionBit::M1BL); }
bool collBL_PF() const { return collision(CollisionBit::BLPF); }
bool collP0_P1() const { return collision(CollisionBit::P0P1); }
bool collM0_M1() const { return collision(CollisionBit::M0M1); }
// TIA strobe registers
void strobeWsync();
void strobeRsync();
void strobeResP0();
void strobeResP1();
void strobeResM0();
void strobeResM1();
void strobeResBL();
void strobeHmove();
void strobeHmclr();
void strobeCxclr();
// Read-only internal TIA state
int scanlines() const;
int scanlinesLastFrame() const;
int frameCount() const;
int frameCycles() const;
int cyclesLo() const;
int cyclesHi() const;
int clocksThisLine() const;
int cyclesThisLine() const;
bool vsync() const;
bool vblank() const;
int vsyncAsInt() const { return int(vsync()); } // so we can use _vsync pseudo-register
int vblankAsInt() const { return int(vblank()); } // so we can use _vblank pseudo-register
shared_ptr<DelayQueueIterator> delayQueueIterator() const;
private:
/** Display a color patch for color at given index in the palette */
string colorSwatch(uInt8 c) const;
string audFreq(uInt8 div);
string booleanWithLabel(string label, bool value);
private:
TiaState myState;
TiaState myOldState;
TIA& myTIA;
string nusizStrings[8];
private:
// Following constructors and assignment operators not supported
TIADebug() = delete;
TIADebug(const TIADebug&) = delete;
TIADebug(TIADebug&&) = delete;
TIADebug& operator=(const TIADebug&) = delete;
TIADebug& operator=(TIADebug&&) = delete;
};
#endif