2 // Apple 2 SDL Portable Apple Emulator
5 // © 2018 Underground Software
7 // Parts loosely inspired by AppleWin by Tom Charlesworth which was based on
8 // AppleWin by Oliver Schmidt which was based on AppleWin by Michael O'Brien.
9 // :-) Some parts (mainly TV rendering) are derived from ApplePC. Too bad it
10 // was closed source--it could have been *the* premier Apple II emulator out
13 // JLH = James Hammons <jlhamm@acm.org>
16 // --- ---------- -----------------------------------------------------------
17 // JLH 11/12/2005 Initial port to SDL
18 // JLH 11/18/2005 Wired up graphic soft switches
19 // JLH 12/02/2005 Setup timer subsystem for more accurate time keeping
20 // JLH 12/12/2005 Added preliminary state saving support
21 // JLH 09/24/2013 Added //e support
26 // - Port to SDL [DONE]
27 // - Weed out unneeded functions [DONE]
29 // - 128K IIe related stuff [DONE]
30 // - State loading/saving [DONE]
35 // - Having a directory in the ${disks} directory causes a segfault in floppy
48 #include "firmware/apple2-fw.h"
49 #include "firmware/apple2e-enh.h"
50 #include "firmware/firmware.h"
51 #include "floppydrive.h"
52 #include "harddrive.h"
55 #include "mockingboard.h"
60 #include "gui/diskselector.h"
61 #include "gui/config.h"
64 // Debug and misc. defines
66 #define THREADED_65C02
67 #define CPU_THREAD_OVERFLOW_COMPENSATION
69 //#define CPU_CLOCK_CHECKING
70 //#define THREAD_DEBUGGING
71 #define SOFT_SWITCH_DEBUGGING
75 uint8_t ram[0x10000], rom[0x10000]; // RAM & ROM spaces
76 uint8_t ram2[0x10000]; // Auxillary RAM
77 V65C02REGS mainCPU; // v65C02 execution context
78 uint8_t appleType = APPLE_TYPE_IIE;
79 bool powerStateChangeRequested = false;
80 uint64_t frameCycleStart;
82 uint64_t frameTicks = 0;
83 uint64_t frameTime[60];
84 uint32_t frameTimePtr = 0;
88 uint8_t lastKeyPressed = 0;
90 bool openAppleDown = false;
91 bool closedAppleDown = false;
92 bool store80Mode = false;
94 bool intCXROM = false;
95 bool slotC3ROM = false;
96 bool intC8ROM = false;
102 // Language card state (ROM read, no write)
103 uint8_t lcState = 0x02;
104 uint8_t blinkTimer = 0;
106 static bool running = true; // Machine running state flag...
107 static uint64_t startTicks;
108 static bool pauseMode = false;
109 static bool fullscreenDebounce = false;
110 static bool resetKeyDown = false;
111 static int8_t hideMouseTimeout = 60;
113 // Vars to handle the //e's 2-key rollover
114 static SDL_Keycode keysHeld[2];
115 static uint8_t keysHeldAppleCode[2];
116 static uint8_t keyDownCount = 0;
117 static uint8_t keyDelay = 0;
121 static void SaveApple2State(const char * filename);
122 static bool LoadApple2State(const char * filename);
123 static void ResetApple2State(void);
124 static void AppleTimer(uint16_t);
126 // Local timer callback functions
128 static void FrameCallback(void);
129 static void BlinkTimer(void);
131 #ifdef THREADED_65C02
132 // Test of threaded execution of 6502
133 static SDL_Thread * cpuThread = NULL;
134 static SDL_cond * cpuCond = NULL;
135 static SDL_sem * mainSem = NULL;
136 static bool cpuFinished = false;
138 // NB: Apple //e Manual sez 6502 is running @ 1,022,727 Hz
139 // This is a lie. At the end of each 65 cycle line, there is an elongated
140 // cycle (the so-called 'long' cycle) that throws the calcs out of whack.
141 // So actually, it's supposed to be 1,020,484.32 Hz
143 // Let's try a thread...
145 // Here's how it works: Execute 1 frame's worth, then sleep. Other stuff wakes
148 static uint32_t sampleCount;
149 static uint64_t sampleClock, lastSampleClock;
150 int CPUThreadFunc(void * data)
152 // Mutex must be locked for conditional to work...
153 // Also, must be created in the thread that uses it...
154 SDL_mutex * cpuMutex = SDL_CreateMutex();
156 #ifdef CPU_THREAD_OVERFLOW_COMPENSATION
157 // float overflow = 0.0;
162 uint64_t cpuFrameTickStart = SDL_GetPerformanceCounter();
163 uint64_t oldClock = mainCPU.clock;
165 sampleClock = lastSampleClock = mainCPU.clock;
166 // decrement mainSem...
167 #ifdef THREAD_DEBUGGING
168 WriteLog("CPU: SDL_SemWait(mainSem);\n");
170 SDL_SemWait(mainSem);
172 // There are exactly 800 slices of 21.333 cycles per frame, so it works
174 // [Actually, seems it's 786 slices of 21.666 cycles per frame]
176 // Set our frame cycle counter to the correct # of cycles at the start
178 frameCycleStart = mainCPU.clock - mainCPU.overflow;
179 #ifdef THREAD_DEBUGGING
180 WriteLog("CPU: Execute65C02(&mainCPU, cycles);\n");
182 for(int i=0; i<262; i++)
184 // If the CTRL+Reset key combo is being held, make sure the RESET
185 // line stays asserted:
187 mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
189 Execute65C02(&mainCPU, 65);
191 // According to "Understanding The Apple IIe", VBL asserted after
192 // the last byte of the screen is read and let go on the first read
193 // of the first byte of the screen. We now know that the screen
194 // starts on line #6 and ends on line #197 (of the vertical
195 // counter--actual VBLANK proper happens on lines 230 thru 233).
196 vbl = ((i >= 6) && (i <= 197) ? true : false);
199 //WriteLog("*** Frame ran for %d cycles (%.3lf µs, %d samples).\n", mainCPU.clock - oldClock, ((double)(SDL_GetPerformanceCounter() - cpuFrameTickStart) * 1000000.0) / (double)SDL_GetPerformanceFrequency(), sampleCount);
200 // frameTicks = ((SDL_GetPerformanceCounter() - startTicks) * 1000) / SDL_GetPerformanceFrequency();
202 Other timings from UTA2E:
203 Power-up reset 32.6 msec / 512 horizontal scans
204 Flash cycle 1.87 Hz / Vertical freq./32
205 Delay before auto repeat 534-801 msec / 32-48 vertical scans
206 Auto repeat frequency 15 Hz / Vertical freq./4
207 Vertical frequency 59.94 Hz (actually, 59.92 Hz [59.92274339401])
208 Horizontal frequency 15,734 Hz (actually, 15700 Hz)
209 1 NTSC frame = 17030 cycles (N.B.: this works out to 1021800 cycles per sec.)
210 NTSC clock frequency ("composite" freq.) is 1.02048432 MHz, which is 14.31818 x (65 / (65 x 14 + 2)) MHz.
212 70 blank lines for top margin, 192 lines for screen, (35 & 35?)
213 VA-C,V0-5 is upcounter starting at 011111010 ($FA) to 111111111 ($1FF)
214 Horizontal counter is upcounter resets to 0000000, then jumps to 1000000 &
215 counts up to 1111111 (bit 7 is Horizontal Preset Enable, which resets the counter when it goes low, the rest are H0-5)
217 pg. 3-24 says one cycle before VBL the counters will be at
218 010111111/1111111 (that doesn't look right to me...)
233 SUMS are calculated like so:
238 ------------------------------
239 SUM-A6 SUM-A5 SUM-A4 SUM-A3
241 In TEXT mode, A10 == (80STORE' * PAGE2)', A11 == 80STORE' * PAGE2
244 In HIRES mode, A13 == (PAGE2 * 80STORE')', A14 == PAGE2 * 80STORE'
245 A10 == VA, A11 == VB, A12 == VC, A15 == 0
247 N.B.: VA-C are lower bits than V5-0
249 HC, from 00, 0 to 23 is the HBL interval, with horizontal retrace occuring between cycles 8 and 11.
250 VC, from line 0-5 and 198-261 is the VBL interval, with vertical retrace occuring between lines 230-233
254 #ifdef THREAD_DEBUGGING
255 WriteLog("CPU: SDL_mutexP(cpuMutex);\n");
257 SDL_mutexP(cpuMutex);
258 // increment mainSem...
259 #ifdef THREAD_DEBUGGING
260 WriteLog("CPU: SDL_SemPost(mainSem);\n");
262 SDL_SemPost(mainSem);
263 #ifdef THREAD_DEBUGGING
264 WriteLog("CPU: SDL_CondWait(cpuCond, cpuMutex);\n");
266 SDL_CondWait(cpuCond, cpuMutex);
268 #ifdef THREAD_DEBUGGING
269 WriteLog("CPU: SDL_mutexV(cpuMutex);\n");
271 SDL_mutexV(cpuMutex);
273 while (!cpuFinished);
275 SDL_DestroyMutex(cpuMutex);
282 // Request a change in the power state of the emulated Apple
284 void SetPowerState(void)
286 powerStateChangeRequested = true;
290 // Load a file into RAM/ROM image space
292 bool LoadImg(char * filename, uint8_t * ram, int size)
294 FILE * fp = fopen(filename, "rb");
299 fread(ram, 1, size, fp);
305 const uint8_t stateHeader[19] = "APPLE2SAVESTATE1.2";
306 static void SaveApple2State(const char * filename)
308 WriteLog("Main: Saving Apple2 state...\n");
309 FILE * file = fopen(filename, "wb");
313 WriteLog("Could not open file \"%s\" for writing!\n", filename);
318 fwrite(stateHeader, 1, 18, file);
320 // Write out CPU state
321 fwrite(&mainCPU, 1, sizeof(mainCPU), file);
323 // Write out main memory
324 fwrite(ram, 1, 0x10000, file);
325 fwrite(ram2, 1, 0x10000, file);
327 // Write out state variables
328 fputc((uint8_t)keyDown, file);
329 fputc((uint8_t)openAppleDown, file);
330 fputc((uint8_t)closedAppleDown, file);
331 fputc((uint8_t)store80Mode, file);
332 fputc((uint8_t)vbl, file);
333 fputc((uint8_t)intCXROM, file);
334 fputc((uint8_t)slotC3ROM, file);
335 fputc((uint8_t)intC8ROM, file);
336 fputc((uint8_t)ramrd, file);
337 fputc((uint8_t)ramwrt, file);
338 fputc((uint8_t)altzp, file);
339 fputc((uint8_t)ioudis, file);
340 fputc((uint8_t)dhires, file);
341 fputc((uint8_t)flash, file);
342 fputc((uint8_t)textMode, file);
343 fputc((uint8_t)mixedMode, file);
344 fputc((uint8_t)displayPage2, file);
345 fputc((uint8_t)hiRes, file);
346 fputc((uint8_t)alternateCharset, file);
347 fputc((uint8_t)col80Mode, file);
348 fputc(lcState, file);
350 // Write out floppy state
351 floppyDrive[0].SaveState(file);
353 // Write out Mockingboard state
358 static bool LoadApple2State(const char * filename)
360 WriteLog("Main: Loading Apple2 state...\n");
361 FILE * file = fopen(filename, "rb");
365 WriteLog("Could not open file \"%s\" for reading!\n", filename);
370 fread(buffer, 1, 18, file);
373 if (memcmp(buffer, stateHeader, 18) != 0)
376 WriteLog("File \"%s\" is not a valid Apple2 save state file!\n", filename);
381 fread(&mainCPU, 1, sizeof(mainCPU), file);
384 fread(ram, 1, 0x10000, file);
385 fread(ram2, 1, 0x10000, file);
387 // Read in state variables
388 keyDown = (bool)fgetc(file);
389 openAppleDown = (bool)fgetc(file);
390 closedAppleDown = (bool)fgetc(file);
391 store80Mode = (bool)fgetc(file);
392 vbl = (bool)fgetc(file);
393 intCXROM = (bool)fgetc(file);
394 slotC3ROM = (bool)fgetc(file);
395 intC8ROM = (bool)fgetc(file);
396 ramrd = (bool)fgetc(file);
397 ramwrt = (bool)fgetc(file);
398 altzp = (bool)fgetc(file);
399 ioudis = (bool)fgetc(file);
400 dhires = (bool)fgetc(file);
401 flash = (bool)fgetc(file);
402 textMode = (bool)fgetc(file);
403 mixedMode = (bool)fgetc(file);
404 displayPage2 = (bool)fgetc(file);
405 hiRes = (bool)fgetc(file);
406 alternateCharset = (bool)fgetc(file);
407 col80Mode = (bool)fgetc(file);
408 lcState = fgetc(file);
410 // Read in floppy state
411 floppyDrive[0].LoadState(file);
413 // Read in Mockingboard state
417 // Make sure things are in a sane state before execution :-P
418 mainCPU.RdMem = AppleReadMem;
419 mainCPU.WrMem = AppleWriteMem;
420 mainCPU.Timer = AppleTimer;
426 static void ResetApple2State(void)
429 openAppleDown = false;
430 closedAppleDown = false;
445 // Without this, you can wedge the system :-/
446 memset(ram, 0, 0x10000);
447 memset(ram2, 0, 0x10000);
448 mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
451 static double cyclesForSample = 0;
452 static void AppleTimer(uint16_t cycles)
454 // Handle PHI2 clocked stuff here...
456 floppyDrive[0].RunSequencer(cycles);
460 // 21.26009 cycles per sample @ 48000 (running @ 1,020,484.32 Hz)
461 // 16.688154500083 ms = 1 frame
462 cyclesForSample += (double)cycles;
464 if (cyclesForSample >= 21.26009)
467 sampleClock = mainCPU.clock;
468 WriteLog(" cyclesForSample = %lf (%d samples, cycles=%d)\n", cyclesForSample, sampleClock - lastSampleClock, cycles);
470 lastSampleClock = sampleClock;
472 WriteSampleToBuffer();
473 cyclesForSample -= 21.26009;
478 #ifdef CPU_CLOCK_CHECKING
480 uint32_t totalCPU = 0;
481 uint64_t lastClock = 0;
486 int main(int /*argc*/, char * /*argv*/[])
488 InitLog("./apple2.log");
490 srand(time(NULL)); // Initialize RNG
493 // Make some timing/address tables
495 for(uint32_t line=0; line<262; line++)
497 WriteLog("LINE %03i: ", line);
499 for(uint32_t col=0; col<65; col++)
501 // Convert these to H/V counters
502 uint32_t hcount = col - 1;
504 // HC sees zero twice:
505 if (hcount == 0xFFFFFFFF)
508 uint32_t vcount = line + 0xFA;
510 // Now do the address calculations
511 uint32_t sum = 0xD + ((hcount & 0x38) >> 3)
512 + (((vcount & 0xC0) >> 6) | ((vcount & 0xC0) >> 4));
513 uint32_t address = ((vcount & 0x38) << 4) | ((sum & 0x0F) << 3) | (hcount & 0x07);
515 // Add in particulars for the gfx mode we're in...
518 address |= (!(!store80Mode && displayPage2) ? 0x400 : 0)
519 | (!store80Mode && displayPage2 ? 0x800 : 0);
522 address |= (!(!store80Mode && displayPage2) ? 0x2000: 0)
523 | (!store80Mode && displayPage2 ? 0x4000 : 0)
524 | ((vcount & 0x07) << 10);
526 WriteLog("$%04X ", address);
535 memset(ram, 0, 0x10000);
536 memset(rom, 0, 0x10000);
537 memset(ram2, 0, 0x10000);
543 // Install devices in slots
544 InstallFloppy(SLOT6);
545 InstallMockingboard(SLOT4);
546 InstallHardDrive(SLOT7);
548 // Set up V65C02 execution context
549 memset(&mainCPU, 0, sizeof(V65C02REGS));
550 mainCPU.RdMem = AppleReadMem;
551 mainCPU.WrMem = AppleWriteMem;
552 mainCPU.Timer = AppleTimer;
553 mainCPU.cpuFlags |= V65C02_ASSERT_LINE_RESET;
556 if (!LoadImg(settings.BIOSPath, rom + 0xC000, 0x4000))
558 WriteLog("Could not open file '%s'!\n", settings.BIOSPath);
562 memcpy(rom + 0xC000, apple2eEnhROM, 0x4000);
565 WriteLog("About to initialize video...\n");
569 printf("Could not init screen: aborting!\n");
573 GUI::Init(sdlRenderer);
575 WriteLog("About to initialize audio...\n");
578 if (settings.autoStateSaving)
580 // Load last state from file...
581 if (!LoadApple2State(settings.autoStatePath))
582 WriteLog("Unable to use Apple2 state file \"%s\"!\n", settings.autoStatePath);
586 So, how to run this then? Right now, we have two separate threads, one for the CPU and one for audio. The screen refresh is tied to the CPU thread.
588 To do this properly, however, we need to execute approximately 1,020,484.32 cycles per second, and we need to tie the AY/regular sound to this rate. Video should happen still approximately 60 times a second, even though the real thing has a frame rate of 59.92 Hz.
590 Right now, the speed of the CPU is tied to the host system's refresh rate (which seems to be somewhere around 59.9 Hz). Under this regime, the sound thread is starved much of the time, which means there's a timing mismatch somewhere between the sound thread and the CPU thread and the video (main) thread.
592 Other considerations: Even though we know the exact amount of cycles for one frame (17030 cycles to be exact), because the video frame rate is slightly under 60 (~59.92) the amount of time those cycles take can't be tied to the host system refresh rate, as they won't be the same (it will have about 8,000 or so more cycles in one second than it should have using 60 frames per second as the base frequency). However, we do know that the system clock is 14.318180 MHz, and we do know that 1 out of every 65 cycles will take 2 extra ticks of the system clock (cycles are normally 14 ticks of the system clock). So, by virtue of this, we know how long one frame is in seconds exactly (which would be (((65 * 14) + 2) * 262) / 14318180 = 16.688154500083 milliseconds).
594 So we need to decouple the CPU thread from the host video thread, and have the CPU frame run at its rate so that it will complete its running in its alloted time. We also need to have a little bit of cushion for the sound thread, so that its buffer doesn't starve. Assuming we get the timing correct, it will pull ahead and fall behind and all average out in the end.
600 InitializeEventList();
601 // Set frame to fire at 1/60 s interval
602 SetCallbackTime(FrameCallback, 16666.66666667);
603 // Set up blinking at 1/4 s intervals
604 // SetCallbackTime(BlinkTimer, 250000);
605 startTicks = SDL_GetTicks();
607 #ifdef THREADED_65C02
608 // Kick off the CPU...
609 cpuCond = SDL_CreateCond();
610 mainSem = SDL_CreateSemaphore(1);
611 cpuThread = SDL_CreateThread(CPUThreadFunc, NULL, NULL);
612 //Hmm... CPU does POST (+1), wait, then WAIT (-1)
613 // SDL_sem * mainMutex = SDL_CreateMutex();
616 WriteLog("Entering main loop...\n");
620 #ifdef CPU_CLOCK_CHECKING
621 double timeToNextEvent = GetTimeToNextEvent();
623 #ifndef THREADED_65C02
624 Execute65C02(&mainCPU, USEC_TO_M6502_CYCLES(timeToNextEvent));
626 #ifdef CPU_CLOCK_CHECKING
627 totalCPU += USEC_TO_M6502_CYCLES(timeToNextEvent);
633 #ifdef THREADED_65C02
634 WriteLog("Main: cpuFinished = true;\n");
637 WriteLog("Main: SDL_SemWait(mainSem);\n");
638 // Only do this if NOT in power off/emulation paused mode!
640 // Should lock until CPU thread is waiting...
641 SDL_SemWait(mainSem);
644 WriteLog("Main: SDL_CondSignal(cpuCond);\n");
645 SDL_CondSignal(cpuCond);//thread is probably asleep, so wake it up
646 WriteLog("Main: SDL_WaitThread(cpuThread, NULL);\n");
647 SDL_WaitThread(cpuThread, NULL);
648 WriteLog("Main: SDL_DestroyCond(cpuCond);\n");
649 SDL_DestroyCond(cpuCond);
650 SDL_DestroySemaphore(mainSem);
652 // Autosave state here, if requested...
653 if (settings.autoStateSaving)
654 SaveApple2State(settings.autoStatePath);
656 floppyDrive[0].SaveImage(0);
657 floppyDrive[0].SaveImage(1);
660 #include "dis65c02.h"
661 static char disbuf[80];
665 pc += Decode65C02(&mainCPU, disbuf, pc);
666 WriteLog("%s\n", disbuf);
679 // Apple //e scancodes. Tables are normal (0), +CTRL (1), +SHIFT (2),
680 // +CTRL+SHIFT (3). Order of keys is:
681 // Delete, left, tab, down, up, return, right, escape
682 // Space, single quote, comma, minus, period, slash
684 // Semicolon, equals, left bracket, backslash, right bracket, backquote
685 // Letters a-z (lowercase)
687 // N.B.: The Apple //e keyboard maps its shift characters like most modern US
688 // keyboards, so this table should suffice for the shifted keys just
691 uint8_t apple2e_keycode[4][56] = {
693 0x7F, 0x08, 0x09, 0x0A, 0x0B, 0x0D, 0x15, 0x1B,
694 0x20, 0x27, 0x2C, 0x2D, 0x2E, 0x2F,
695 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39,
696 0x3B, 0x3D, 0x5B, 0x5C, 0x5D, 0x60,
697 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A,
698 0x6B, 0x6C, 0x6D, 0x6E, 0x6F, 0x70, 0x71, 0x72, 0x73, 0x74,
699 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A
702 0x7F, 0x08, 0x09, 0x0A, 0x0B, 0x0D, 0x15, 0x1B,
703 0x20, 0x27, 0x2C, 0x1F, 0x2E, 0x2F,
704 0x30, 0x31, 0x00, 0x33, 0x34, 0x35, 0x1E, 0x37, 0x38, 0x39,
705 0x3B, 0x3D, 0x1B, 0x1C, 0x1D, 0x60,
706 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A,
707 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14,
708 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A
711 0x7F, 0x08, 0x09, 0x0A, 0x0B, 0x0D, 0x15, 0x1B,
712 0x20, 0x22, 0x3C, 0x5F, 0x3E, 0x3F,
713 0x29, 0x21, 0x40, 0x23, 0x24, 0x25, 0x5E, 0x26, 0x2A, 0x28,
714 0x3A, 0x2B, 0x7B, 0x7C, 0x7D, 0x7E,
715 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A,
716 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, 0x51, 0x52, 0x53, 0x54,
717 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A
719 { // With CTRL+Shift held
720 0x7F, 0x08, 0x09, 0x0A, 0x0B, 0x0D, 0x15, 0x1B,
721 0x20, 0x22, 0x3C, 0x1F, 0x3E, 0x3F,
722 0x29, 0x21, 0x00, 0x23, 0x24, 0x25, 0x1E, 0x26, 0x2A, 0x28,
723 0x3A, 0x2B, 0x1B, 0x1C, 0x1D, 0x7E,
724 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A,
725 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14,
726 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A
730 static uint32_t frameCount = 0;
731 static void FrameCallback(void)
736 frameTimePtr = (frameTimePtr + 1) % 60;
737 frameTime[frameTimePtr] = startTicks;
739 while (SDL_PollEvent(&event))
744 // We do our own repeat handling thank you very much! :-)
745 if (event.key.repeat != 0)
748 // This breaks IMEs and the like, but we'll do simple for now
749 if (GUI::KeyDown(event.key.keysym.sym))
752 // Use CTRL+SHIFT+Q to exit, as well as the usual window decoration
754 if ((event.key.keysym.mod & KMOD_CTRL)
755 && (event.key.keysym.mod & KMOD_SHIFT)
756 && (event.key.keysym.sym == SDLK_q))
759 // We return here, because we don't want to pick up any
760 // spurious keypresses with our exit sequence.
764 // CTRL+RESET key emulation (mapped to CTRL+HOME)
765 if ((event.key.keysym.mod & KMOD_CTRL)
766 && (event.key.keysym.sym == SDLK_HOME))
768 //seems to leave the machine in an inconsistent state vis-a-vis the language card... [does it anymore?]
770 // Need to reset the MMU switches as well on RESET
777 // There has GOT to be a better way off mapping SDLKs to our
778 // keyindex. But for now, this should suffice.
781 switch (event.key.keysym.sym)
783 case SDLK_BACKSPACE: keyIndex = 0; break;
784 case SDLK_LEFT: keyIndex = 1; break;
785 case SDLK_TAB: keyIndex = 2; break;
786 case SDLK_DOWN: keyIndex = 3; break;
787 case SDLK_UP: keyIndex = 4; break;
788 case SDLK_RETURN: keyIndex = 5; break;
789 case SDLK_RIGHT: keyIndex = 6; break;
790 case SDLK_ESCAPE: keyIndex = 7; break;
791 case SDLK_SPACE: keyIndex = 8; break;
792 case SDLK_QUOTE: keyIndex = 9; break;
793 case SDLK_COMMA: keyIndex = 10; break;
794 case SDLK_MINUS: keyIndex = 11; break;
795 case SDLK_PERIOD: keyIndex = 12; break;
796 case SDLK_SLASH: keyIndex = 13; break;
797 case SDLK_0: keyIndex = 14; break;
798 case SDLK_1: keyIndex = 15; break;
799 case SDLK_2: keyIndex = 16; break;
800 case SDLK_3: keyIndex = 17; break;
801 case SDLK_4: keyIndex = 18; break;
802 case SDLK_5: keyIndex = 19; break;
803 case SDLK_6: keyIndex = 20; break;
804 case SDLK_7: keyIndex = 21; break;
805 case SDLK_8: keyIndex = 22; break;
806 case SDLK_9: keyIndex = 23; break;
807 case SDLK_SEMICOLON: keyIndex = 24; break;
808 case SDLK_EQUALS: keyIndex = 25; break;
809 case SDLK_LEFTBRACKET: keyIndex = 26; break;
810 case SDLK_BACKSLASH: keyIndex = 27; break;
811 case SDLK_RIGHTBRACKET: keyIndex = 28; break;
812 case SDLK_BACKQUOTE: keyIndex = 29; break;
813 case SDLK_a: keyIndex = 30; break;
814 case SDLK_b: keyIndex = 31; break;
815 case SDLK_c: keyIndex = 32; break;
816 case SDLK_d: keyIndex = 33; break;
817 case SDLK_e: keyIndex = 34; break;
818 case SDLK_f: keyIndex = 35; break;
819 case SDLK_g: keyIndex = 36; break;
820 case SDLK_h: keyIndex = 37; break;
821 case SDLK_i: keyIndex = 38; break;
822 case SDLK_j: keyIndex = 39; break;
823 case SDLK_k: keyIndex = 40; break;
824 case SDLK_l: keyIndex = 41; break;
825 case SDLK_m: keyIndex = 42; break;
826 case SDLK_n: keyIndex = 43; break;
827 case SDLK_o: keyIndex = 44; break;
828 case SDLK_p: keyIndex = 45; break;
829 case SDLK_q: keyIndex = 46; break;
830 case SDLK_r: keyIndex = 47; break;
831 case SDLK_s: keyIndex = 48; break;
832 case SDLK_t: keyIndex = 49; break;
833 case SDLK_u: keyIndex = 50; break;
834 case SDLK_v: keyIndex = 51; break;
835 case SDLK_w: keyIndex = 52; break;
836 case SDLK_x: keyIndex = 53; break;
837 case SDLK_y: keyIndex = 54; break;
838 case SDLK_z: keyIndex = 55; break;
841 // Stuff the key in if we have a valid one...
842 if (keyIndex != 0xFF)
844 // Handle Shift, CTRL, & Shift+CTRL combos
847 if (event.key.keysym.mod & KMOD_CTRL)
850 if (event.key.keysym.mod & KMOD_SHIFT)
853 lastKeyPressed = apple2e_keycode[table][keyIndex];
857 if ((SDL_GetModState() & KMOD_CAPS)
858 && (lastKeyPressed >= 0x61) && (lastKeyPressed <= 0x7A))
859 lastKeyPressed -= 0x20;
861 // Handle key repeat if the key hasn't been held
865 // Buffer the key held. Note that the last key is always
866 // stuffed into keysHeld[0].
867 if (keyDownCount >= 2)
869 keysHeld[1] = keysHeld[0];
870 keysHeldAppleCode[1] = keysHeldAppleCode[0];
872 if (keyDownCount > 2)
876 keysHeld[0] = event.key.keysym.sym;
877 keysHeldAppleCode[0] = lastKeyPressed;
881 if (event.key.keysym.sym == SDLK_PAUSE)
883 pauseMode = !pauseMode;
888 SpawnMessage("*** PAUSED ***");
893 SpawnMessage("*** RESUME ***");
897 else if (event.key.keysym.sym == SDLK_LALT)
898 openAppleDown = true;
899 else if (event.key.keysym.sym == SDLK_RALT)
900 closedAppleDown = true;
901 else if (event.key.keysym.sym == SDLK_F2)
903 else if (event.key.keysym.sym == SDLK_F3)
905 else if (event.key.keysym.sym == SDLK_F4)
907 else if (event.key.keysym.sym == SDLK_F5)
910 char volStr[19] = "[****************]";
912 for(int i=GetVolume(); i<16; i++)
915 SpawnMessage("Volume: %s", volStr);
917 else if (event.key.keysym.sym == SDLK_F6)
920 char volStr[19] = "[****************]";
922 for(int i=GetVolume(); i<16; i++)
925 SpawnMessage("Volume: %s", volStr);
927 else if (event.key.keysym.sym == SDLK_F7)
929 // 4th root of 2 is ~1.18920711500272 (~1.5 dB)
930 // This attenuates by ~3 dB
931 VAY_3_8910::maxVolume /= 1.4142135f;
932 SpawnMessage("MB Volume: %d", (int)VAY_3_8910::maxVolume);
934 else if (event.key.keysym.sym == SDLK_F8)
936 VAY_3_8910::maxVolume *= 1.4142135f;
937 SpawnMessage("MB Volume: %d", (int)VAY_3_8910::maxVolume);
939 else if (event.key.keysym.sym == SDLK_F9)
941 floppyDrive[0].CreateBlankImage(1);
942 // SpawnMessage("Image cleared...");
944 /*else if (event.key.keysym.sym == SDLK_F10)
946 floppyDrive[0].SwapImages();
947 // SpawnMessage("Image swapped...");
949 // Toggle the disassembly process
950 else if (event.key.keysym.sym == SDLK_F11)
953 SpawnMessage("Trace: %s", (dumpDis ? "ON" : "off"));
955 else if (event.key.keysym.sym == SDLK_F12)
957 if (!fullscreenDebounce)
960 fullscreenDebounce = true;
967 if (event.key.keysym.sym == SDLK_F12)
968 fullscreenDebounce = false;
969 // Paddle buttons 0 & 1
970 else if (event.key.keysym.sym == SDLK_LALT)
971 openAppleDown = false;
972 else if (event.key.keysym.sym == SDLK_RALT)
973 closedAppleDown = false;
974 else if ((event.key.keysym.mod & KMOD_CTRL)
975 && (event.key.keysym.sym == SDLK_HOME))
976 resetKeyDown = false;
979 // Handle key buffering 'key up' event (2 key rollover)
980 if ((keyDownCount == 1) && (event.key.keysym.sym == keysHeld[0]))
983 keyDelay = 0; // Reset key delay
985 else if (keyDownCount == 2)
987 if (event.key.keysym.sym == keysHeld[0])
990 keysHeld[0] = keysHeld[1];
991 keysHeldAppleCode[0] = keysHeldAppleCode[1];
993 else if (event.key.keysym.sym == keysHeld[1])
1002 case SDL_MOUSEBUTTONDOWN:
1003 GUI::MouseDown(event.motion.x, event.motion.y, event.motion.state);
1006 case SDL_MOUSEBUTTONUP:
1007 GUI::MouseUp(event.motion.x, event.motion.y, event.motion.state);
1010 case SDL_MOUSEMOTION:
1011 GUI::MouseMove(event.motion.x, event.motion.y, event.motion.state);
1013 // Handle mouse showing when the mouse is hidden...
1014 if (hideMouseTimeout == -1)
1017 hideMouseTimeout = 60;
1020 case SDL_WINDOWEVENT:
1021 if (event.window.event == SDL_WINDOWEVENT_LEAVE)
1022 GUI::MouseMove(0, 0, 0);
1031 // Hide the mouse if it's been 1s since the last time it was moved
1032 // N.B.: Should disable mouse hiding if it's over the GUI...
1033 if ((hideMouseTimeout > 0) && !(GUI::sidebarState == SBS_SHOWN || DiskSelector::showWindow == true || Config::showWindow == true))
1035 else if (hideMouseTimeout == 0)
1041 // Stuff the Apple keyboard buffer, if any keys are pending
1042 // N.B.: May have to simulate the key repeat delay too [yup, sure do]
1043 // According to "Understanding the Apple IIe", the initial delay is
1044 // between 32 & 48 jiffies and the repeat is every 4 jiffies.
1045 if (keyDownCount > 0)
1052 lastKeyPressed = keysHeldAppleCode[0];
1057 // Handle power request from the GUI
1058 if (powerStateChangeRequested)
1060 if (GUI::powerOnState)
1063 // Unlock the CPU thread...
1064 SDL_SemPost(mainSem);
1069 // Should lock until CPU thread is waiting...
1070 SDL_SemWait(mainSem);
1074 powerStateChangeRequested = false;
1077 blinkTimer = (blinkTimer + 1) & 0x1F;
1079 if (blinkTimer == 0)
1082 // Render the Apple screen + GUI overlay
1083 RenderAppleScreen(sdlRenderer);
1084 GUI::Render(sdlRenderer);
1085 SDL_RenderPresent(sdlRenderer);
1086 SetCallbackTime(FrameCallback, 16666.66666667);
1088 #ifdef CPU_CLOCK_CHECKING
1089 //We know it's stopped, so we can get away with this...
1093 uint64_t clock = GetCurrentV65C02Clock();
1094 //totalCPU += (uint32_t)(clock - lastClock);
1096 printf("Executed %u cycles...\n", (uint32_t)(clock - lastClock));
1103 // This is the problem: If you set the interval to 16, it runs faster than
1104 // 1/60s per frame. If you set it to 17, it runs slower. What we need is to
1105 // have it do 16 for one frame, then 17 for two others. Then it should average
1106 // out to 1/60s per frame every 3 frames. [And now it does!]
1107 // Maybe we need a higher resolution timer, as the SDL_GetTicks() (in ms) seems
1108 // to jitter all over the place...
1109 frameCount = (frameCount + 1) % 3;
1110 // uint32_t waitFrameTime = 17 - (frameCount == 0 ? 1 : 0);
1111 // Get number of ticks burned in this frame, for displaying elsewhere
1113 frameTicks = SDL_GetTicks() - startTicks;
1115 frameTicks = ((SDL_GetPerformanceCounter() - startTicks) * 1000) / SDL_GetPerformanceFrequency();
1118 // Wait for next frame...
1119 // while (SDL_GetTicks() - startTicks < waitFrameTime)
1123 startTicks = SDL_GetTicks();
1125 startTicks = SDL_GetPerformanceCounter();
1128 uint64_t cpuCycles = GetCurrentV65C02Clock();
1129 uint32_t cyclesBurned = (uint32_t)(cpuCycles - lastCPUCycles);
1130 WriteLog("FrameCallback: used %i cycles\n", cyclesBurned);
1131 lastCPUCycles = cpuCycles
1134 //let's wait, then signal...
1135 //works longer, but then still falls behind... [FIXED, see above]
1136 #ifdef THREADED_65C02
1138 SDL_CondSignal(cpuCond);//OK, let the CPU go another frame...
1142 static void BlinkTimer(void)
1144 // Set up blinking at 1/4 sec intervals
1146 SetCallbackTime(BlinkTimer, 250000);
1150 Next problem is this: How to have events occur and synchronize with the rest
1153 o Have the CPU thread manage the timer mechanism? (need to have a method of carrying
1154 remainder CPU cycles over...)
1156 One way would be to use a fractional accumulator, then subtract 1 every
1157 time it overflows. Like so:
1159 double overflow = 0;
1163 Execute6808(&soundCPU, time);
1164 overflow += 0.289115646;