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interface.cpp
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interface.cpp
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#include <cstdio>
#include <cstdlib>
#include <cctype>
#include <deque>
#include <string>
#include <vector>
#include <chrono>
#include <iostream>
#include <map>
#include <memory>
#include <functional>
#include <cstring>
#include <cassert>
#include <cmath>
#include <ao/ao.h>
#include "gif.h"
// implicit centering in widget? Or special centering widget?
// lines (for around toggle and momentary)
// widget which is graphics/text/lores screen
// hbox
// what is window resize / shrink policy?
#define GL_SILENCE_DEPRECATION
#if defined(__linux__)
#include <GL/glew.h>
#endif // defined(__linux__)
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
#include "ui_widgets.h"
#include "gl_utility.h"
#include "interface.h"
using namespace std;
namespace APPLE2Einterface
{
constexpr uint32_t apple2_screen_width = 280;
constexpr uint32_t apple2_screen_height = 192;
constexpr int recording_scale = 2;
constexpr uint32_t recording_frame_duration_hundredths = 5;
chrono::time_point<chrono::system_clock> start_time;
static GLFWwindow* my_window;
ao_device *aodev;
bool use_joystick = false;
int joystick_axis0 = -1;
int joystick_axis1 = -1;
int joystick_button0 = -1;
int joystick_button1 = -1;
extern uint16_t font_offset;
extern const uint8_t font_bytes[96 * 7 * 8];
static int gWindowWidth, gWindowHeight;
// to handle https://github.com/glfw/glfw/issues/161
static double gMotionReported = false;
static double gOldMouseX, gOldMouseY;
static int gButtonPressed = -1;
deque<event> event_queue;
bool force_caps_on = true;
bool draw_using_color = false;
ModeSettings line_to_mode[apple2_screen_height];
ModePoint most_recent_modepoint;
vertex_array line_to_area[apple2_screen_height];
render_target *rendertarget_for_recording;
bool event_waiting()
{
return event_queue.size() > 0;
}
event dequeue_event()
{
if(event_waiting()) {
event e = event_queue.front();
event_queue.pop_front();
return e;
} else
return {NONE, 0};
}
GLuint artifact_colors_texture;
uint8_t artifact_colors[][3] = {
{ 0, 0, 0}, // 0 "black" -> 0,0,0,0 -> {0.000000, 0.000000, 0.000000}
{208, 0, 50}, // 1 "red" -> 1,0,0,0 -> {0.815901, 0.000000, 0.197238}
{ 72, 11, 255}, // 2 "dark blue" -> 0,1,0,0 -> {0.283288, 0.043435, 1.000000}
{255, 3, 255}, // 3 "purple" -> 1,1,0,0 -> {1.000000, 0.015525, 1.000000}
{ 0, 134, 77}, // 4 "dark green" -> 0,0,1,0 -> {0.000000, 0.527909, 0.302762}
{127, 127, 127}, // 5 "gray 1" -> 1,0,1,0 -> {0.500000, 0.500000, 0.500000}
{ 0, 145, 255}, // 6 "medium blue" -> 0,1,1,0 -> {0.000000, 0.571344, 1.000000}
{199, 138, 255}, // 7 "light blue" -> 1,1,1,0 -> {0.783288, 0.543435, 1.000000}
{ 55, 116, 0}, // 8 "brown" -> 0,0,0,1 -> {0.216712, 0.456565, 0.000000}
{255, 109, 0}, // 9 "orange" -> 1,0,0,1 -> {1.000000, 0.428656, 0.000000}
{127, 127, 127}, // 10 "gray 2" -> 0,1,0,1 -> {0.500000, 0.500000, 0.500000}
{255, 120, 177}, // 11 "pink" -> 1,1,0,1 -> {1.000000, 0.472091, 0.697238}
{ 0, 251, 0}, // 12 "light green" -> 0,0,1,1 -> {0.000000, 0.984475, 0.000000}
{182, 243, 0}, // 13 "yello" -> 1,0,1,1 -> {0.716712, 0.956565, 0.000000}
{ 46, 255, 204}, // 14 "aqua" -> 0,1,1,1 -> {0.184099, 1.000000, 0.802762}
{255, 255, 255}, // 15 "white" -> 1,1,1,1 -> {1.000000, 1.000000, 1.000000}
};
opengl_texture font_texture;
constexpr uint32_t fonttexture_w = 7;
constexpr uint32_t fonttexture_h = 8 * 96;
opengl_texture textport_texture[2][2]; // [aux][page]
GLuint text_program;
constexpr uint32_t textport_w = 40;
constexpr uint32_t textport_h = 24;
GLuint textport_texture_location;
GLuint textport_texture_coord_scale_location;
GLuint textport_blink_location;
GLuint textport_x_offset_location;
GLuint textport_y_offset_location;
GLuint textport_to_screen_location;
GLuint textport_foreground_location;
GLuint textport_background_location;
GLuint textport_font_texture_location;
GLuint textport_font_texture_coord_scale_location;
GLuint text80_program;
GLuint textport80_texture_location;
GLuint textport80_texture_coord_scale_location;
GLuint textport80_aux_texture_location;
GLuint textport80_blink_location;
GLuint textport80_x_offset_location;
GLuint textport80_y_offset_location;
GLuint textport80_to_screen_location;
GLuint textport80_foreground_location;
GLuint textport80_background_location;
GLuint textport80_font_texture_location;
GLuint textport80_font_texture_coord_scale_location;
GLuint lores_program;
GLuint lores_texture_location;
GLuint lores_artifact_colors_texture_location;
GLuint lores_texture_coord_scale_location;
GLuint lores_x_offset_location;
GLuint lores_y_offset_location;
GLuint lores_to_screen_location;
const uint32_t hires_w = 320; // MSBit is color chooser, Apple ][ weirdness
const uint32_t hires_h = 192;
opengl_texture hires_texture[2][2]; // [aux][page]
GLuint hires_program;
GLuint hires_texture_location;
GLuint hires_texture_coord_scale_location;
GLuint hires_to_screen_location;
GLuint hires_x_offset_location;
GLuint hires_y_offset_location;
GLuint dhgr_program;
GLuint dhgr_texture_location;
GLuint dhgr_aux_texture_location;
GLuint dhgr_texture_coord_scale_location;
GLuint dhgr_to_screen_location;
GLuint dhgr_x_offset_location;
GLuint dhgr_y_offset_location;
GLuint hirescolor_program;
GLuint hirescolor_texture_location;
GLuint hirescolor_texture_coord_scale_location;
GLuint hirescolor_artifact_colors_texture_location;
GLuint hirescolor_to_screen_location;
GLuint hirescolor_x_offset_location;
GLuint hirescolor_y_offset_location;
GLuint dhgrcolor_program;
GLuint dhgrcolor_texture_location;
GLuint dhgrcolor_aux_texture_location;
GLuint dhgrcolor_texture_coord_scale_location;
GLuint dhgrcolor_artifact_colors_texture_location;
GLuint dhgrcolor_to_screen_location;
GLuint dhgrcolor_x_offset_location;
GLuint dhgrcolor_y_offset_location;
GLuint image_program;
GLuint image_texture_location;
GLuint image_texture_coord_scale_location;
GLuint image_to_screen_location;
GLuint image_x_offset_location;
GLuint image_y_offset_location;
float paddle_values[4] = {0, 0, 0, 0};
bool paddle_buttons[4] = {false, false, false, false};
tuple<float,bool> get_paddle(int num)
{
if(num < 0 || num > 3)
return make_tuple(-1, false);
return make_tuple(paddle_values[num], paddle_buttons[num]);
}
const uint32_t raster_coords_attrib = 0;
static const char *hires_vertex_shader = R"(
uniform mat3 to_screen;
in vec2 vertex_coords;
out vec2 raster_coords;
uniform float x_offset;
uniform float y_offset;
void main()
{
raster_coords = vertex_coords;
vec3 screen_coords = to_screen * vec3(vertex_coords + vec2(x_offset, y_offset), 1);
gl_Position = vec4(screen_coords.x, screen_coords.y, .5, 1);
}
)";
static const char *image_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 image_coord_scale;
uniform sampler2D image;
out vec4 color;
void main()
{
ivec2 tc = ivec2(raster_coords.x, raster_coords.y);
float pixel = texture(image, raster_coords * image_coord_scale).x;
color = vec4(pixel, pixel, pixel, 1);
}
)";
static const char *hires_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 hires_texture_coord_scale;
uniform sampler2D hires_texture;
out vec4 color;
void main()
{
int byte = int(raster_coords.x) / 7;
int bit = int(raster_coords.x) % 7;
int texturex = byte * 8 + bit;
ivec2 tc = ivec2(texturex, raster_coords.y);
float pixel = texture(hires_texture, (tc + vec2(.01f, .01f)) * hires_texture_coord_scale).x;
color = vec4(pixel, pixel, pixel, 1);
})";
static const char *hirescolor_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 hires_texture_coord_scale;
uniform sampler2D hires_texture;
uniform sampler1D artifact_colors_texture;
out vec4 color;
vec2 raster_to_texture(int x, int y)
{
int byte = x / 7;
int bit = x % 7;
int texturex = byte * 8 + bit;
return vec2(texturex + .01f, y + .01f) * hires_texture_coord_scale;
}
void main()
{
int x = int(raster_coords.x);
int y = int(raster_coords.y);
int colorIndex;
uint left = (x < 1) ? 0u : uint(255 * texture(hires_texture, raster_to_texture(x - 1, y)).x);
uint pixel = uint(255 * texture(hires_texture, raster_to_texture(x, y)).x);
uint right = (x > 278) ? 0u : uint(255 * texture(hires_texture, raster_to_texture(x + 1, y)).x);
if((pixel == 255u) && ((left == 255u) || (right == 255u))) {
/* Okay, first of all, if this pixel's on and its left or right are on, it's white. */
colorIndex = 15;
} else if((pixel == 0u) && (left == 0u) && (right == 0u)) {
/* If none are on, it's black */
colorIndex = 0;
} else {
uint even = (x % 2 == 1) ? left : pixel;
uint odd = (x % 2 == 1) ? pixel : right;
uint palette = uint(texture(hires_texture, vec2((x / 7) * 8 + 7 + .01f, raster_coords.y + .01f) * hires_texture_coord_scale).x);
if(palette == 0u) {
if((even == 0u) && (odd == 255u)) {
colorIndex = 12; /* green */
} else if((even == 255u) && (odd == 0u)) {
colorIndex = 3; /* purple */
} else if((even == 0u) && (odd == 0u)) {
colorIndex = 0;
} /* handled 1,1 above */
} else {
if((even == 0u) && (odd == 255u)) {
colorIndex = 9; /* orange */
} else if((even == 255u) && (odd == 0u)) {
colorIndex = 6; /* "medium" blue */
} else if((even == 0u) && (odd == 0u)) {
colorIndex = 0;
} /* handled 1,1 above */
}
}
color = texture(artifact_colors_texture, colorIndex/16.0 + .01f);
})";
static const char *dhgr_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 dhgr_texture_coord_scale;
uniform sampler2D dhgr_texture;
uniform sampler2D dhgr_aux_texture;
out vec4 color;
int get_bit(vec2 coords)
{
int byte = int(coords.x) / 14;
int page = (int(coords.x) / 7) % 2;
int bit = int(coords.x) % 7;
int texturex = byte * 8 + bit;
ivec2 tc = ivec2(texturex, raster_coords.y);
if(page == 0) {
return int(texture(dhgr_aux_texture, (tc + vec2(.01f, .01f)) * dhgr_texture_coord_scale).x);
} else {
return int(texture(dhgr_texture, (tc + vec2(.01f, .01f)) * dhgr_texture_coord_scale).x);
}
}
void main()
{
int bit = get_bit(raster_coords * vec2(2, 1));
if(bit == 1)
color = vec4(1, 1, 1, 1);
else
color = vec4(0, 0, 0, 1);
})";
static const char *dhgrcolor_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 dhgr_texture_coord_scale;
uniform sampler2D dhgr_texture;
uniform sampler2D dhgr_aux_texture;
uniform sampler1D artifact_colors_texture;
out vec4 color;
int get_bit(vec2 coords)
{
if(coords.x < 0)
return 0;
int byte = int(coords.x) / 14;
int page = (int(coords.x) / 7) % 2;
int bit = int(coords.x) % 7;
int texturex = byte * 8 + bit;
ivec2 tc = ivec2(texturex, raster_coords.y);
if(page == 0) {
return int(texture(dhgr_aux_texture, (tc + vec2(.01f, .01f)) * dhgr_texture_coord_scale).x);
} else {
return int(texture(dhgr_texture, (tc + vec2(.01f, .01f)) * dhgr_texture_coord_scale).x);
}
}
void main()
{
int colorIndex;
float actualX = raster_coords.x * 2;
int phase = int(actualX + 1) % 4;
int A = get_bit(raster_coords * vec2(2,1) + vec2( 0, 0));
int B = get_bit(raster_coords * vec2(2,1) + vec2(-1, 0));
int C = get_bit(raster_coords * vec2(2,1) + vec2(-2, 0));
int D = get_bit(raster_coords * vec2(2,1) + vec2(-3, 0));
if(phase == 0) {
colorIndex = D * 2 + C * 4 + B * 8 + A * 1; /* shown in screen order */
} else if(phase == 1) {
colorIndex = D * 4 + C * 8 + B * 1 + A * 2; /* shown in screen order */
} else if(phase == 2) {
colorIndex = D * 8 + C * 1 + B * 2 + A * 4; /* shown in screen order */
} else {
colorIndex = D * 1 + C * 2 + B * 4 + A * 8; /* shown in screen order */
}
color = texture(artifact_colors_texture, colorIndex/16.0 + .01f);
})";
static const char *text_vertex_shader = R"(
uniform mat3 to_screen;
in vec2 vertex_coords;
uniform float x_offset;
uniform float y_offset;
out vec2 raster_coords;
void main()
{
raster_coords = vertex_coords;
vec3 screen_coords = to_screen * vec3(vertex_coords + vec2(x_offset, y_offset), 1);
gl_Position = vec4(screen_coords.x, screen_coords.y, .5, 1);
})";
// 0-31 is inverse 32-63
// 32-63 is inverse 0-31
// 64-95 is blink 32-63
// 96-127 is blink 0-31
// 128-159 is normal 32-63
// 160-191 is normal 0-31
// 192-223 is normal 32-63
// 224-255 is normal 64-95
static const char *text_fragment_shader = R"(
in vec2 raster_coords;
uniform int blink;
uniform vec4 foreground;
uniform vec4 background;
uniform vec2 font_texture_coord_scale;
uniform sampler2D font_texture;
uniform vec2 textport_texture_coord_scale;
uniform sampler2D textport_texture;
out vec4 color;
void main()
{
uint character;
character = uint(texture(textport_texture, (uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) + vec2(.01f, .01f)) * textport_texture_coord_scale).x * 255.0);
bool inverse = false;
if(character >= 0u && character <= 31u) {
character = character - 0u + 32u;
inverse = true;
} else if(character >= 32u && character <= 63u) {
character = character - 32u + 0u;
inverse = true;
} else if(character >= 64u && character <= 95u) {
character = character - 64u + 32u; // XXX BLINK
inverse = blink == 1;
} else if(character >= 96u && character <= 127u){
character = character - 96u + 0u; // XXX BLINK
inverse = blink == 1;
} else if(character >= 128u && character <= 159u)
character = character - 128u + 32u;
else if(character >= 160u && character <= 191u)
character = character - 160u + 0u;
else if(character >= 192u && character <= 223u)
character = character - 192u + 32u;
else if(character >= 224u && character <= 255u)
character = character - 224u + 64u;
else
character = 33u;
uvec2 inglyph = uvec2(uint(raster_coords.x) % 7u, uint(raster_coords.y) % 8u);
uvec2 infont = inglyph + uvec2(0, character * 8u);
float pixel = texture(font_texture, (infont + vec2(.01f, 0.1f)) * font_texture_coord_scale).x;
if(inverse)
color = mix(background, foreground, 1.0 - pixel);
else
color = mix(background, foreground, pixel);
})";
static const char *text80_fragment_shader = R"(
in vec2 raster_coords;
uniform int blink;
uniform vec4 foreground;
uniform vec4 background;
uniform vec2 font_texture_coord_scale;
uniform sampler2D font_texture;
uniform vec2 textport_texture_coord_scale;
uniform sampler2D textport_texture;
uniform sampler2D textport_aux_texture;
out vec4 color;
void main()
{
uint character;
uint x = uint(raster_coords.x * 2) / 7u;
if(x % 2u == 1u)
character = uint(texture(textport_texture, (uvec2((x - 1u) / 2u, uint(raster_coords.y) / 8u) + vec2(.01f, .01f)) * textport_texture_coord_scale).x * 255.0);
else
character = uint(texture(textport_aux_texture, (uvec2(x / 2u, uint(raster_coords.y) / 8u) + vec2(.01f, .01f)) * textport_texture_coord_scale).x * 255.0);
bool inverse = false;
if(character >= 0u && character <= 31u) {
character = character - 0u + 32u;
inverse = true;
} else if(character >= 32u && character <= 63u) {
character = character - 32u + 0u;
inverse = true;
} else if(character >= 64u && character <= 95u) {
character = character - 64u + 32u; // XXX BLINK
inverse = blink == 1;
} else if(character >= 96u && character <= 127u){
character = character - 96u + 0u; // XXX BLINK
inverse = blink == 1;
} else if(character >= 128u && character <= 159u)
character = character - 128u + 32u;
else if(character >= 160u && character <= 191u)
character = character - 160u + 0u;
else if(character >= 192u && character <= 223u)
character = character - 192u + 32u;
else if(character >= 224u && character <= 255u)
character = character - 224u + 64u;
else
character = 33u;
uvec2 inglyph = uvec2(uint(raster_coords.x * 2) % 7u, uint(raster_coords.y) % 8u);
uvec2 infont = inglyph + uvec2(0, character * 8u);
float pixel = texture(font_texture, (infont + vec2(.01f, 0.1f)) * font_texture_coord_scale).x;
float value;
if(inverse)
color = mix(background, foreground, 1.0 - pixel);
else
color = mix(background, foreground, pixel);
})";
static const char *lores_fragment_shader = R"(
in vec2 raster_coords;
uniform vec2 lores_texture_coord_scale;
uniform sampler2D lores_texture;
uniform sampler1D artifact_colors_texture;
out vec4 color;
void main()
{
uint byte;
byte = uint(texture(lores_texture, (uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) + vec2(.01f, .01f)) * lores_texture_coord_scale).x * 255.0);
uint inglyph_y = uint(raster_coords.y) % 8u;
uint colorIndex;
if(inglyph_y < 4u)
colorIndex = byte % 16u;
else
colorIndex = byte / 16u;
color = texture(artifact_colors_texture, colorIndex/16.0 + .01f);
})";
void set_image_shader(float to_screen[9], const opengl_texture& texture, float x, float y)
{
glUseProgram(image_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform2f(image_texture_coord_scale_location, 1.0 / texture.w, 1.0 / texture.h);
glUniform1i(image_texture_location, 0);
glUniformMatrix3fv(image_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(image_x_offset_location, x);
glUniform1f(image_y_offset_location, y);
}
void initialize_screen_areas()
{
for(uint32_t i = 0; i < apple2_screen_height; i++) {
line_to_area[i].push_back({make_rectangle_array_buffer(0, i, apple2_screen_width, 1), raster_coords_attrib, 2, GL_FLOAT, GL_FALSE, 0});
}
}
void set_hires_shader(float to_screen[9], const opengl_texture& texture, bool color, float x, float y)
{
if(color) {
glUseProgram(hirescolor_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform2f(hirescolor_texture_coord_scale_location, 1.0 / texture.w, 1.0 / texture.h);
glUniform1i(hirescolor_texture_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, artifact_colors_texture);
glUniform1i(hirescolor_artifact_colors_texture_location, 1);
CheckOpenGL(__FILE__, __LINE__);
glUniformMatrix3fv(hirescolor_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(hirescolor_x_offset_location, x);
glUniform1f(hirescolor_y_offset_location, y);
CheckOpenGL(__FILE__, __LINE__);
} else {
glUseProgram(hires_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform2f(hires_texture_coord_scale_location, 1.0 / texture.w, 1.0 / texture.h);
glUniform1i(hires_texture_location, 0);
glUniformMatrix3fv(hires_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(hires_x_offset_location, x);
glUniform1f(hires_y_offset_location, y);
CheckOpenGL(__FILE__, __LINE__);
}
}
void set_dhgr_shader(float to_screen[9], const opengl_texture& texture, const opengl_texture& aux_texture, bool color, float x, float y)
{
if(color) {
glUseProgram(dhgrcolor_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(dhgrcolor_texture_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, aux_texture);
glUniform1i(dhgrcolor_aux_texture_location, 1);
glUniform2f(dhgrcolor_texture_coord_scale_location, 1.0 / texture.w, 1.0 / texture.h);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, artifact_colors_texture);
glUniform1i(dhgrcolor_artifact_colors_texture_location, 2);
CheckOpenGL(__FILE__, __LINE__);
glUniformMatrix3fv(dhgrcolor_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(dhgrcolor_x_offset_location, x);
glUniform1f(dhgrcolor_y_offset_location, y);
CheckOpenGL(__FILE__, __LINE__);
} else {
glUseProgram(dhgr_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(dhgr_texture_location, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, aux_texture);
glUniform1i(dhgr_aux_texture_location, 1);
glUniform2f(dhgr_texture_coord_scale_location, 1.0 / texture.w, 1.0 / texture.h);
glUniformMatrix3fv(dhgr_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(dhgr_x_offset_location, x);
glUniform1f(dhgr_y_offset_location, y);
CheckOpenGL(__FILE__, __LINE__);
}
}
void set_textport_shader(float to_screen[9], const opengl_texture& textport, int blink, float x, float y, float fg[4], float bg[4])
{
glUseProgram(text_program);
glActiveTexture(GL_TEXTURE0);
CheckOpenGL(__FILE__, __LINE__);
glBindTexture(GL_TEXTURE_2D, textport);
CheckOpenGL(__FILE__, __LINE__);
glUniform1i(textport_texture_location, 0);
CheckOpenGL(__FILE__, __LINE__);
glUniform2f(textport_texture_coord_scale_location, 1.0 / textport.w, 1.0 / textport.h);
CheckOpenGL(__FILE__, __LINE__);
glActiveTexture(GL_TEXTURE1);
CheckOpenGL(__FILE__, __LINE__);
glBindTexture(GL_TEXTURE_2D, font_texture);
CheckOpenGL(__FILE__, __LINE__);
glUniform1i(textport_font_texture_location, 1);
CheckOpenGL(__FILE__, __LINE__);
glUniform2f(textport_font_texture_coord_scale_location, 1.0 / fonttexture_w, 1.0 / fonttexture_h);
CheckOpenGL(__FILE__, __LINE__);
glUniform1i(textport_blink_location, blink);
glUniform1f(textport_x_offset_location, x);
glUniform1f(textport_y_offset_location, y);
glUniform4fv(textport_background_location, 1, bg);
glUniform4fv(textport_foreground_location, 1, fg);
glUniformMatrix3fv(textport_to_screen_location, 1, GL_FALSE, to_screen);
CheckOpenGL(__FILE__, __LINE__);
}
void set_textport80_shader(float to_screen[9], const opengl_texture& textport80, GLuint textport80_aux_texture, int blink, float x, float y, float fg[4], float bg[4])
{
glUseProgram(text80_program);
CheckOpenGL(__FILE__, __LINE__);
int tex = 0;
glActiveTexture(GL_TEXTURE0 + tex);
glBindTexture(GL_TEXTURE_2D, textport80);
glUniform1i(textport80_texture_location, tex);
glUniform2f(textport80_texture_coord_scale_location, 1.0 / textport_w, 1.0 / textport_h);
tex += 1;
CheckOpenGL(__FILE__, __LINE__);
glActiveTexture(GL_TEXTURE0 + tex);
glBindTexture(GL_TEXTURE_2D, textport80_aux_texture);
glUniform1i(textport80_aux_texture_location, tex);
tex += 1;
CheckOpenGL(__FILE__, __LINE__);
glActiveTexture(GL_TEXTURE0 + tex);
glBindTexture(GL_TEXTURE_2D, font_texture);
glUniform1i(textport80_font_texture_location, tex);
glUniform2f(textport80_font_texture_coord_scale_location, 1.0 / fonttexture_w, 1.0 / fonttexture_h);
tex += 1;
glUniform1i(textport80_blink_location, blink);
glUniform1f(textport80_x_offset_location, x);
glUniform1f(textport80_y_offset_location, y);
glUniform4fv(textport80_background_location, 1, bg);
glUniform4fv(textport80_foreground_location, 1, fg);
glUniformMatrix3fv(textport80_to_screen_location, 1, GL_FALSE, to_screen);
CheckOpenGL(__FILE__, __LINE__);
}
void set_shader(float to_screen[9], DisplayMode display_mode, bool mixed_mode, int display_page, bool vid80, bool dhgr, int blink, float x, float y)
{
if(mixed_mode || (display_mode == TEXT)) {
float bg[4] = {0, 0, 0, 1};
float fg[4] = {1, 1, 1, 1};
if(vid80)
set_textport80_shader(to_screen, textport_texture[0][display_page], textport_texture[1][display_page], blink, x, y, fg, bg);
else
set_textport_shader(to_screen, textport_texture[0][display_page], blink, x, y, fg, bg);
} else if(display_mode == LORES) {
glUseProgram(lores_program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textport_texture[0][display_page]);
glUniform1i(lores_texture_location, 0);
glUniform2f(lores_texture_coord_scale_location, 1.0 / (textport_w), 1.0 / (textport_h));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, artifact_colors_texture);
glUniform1i(lores_artifact_colors_texture_location, 1);
CheckOpenGL(__FILE__, __LINE__);
glUniformMatrix3fv(lores_to_screen_location, 1, GL_FALSE, to_screen);
glUniform1f(lores_x_offset_location, x);
glUniform1f(lores_y_offset_location, y);
} else if(display_mode == HIRES) {
if(dhgr) {
set_dhgr_shader(to_screen, hires_texture[0][display_page], hires_texture[1][0], draw_using_color, x, y);
} else {
set_hires_shader(to_screen, hires_texture[0][display_page], draw_using_color, x, y); // XXX should switch aux
}
}
}
void set(float v[4], float x, float y, float z, float w)
{
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
}
struct apple2screen : public widget
{
float w, h;
apple2screen() { }
virtual width_height get_min_dimensions() const
{
return {apple2_screen_width, apple2_screen_height};
}
virtual void draw(double now, float to_screen[9], float x, float y, float w_, float h_)
{
w = w_;
h = h_;
long long elapsed_millis = now * 1000;
for(uint32_t i = 0; i < apple2_screen_height; i++) {
const ModeSettings& settings = line_to_mode[i];
set_shader(to_screen, settings.mode, (i < 160) ? false : settings.mixed, settings.page, settings.vid80, settings.dhgr, (elapsed_millis / 300) % 2, x, y);
CheckOpenGL(__FILE__, __LINE__);
line_to_area[i].bind();
CheckOpenGL(__FILE__, __LINE__);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CheckOpenGL(__FILE__, __LINE__);
}
}
virtual bool click(double now, float x, float y)
{
float w, h;
tie(w, h) = get_min_dimensions();
if(x >= 0 && y >= 0 && x < w && y < h) {
if(!use_joystick)
paddle_buttons[0] = true;
return true;
// XXX paddle button 1
}
return false;
}
virtual void drag(double now, float x, float y)
{
if(!use_joystick) {
paddle_values[0] = max(0.0f, min(1.0f, x / w));
paddle_values[1] = max(0.0f, min(1.0f, y / h));
}
}
virtual void hover(double now, float x, float y)
{
if(!use_joystick) {
paddle_values[0] = max(0.0f, min(1.0f, x / w));
paddle_values[1] = max(0.0f, min(1.0f, y / h));
}
}
virtual void release(double now, float x, float y)
{
if(!use_joystick) {
paddle_buttons[0] = false;
}
}
virtual bool drop(double now, float x, float y, int count, const char** paths)
{
// insert
float w, h;
tie(w, h) = get_min_dimensions();
if(x >= 0 && y >= 0 && x < w && y < h) {
char *text;
if((count == 1) && (paths[0][0] != '/')) {
// Make a guess that a single string with no leading
// '/' is actually a drag-and-dropped string. Under Ubuntu,
// I have verified 2018-08-05 that selected text in Chrome
// dragged onto the application comes through this
// callback as paths[0].
text = strdup(paths[0]);
} else {
FILE *fp = fopen(paths[0], "r");
fseek(fp, 0, SEEK_END);
long length = ftell(fp);
fseek(fp, 0, SEEK_SET);
text = (char *)malloc(length + 1);
length = fread(text, 1, length, fp);
fclose(fp);
text[length] = '\0';
}
event_queue.push_back({PASTE, 0, text});
return true;
}
return false;
}
};
struct image_widget : public widget
{
opengl_texture image;
vertex_array rectangle;
int32_t w, h;
image_widget(int32_t w_, int32_t h_, uint8_t *buffer) :
w(w_),
h(h_)
{
image = initialize_texture(w, h, buffer);
rectangle.push_back({make_rectangle_array_buffer(0, 0, w, h), raster_coords_attrib, 2, GL_FLOAT, GL_FALSE, 0});
}
virtual width_height get_min_dimensions() const
{
return {w, h};
}
virtual void draw(double now, float to_screen[9], float x, float y, float w, float h)
{
set_image_shader(to_screen, image, x, y);
rectangle.bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CheckOpenGL(__FILE__, __LINE__);
}
};
struct text_widget : public widget
{
opengl_texture string_texture;
vertex_array rectangle;
string content;
float fg[4];
float bg[4];
void set_content(const string& content_)
{
content = content_;
// construct string texture
unique_ptr<uint8_t> bytes(new uint8_t[content.size() + 1]);
int i = 0;
for(auto c : content) {
if(c >= ' ' && c <= '?')
bytes.get()[i] = c - ' ' + 160;
else if(c >= '@' && c <= '_')
bytes.get()[i] = c - '@' + 128;
else if(c >= '`' && c <= '~')
bytes.get()[i] = c - '`' + 224;
else
bytes.get()[i] = 255;
i++;
}
string_texture.load(i, 1, bytes.get());
glDeleteBuffers(1, &rectangle[0].buffer); // XXX Sooo sloppy, vertex_array should Delete in dtor
rectangle[0] = {make_rectangle_array_buffer(0, 0, i * 7, 8), raster_coords_attrib, 2, GL_FLOAT, GL_FALSE, 0};
}
text_widget(const string& content_) :
content(content_)
{
set(fg, 1, 1, 1, 0);
set(bg, 0, 0, 0, 0);
string_texture = initialize_texture(1, 1, NULL);
rectangle.push_back({make_rectangle_array_buffer(0, 0, 7, 8), raster_coords_attrib, 2, GL_FLOAT, GL_FALSE, 0});
set_content(content_);
}
virtual width_height get_min_dimensions() const
{
return {content.size() * 7, 8};
}
virtual void draw(double now, float to_screen[9], float x, float y, float w, float h)
{
set_textport_shader(to_screen, string_texture, 0, x, y, fg, bg);
rectangle.bind();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CheckOpenGL(__FILE__, __LINE__);
}
};
struct momentary : public text_widget
{
bool on;
std::function<void()> action;
momentary(const string& content_, std::function<void()> action_) :
text_widget(content_),
on(false),
action(action_)
{
set(bg, 0, 0, 0, 1);
set(fg, 1, 1, 1, 1);
}
virtual width_height get_min_dimensions() const
{
float w, h;
tie(w, h) = text_widget::get_min_dimensions();
return {w + 3 * 2, h + 3 * 2};
}
virtual void draw(double now, float to_screen[9], float x, float y, float w, float h)
{
// draw lines 2 pixels around
// draw lines 1 pixels around
// blank area 0 pixels around
text_widget::draw(now, to_screen, x + 3, y + 3, w - 6, h - 6);
}
virtual bool click(double now, float x, float y)
{
float w, h;
tie(w, h) = get_min_dimensions();
if(x >= 0 && y >= 0 && x < w && y < h) {
on = true;
set(fg, 0, 0, 0, 1);
set(bg, 1, 1, 1, 1);
return true;
}
return false;
}
virtual void drag(double now, float x, float y)
{
float w, h;
tie(w, h) = get_min_dimensions();
on = (x >= 0 && y >= 0 && x < w && y < h);
if(on) {
set(fg, 0, 0, 0, 1);
set(bg, 1, 1, 1, 1);
} else {
set(bg, 0, 0, 0, 1);
set(fg, 1, 1, 1, 1);
}
}