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DISPLAY: Update display code to support DEC Type 340, and 36 switches
Only interface code to Type 340 is for Richard Cornwell's KA10 (but could be used on PDP-1/4/7/9 as well)
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@@ -8,7 +8,7 @@
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*/
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/*
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* Copyright (c) 2003-2004, Philip L. Budne
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* Copyright (c) 2003-2018, Philip L. Budne
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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@@ -37,11 +37,15 @@
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* known display types
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*/
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enum display_type {
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/*
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* Give TX-0 the rightful spot as the progenitor
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* of the PDP-1, and thus all DEC machines.
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*/
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DIS_TX0 = 0,
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DIS_VR14 = 14,
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DIS_VR17 = 17,
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DIS_VR20 = 20,
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DIS_TYPE30 = 30,
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DIS_TX0 = 33,
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DIS_VR48 = 48,
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DIS_TYPE340 = 340
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};
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@@ -86,7 +90,7 @@ extern int display_age(int,int);
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#define DISPLAY_INT_MIN 0 /* lowest "on" level */
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/*
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* plot a point; argumen ts are x, y, intensity, color (0/1)
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* plot a point; arguments are x, y, intensity, color (0/1)
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* returns true if light pen active (mouse button down)
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* at (or very near) this location.
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*
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@@ -119,10 +123,78 @@ extern void display_lp_radius(int);
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/*
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* set by simulated spacewar switch box switches
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* 18 bits (only high 4 and low 4 used)
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* bits high as long as key down
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*
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* asdf kl;'
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* bits just where PDP-1 spacewar expects them!
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* key mappings same as MIT Media Lab Java PDP-1 simulator
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*
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* PDP-6/10 SPCWAR adds hyperspace button, two more players.
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* All additional bits above PDP-1 18-bit word.
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*/
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extern unsigned long spacewar_switches;
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/*
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* spacewar_switches fruit salad:
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*
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* the low 18 bits spacewar_swiches (a 32-bit int)
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* are the switches for PDP-1 spacewar (four at either end)
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* where the game expects them.
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*
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* Additional bits for the PDP-6/10 game are in the upper 14 bits:
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* existing (top player) hyperspace buttons in the top two bits,
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* and bottom players in two 6-bit bytes
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*
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* Too much mess to have in three places (display.c key up/down and
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* the PDP-10 interface code), so I'm using a common idiom from the PDP-10
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* world: define a macro that expands to multiple macro invocations
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* and redefine the inner macro as needed before expanding the outer macro.
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*
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* I have little/no expectation that this is actually playable, but
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* you could rig up an AVR (or other USB MCU) with switch boxes to
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* look like a USB HID keyboard. For full historical accuracy, please
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* use wooden controllers!
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*
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* Phil Budne Feb 2018
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*/
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/* SWSW (SpaceWar SWitch) macro args:
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* LC: lower case key
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* UC: upper case key
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* BIT: bit in spacewar_switches (1 means switch on)
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* yes, 32-bit int bits expressed in octal
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* (which is just like decimal, if you're missing two fingers)
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* POS: user in PDP-6/10 parlance Upper/Lower Left/Right
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* FUNC: function name in PDP-6/10 parlance (FIRE means beam or torpedo)
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* comment is meaning in PDP-1 parlance
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*
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* entries in order of PDP-1 function bit order
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*/
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#define SPACEWAR_SWITCHES \
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SWSW('f', 'F', 01, UL, FIRE) /* torpedos */ \
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SWSW('d', 'D', 02, UL, THRUST) /* engines */ \
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SWSW('a', 'A', 04, UL, CW) /* rotate R */ \
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SWSW('s', 'S', 010, UL, CCW) /* rotate L */ \
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SWSW('g', 'G', 010000000000, UL, HYPER) /* PDP-6/10 hyperspace */ \
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\
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SWSW('\'', '"', 040000, UR, FIRE) /* torpedos */ \
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SWSW(';', ':', 0100000, UR, THRUST) /* engines */ \
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SWSW('k', 'K', 0200000, UR, CW) /* rotate R */ \
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SWSW('l', 'L', 0400000, UR, CCW) /* rotate L */ \
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SWSW('\r','\n',020000000000, UR, HYPER) /* PDP-6/10 hyperspace */ \
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\
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SWSW('v', 'V', 01000000, LL, FIRE) /* torpedos */ \
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SWSW('c', 'C', 02000000, LL, THRUST) /* engines */ \
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SWSW('z', 'Z', 04000000, LL, CW) /* rotate R */ \
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SWSW('x', 'X', 010000000, LL, CCW) /* rotate L */ \
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SWSW('b', 'B', 020000000, LL, HYPER) /* hyperspace */ \
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\
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SWSW('.', '>', 0100000000, LR, FIRE) /* torpedos */ \
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SWSW(',', '<', 0200000000, LR, THRUST) /* engines */ \
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SWSW('n', 'N', 0400000000, LR, CW) /* rotate R */ \
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SWSW('m', 'M', 01000000000, LR, CCW) /* rotate L */ \
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SWSW('/', '?', 02000000000, LR, HYPER) /* hyperspace */
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/*
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* light pen "tip switch" activated (for VS60 emulation etc.)
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* should only be set from "driver" (window system layer)
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@@ -138,7 +210,7 @@ extern unsigned char display_tablet;
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/*
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* users of this library are expected to provide these calls.
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* simulator will set 18 simulated switches.
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* simulator will set up to 36 simulated switches.
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*/
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extern unsigned long cpu_get_switches(void); /* get current switch state */
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extern void cpu_set_switches(unsigned long); /* set switches */
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extern void cpu_get_switches(unsigned long *p1, unsigned long *p2);
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extern void cpu_set_switches(unsigned long, unsigned long);
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