Files
VRIO/src/VPlasma.Core/Device/VPlasmaDevice.cs
T
CydandClaude Fable 5 a1b7dae3da vPLASMA: companion app emulating the cockpit plasma display
The cockpit's second serial device joins vRIO: the 128x32 dot-matrix
plasma on COM2 (9600 8N1) that the game draws mission text and status
graphics on. VPlasma.App opens the device end of a COM port, decodes
the display's command stream, and renders the matrix in plasma orange.

The command set is recovered from two Tesla 4.10 artifacts: the game's
driver (L4PLASMA.CPP — ESC P packed-bitmap row writes, ESC G 0 cursor
hide at boot) and the factory test tool PLASMA.EXE, whose data segment
pairs each command literal with its printf description (BS/HT/LF/VT/CR
motion, ESC @ clear, ESC L home, ESC G cursor, ESC K fonts, ESC H
attributes: intensity/underline/reverse/flash). Text renders through
the classic public-domain 5x7 set standing in for the lost ROM glyphs;
fonts 0-3 give 21x4 cells, fonts 4-7 the doubled 10x2. A Self test
cycles banner/charset/graphics pages through the same parser the wire
feeds, and the wire log shows every decoded command.

Verified end-to-end over the second com0com pair (host writing COM2,
vPLASMA listening on COM12). The verify skill gains the cross-process
combo-box lesson: string-carrying CB_* messages hang across processes,
so select ports by locally computed index via CB_SETCURSEL.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 14:22:00 -05:00

448 lines
16 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using VPlasma.Core.Protocol;
namespace VPlasma.Core.Device;
/// <summary>How the text cursor is shown (set with <c>ESC G</c>).</summary>
public enum PlasmaCursorMode
{
Hidden,
Steady,
Flashing,
}
/// <summary>Text rendering attributes (set with <c>ESC H</c>).</summary>
[Flags]
public enum PlasmaAttributes : byte
{
None = 0,
HalfIntensity = 1,
Underline = 2,
Reverse = 4,
Flash = 8,
}
/// <summary>
/// The plasma display proper: a 128×32 1bpp frame plus the text-mode state
/// (cursor, font, attributes), driven by the byte stream a host writes to
/// COM2. Feed raw wire bytes to <see cref="OnReceived"/>; the parser is a
/// state machine, so commands may arrive split across any chunk boundaries.
///
/// <para>Pixels carry flags rather than a plain bit: graphics writes set
/// full-intensity dots, while text can stamp half-intensity or flashing dots
/// (<c>ESC H</c>); the UI renders <see cref="PixelHalf"/> dimmer and blinks
/// <see cref="PixelFlash"/>. The command set itself is documented on
/// <see cref="PlasmaProtocol"/>.</para>
///
/// <para>Grid geometry: fonts 03 are the 5×7 set in a 6×8 cell (21 columns
/// × 4 rows), fonts 47 the same glyphs doubled into a 12×16 cell
/// (10 × 2). Which of the eight slots the real panel mapped to which face is
/// lost with the hardware; two sizes cover what the surviving software
/// exercises.</para>
///
/// <para>Thread-safe: the serial reader feeds bytes while the UI snapshots
/// frames. Events are raised outside the lock, on the caller's thread.</para>
/// </summary>
public sealed class VPlasmaDevice
{
public const int Width = 128;
public const int Height = 32;
public const int WidthBytes = Width / 8;
// Per-pixel flag bits in the frame buffer.
public const byte PixelLit = 0x01;
public const byte PixelHalf = 0x02;
public const byte PixelFlash = 0x04;
private readonly object _sync = new();
private readonly byte[] _pixels = new byte[Width * Height];
// ---- text-mode state -------------------------------------------------
private int _font; // 0..7
private PlasmaAttributes _attributes;
private int _col, _row; // cursor, in cells of the current grid
private PlasmaCursorMode _cursorMode = PlasmaCursorMode.Steady; // power-on default; the game hides it
// ---- parser state ----------------------------------------------------
private enum State
{
Text, // printable chars + control bytes
Escape, // got ESC, awaiting the command letter
Operand, // awaiting the 1-byte operand of _pendingCommand
GraphicsHeader, // collecting ESC P's 5 header bytes
GraphicsData, // consuming ESC P's w*h data bytes
}
private State _state;
private byte _pendingCommand;
private readonly byte[] _header = new byte[5]; // screen, y, x, w, h
private int _headerFill;
private int _dataIndex, _dataLength;
private bool _dirty; // frame/cursor changed during this chunk
private List<string>? _pendingLog; // lines queued under the lock
private bool _graphicsLogArmed = true; // log the first ESC P of a stream, then go quiet
private readonly HashSet<byte> _loggedUnknown = new();
private long _bytesReceived, _graphicsRows, _textCharsDrawn;
/// <summary>Frame or cursor changed. Raised on the feeding thread.</summary>
public event Action? Updated;
/// <summary>Decoded-command log lines. Raised on the feeding thread.</summary>
public event Action<string>? Logged;
public long BytesReceived { get { lock (_sync) return _bytesReceived; } }
public long GraphicsRows { get { lock (_sync) return _graphicsRows; } }
public long TextCharsDrawn { get { lock (_sync) return _textCharsDrawn; } }
public PlasmaCursorMode CursorMode { get { lock (_sync) return _cursorMode; } }
public int Font { get { lock (_sync) return _font; } }
public PlasmaAttributes Attributes { get { lock (_sync) return _attributes; } }
// Current font grid, for the UI's cursor overlay and status line.
private int FontScale => _font >= 4 ? 2 : 1;
public int CellWidth { get { lock (_sync) return 6 * FontScale; } }
public int CellHeight { get { lock (_sync) return 8 * FontScale; } }
private int Columns => Width / (6 * FontScale);
private int Rows => Height / (8 * FontScale);
public Point CursorCell { get { lock (_sync) return new Point(_col, _row); } }
/// <summary>A cursor cell position (avoids dragging in System.Drawing).</summary>
public readonly record struct Point(int Col, int Row);
/// <summary>Copy the frame into <paramref name="destination"/> (Width*Height flag bytes).</summary>
public void CopyFrame(byte[] destination)
{
if (destination.Length < _pixels.Length)
throw new ArgumentException("Buffer too small.", nameof(destination));
lock (_sync)
Buffer.BlockCopy(_pixels, 0, destination, 0, _pixels.Length);
}
/// <summary>Power-on state: dark glass, home cursor, defaults.</summary>
public void Reset()
{
lock (_sync)
{
Array.Clear(_pixels, 0, _pixels.Length);
_col = _row = 0;
_font = 0;
_attributes = PlasmaAttributes.None;
_cursorMode = PlasmaCursorMode.Steady;
_state = State.Text;
_dirty = true;
}
FlushEvents();
}
/// <summary>Feed <paramref name="count"/> received wire bytes.</summary>
public void OnReceived(byte[] buffer, int count)
{
lock (_sync)
{
_bytesReceived += count;
for (int i = 0; i < count; ++i)
Step(buffer[i]);
}
FlushEvents();
}
// ---- parser ------------------------------------------------------------
private void Step(byte b)
{
switch (_state)
{
case State.Text:
StepText(b);
break;
case State.Escape:
StepEscape(b);
break;
case State.Operand:
_state = State.Text;
ApplyOperand(_pendingCommand, b);
break;
case State.GraphicsHeader:
_header[_headerFill++] = b;
if (_headerFill == _header.Length)
BeginGraphicsData();
break;
case State.GraphicsData:
StepGraphicsData(b);
break;
}
}
private void StepText(byte b)
{
switch (b)
{
case PlasmaProtocol.Esc:
_state = State.Escape;
return;
case PlasmaProtocol.BackSpace:
if (_col > 0) _col--;
_dirty = true;
return;
case PlasmaProtocol.HorizontalTab:
AdvanceCursor();
_dirty = true;
return;
case PlasmaProtocol.LineFeed:
_row = (_row + 1) % Rows;
_dirty = true;
return;
case PlasmaProtocol.VerticalTab:
_row = (_row + Rows - 1) % Rows;
_dirty = true;
return;
case PlasmaProtocol.CarriageReturn:
_col = 0;
_dirty = true;
return;
}
if (b < 0x20)
{
// A control byte the surviving software never sends: swallow it,
// but say so once per value — it's the tell of a desynced stream.
if (_loggedUnknown.Add(b))
Log($"Unhandled control byte 0x{b:X2} ignored");
return;
}
DrawChar(b);
_graphicsLogArmed = true;
}
private void StepEscape(byte b)
{
_state = State.Text;
switch (b)
{
case PlasmaProtocol.CmdClearScreen:
Array.Clear(_pixels, 0, _pixels.Length);
_col = _row = 0;
_font = 0;
_attributes = PlasmaAttributes.None;
_dirty = true;
Log("Clear screen (ESC @)");
_graphicsLogArmed = true;
break;
case PlasmaProtocol.CmdHomeCursor:
_col = _row = 0;
_dirty = true;
Log("Home cursor (ESC L)");
_graphicsLogArmed = true;
break;
case PlasmaProtocol.CmdCursorMode:
case PlasmaProtocol.CmdFontSelect:
case PlasmaProtocol.CmdAttributes:
_pendingCommand = b;
_state = State.Operand;
break;
case PlasmaProtocol.CmdGraphicsWrite:
_headerFill = 0;
_state = State.GraphicsHeader;
break;
default:
if (_loggedUnknown.Add(b))
Log($"Unknown command ESC 0x{b:X2} ('{(char)b}') ignored");
break;
}
}
private void ApplyOperand(byte command, byte operand)
{
switch (command)
{
case PlasmaProtocol.CmdCursorMode:
// The game hides the cursor with 00, the test tool with FF;
// 01 shows it steady, 03 flashing (bit 1 = blink).
_cursorMode =
operand is 0x00 or 0xFF ? PlasmaCursorMode.Hidden :
(operand & 0x02) != 0 ? PlasmaCursorMode.Flashing :
PlasmaCursorMode.Steady;
_dirty = true;
Log($"Cursor {_cursorMode} (ESC G {operand:X2})");
break;
case PlasmaProtocol.CmdFontSelect:
_font = operand == PlasmaProtocol.OperandDefault ? 0 : operand & 0x07;
// The cursor keeps its cell coordinates but the grid changed size.
_col = Math.Min(_col, Columns - 1);
_row = Math.Min(_row, Rows - 1);
_dirty = true;
Log($"Font {_font}: {Columns}×{Rows} cells (ESC K {operand:X2})");
break;
case PlasmaProtocol.CmdAttributes:
_attributes = DecodeAttributes(operand);
Log($"Attributes {(_attributes == PlasmaAttributes.None ? "default" : _attributes.ToString())} (ESC H {operand:X2})");
break;
}
_graphicsLogArmed = true;
}
/// <summary>
/// <c>ESC H</c>'s operand indexes the style list PLASMA.EXE enumerates
/// (its <c>/s</c> option): the 17 intensity/underline/reverse/flash
/// combos below, in the tool's own order. FF (and anything out of range)
/// restores the defaults.
/// </summary>
private static PlasmaAttributes DecodeAttributes(byte operand) => operand switch
{
0 => PlasmaAttributes.None,
1 => PlasmaAttributes.HalfIntensity,
2 => PlasmaAttributes.Underline,
3 => PlasmaAttributes.Reverse,
4 => PlasmaAttributes.Flash,
5 => PlasmaAttributes.Underline,
6 => PlasmaAttributes.Reverse,
7 => PlasmaAttributes.Flash,
8 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Underline,
9 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Reverse,
10 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Flash,
11 => PlasmaAttributes.Underline | PlasmaAttributes.Reverse,
12 => PlasmaAttributes.Underline | PlasmaAttributes.Flash,
13 => PlasmaAttributes.Underline | PlasmaAttributes.Reverse | PlasmaAttributes.Flash,
14 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Underline | PlasmaAttributes.Reverse,
15 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Underline | PlasmaAttributes.Flash,
16 => PlasmaAttributes.HalfIntensity | PlasmaAttributes.Underline | PlasmaAttributes.Reverse | PlasmaAttributes.Flash,
_ => PlasmaAttributes.None,
};
// ---- graphics writes (ESC P) -------------------------------------------
private void BeginGraphicsData()
{
int w = _header[3], h = _header[4];
_dataLength = w * h;
_dataIndex = 0;
if (_graphicsLogArmed)
{
// The game streams row upon row; log the first of a run only.
_graphicsLogArmed = false;
Log($"Graphics stream: screen={_header[0]} y={_header[1]} xbyte={_header[2]} " +
$"{w} byte(s)/row × {h} row(s) (further rows counted silently)");
}
_state = _dataLength > 0 ? State.GraphicsData : State.Text;
}
private void StepGraphicsData(byte b)
{
int w = _header[3];
int rowOfBlock = _dataIndex / w;
int byteOfRow = _dataIndex % w;
int y = _header[1] + rowOfBlock;
int xByte = _header[2] + byteOfRow;
if (y < Height && xByte < WidthBytes)
{
// MSB is the leftmost pixel (L4PLASMA.CPP packs 0x80 first).
// Graphics dots are plain full intensity: overwriting text clears
// its half/flash flags, like repainting the glass.
int offset = y * Width + xByte * 8;
for (int bit = 0; bit < 8; ++bit)
_pixels[offset + bit] = (b & (0x80 >> bit)) != 0 ? PixelLit : (byte)0;
_dirty = true;
if (byteOfRow == w - 1)
_graphicsRows++;
}
if (++_dataIndex >= _dataLength)
_state = State.Text;
}
// ---- text rendering ------------------------------------------------------
private void DrawChar(byte code)
{
int scale = FontScale;
int cellW = 6 * scale, cellH = 8 * scale;
int ox = _col * cellW, oy = _row * cellH;
Span<byte> columns = stackalloc byte[PlasmaFont.GlyphWidth];
PlasmaFont.GetColumns(code, columns);
bool reverse = (_attributes & PlasmaAttributes.Reverse) != 0;
bool underline = (_attributes & PlasmaAttributes.Underline) != 0;
byte litFlags = PixelLit;
if ((_attributes & PlasmaAttributes.HalfIntensity) != 0) litFlags |= PixelHalf;
if ((_attributes & PlasmaAttributes.Flash) != 0) litFlags |= PixelFlash;
for (int cy = 0; cy < cellH; ++cy)
{
int glyphRow = cy / scale; // 0..7; row 7 is the gap/underline row
int rowOffset = (oy + cy) * Width + ox;
for (int cx = 0; cx < cellW; ++cx)
{
int glyphCol = cx / scale; // 0..5; column 5 is the gap column
bool on = glyphCol < PlasmaFont.GlyphWidth
&& glyphRow < PlasmaFont.GlyphHeight
&& (columns[glyphCol] >> glyphRow & 1) != 0;
if (underline && glyphRow == 7)
on = true;
if (reverse)
on = !on;
_pixels[rowOffset + cx] = on ? litFlags : (byte)0;
}
}
_textCharsDrawn++;
_dirty = true;
AdvanceCursor();
}
private void AdvanceCursor()
{
if (++_col >= Columns)
{
_col = 0;
// No scroll on these panels: writing past the last row wraps to the top.
if (++_row >= Rows)
_row = 0;
}
}
// ---- event plumbing --------------------------------------------------------
private void Log(string line) => (_pendingLog ??= new List<string>()).Add(line);
/// <summary>Raise queued events outside the lock, on the caller's thread.</summary>
private void FlushEvents()
{
List<string>? log;
bool dirty;
lock (_sync)
{
log = _pendingLog;
_pendingLog = null;
dirty = _dirty;
_dirty = false;
}
if (log is not null && Logged is { } logged)
foreach (string line in log)
logged(line);
if (dirty)
Updated?.Invoke();
}
}