gb/src/main.rs

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2.9 KiB
Rust
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use anyhow::{anyhow, Result};
use gb::cpu::Cpu as LR35902;
use pixels::{Pixels, SurfaceTexture};
use std::io::Write;
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode},
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
use winit_input_helper::WinitInputHelper;
// 160 x 144
const GB_WIDTH: u32 = 160;
const GB_HEIGHT: u32 = 144;
fn main() -> Result<()> {
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = create_window(&event_loop)?;
let mut pixels = create_pixels(&window)?;
let out = Box::leak(Box::new(std::io::stdout()));
let mut out_handle = out.lock();
let mut game_boy = LR35902::new();
game_boy.load_cartridge("bin/cpu_instrs.gb");
event_loop.run(move |event, _, control_flow| {
if let Event::RedrawRequested(_) = event {
let ppu = game_boy.get_ppu();
let frame = pixels.get_frame();
ppu.draw(frame);
if pixels
.render()
.map_err(|e| anyhow!("pixels.render() failed: {}", e))
.is_err()
{
*control_flow = ControlFlow::Exit;
return;
}
}
if input.update(&event) {
if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
*control_flow = ControlFlow::Exit;
return;
}
if let Some(size) = input.window_resized() {
pixels.resize(size.width, size.height);
}
// Emulation
let addr = game_boy.register_pair(gb::cpu::RegisterPair::PC);
let opcode = game_boy.fetch();
let instruction = game_boy.decode(opcode);
let _cycles = game_boy.execute(instruction);
window.request_redraw();
write!(
out_handle,
"Addr: {:#06X} | Opcode: {:#04X} | Instr: {:X?}\n",
addr, opcode, instruction
)
.unwrap();
}
});
// loop {
// let pc = game_boy.register_pair(gb::cpu::RegisterPair::PC);
// let opcode = game_boy.fetch();
// let instruction = game_boy.decode(opcode);
// let _cycles = game_boy.execute(instruction);
// let ppu = game_boy.get_ppu();
// ppu.step();
// }
}
pub fn create_window(event_loop: &EventLoop<()>) -> Result<Window> {
let size = LogicalSize::new(GB_WIDTH as f64, GB_HEIGHT as f64);
Ok(WindowBuilder::new()
.with_title("DMG-1 Game Boy")
.with_inner_size(size)
.with_min_inner_size(size)
.build(&event_loop)?)
}
pub fn create_pixels(window: &Window) -> Result<Pixels<Window>> {
let window_size = window.inner_size();
let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, window);
Ok(Pixels::new(GB_WIDTH, GB_HEIGHT, surface_texture)?)
}