gb/src/main.rs

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3.1 KiB
Rust
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use anyhow::{anyhow, Result};
use gb::{Cycles, LR35902};
use pixels::{Pixels, SurfaceTexture};
use std::env::args;
use std::time::{Duration, Instant};
use winit::dpi::LogicalSize;
use winit::event::{Event, VirtualKeyCode};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
use winit_input_helper::WinitInputHelper;
// 160 x 144
const GB_WIDTH: u32 = 160;
const GB_HEIGHT: u32 = 144;
const SCALE: f64 = 5.0;
const LR35902_CLOCK_SPEED: u32 = 4194304; // Hz | 4.194304Mhz
const LR35902_CYCLE_TIME: f64 = 1.0f64 / LR35902_CLOCK_SPEED as f64;
const CYCLES_IN_FRAME: Cycles = Cycles::new(70224);
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 mut game_boy = match args().nth(1) {
Some(boot_path) => LR35902::boot_new(&boot_path),
None => LR35902::new(),
};
game_boy.load_cartridge("bin/cpu_instrs.gb");
let mut now = Instant::now();
let mut cycles_in_frame = Cycles::default();
event_loop.run(move |event, _, control_flow| {
if let Event::RedrawRequested(_) = event {
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);
}
// Emulate Game Boy
let delta = now.elapsed().subsec_nanos();
now = Instant::now();
let cycle_time = Duration::from_secs_f64(LR35902_CYCLE_TIME).subsec_nanos();
let pending_cycles = Cycles::new(delta / cycle_time);
let mut elapsed_cycles = Cycles::default();
while elapsed_cycles <= pending_cycles {
elapsed_cycles += game_boy.step();
}
2021-03-19 02:06:01 +00:00
cycles_in_frame += elapsed_cycles;
if cycles_in_frame >= CYCLES_IN_FRAME {
let ppu = game_boy.get_ppu();
let frame = pixels.get_frame();
ppu.copy_to_gui(frame);
window.request_redraw();
cycles_in_frame = Cycles::default()
}
}
});
}
pub fn create_window(event_loop: &EventLoop<()>) -> Result<Window> {
let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE);
Ok(WindowBuilder::new()
.with_title("DMG-1 Emulator")
.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)?)
}