gb/src/main.rs

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8.1 KiB
Rust
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use anyhow::{anyhow, Result};
use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg};
use gb::Egui;
use gb::LR35902_CLOCK_SPEED;
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use gb::{ButtonState, Cycle, LR35902};
use gilrs::{Button, Event as GamepadEvent, EventType as GamepadEventType, Gilrs};
use pixels::{Pixels, SurfaceTexture};
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;
#[cfg(feature = "debug")]
use gb::RegisterPair;
// 160 x 144
const GB_WIDTH: u32 = 160;
const GB_HEIGHT: u32 = 144;
const SCALE: f64 = 5.0;
const LR35902_CYCLE_TIME: f64 = 1.0f64 / LR35902_CLOCK_SPEED as f64;
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const CYCLES_IN_FRAME: Cycle = Cycle::new(70224);
#[cfg(feature = "debug")]
const STEP_MODE_BY_DEFAULT: bool = true;
fn main() -> Result<()> {
let app = App::new(crate_name!())
.version(crate_version!())
.author(crate_authors!())
.about(crate_description!());
let m = app
.arg(
Arg::with_name("rom")
.value_name("ROM_FILE")
.takes_value(true)
.required(true)
.index(1)
.help("Path to the Game ROM"),
)
.arg(
Arg::with_name("boot")
.short("b")
.long("boot")
.value_name("FILE")
.takes_value(true)
.help("Path to Boot ROM"),
)
.get_matches();
let mut game_boy = match m.value_of("boot") {
Some(path) => LR35902::boot_new(path).expect("Failed to load boot ROM"),
None => LR35902::new(),
};
// This is a required value so if we program gets here,
// a string **will** have been provided to the rom argument
let rom_path = m
.value_of("rom")
.expect("ROM Path not provided despite it being a required argument");
game_boy
.load_cartridge(rom_path)
.expect("Failed to load ROM");
let default_title = "DMG-01 Emulator";
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let cartridge_title = game_boy.rom_title().unwrap_or(default_title);
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// Initialize Gamepad Support
let mut gilrs = Gilrs::new().expect("Failed to initialize Gilrs");
// Initialize GUI
let event_loop = EventLoop::new();
let mut input = WinitInputHelper::new();
let window = create_window(&event_loop, cartridge_title)?;
let (mut pixels, mut egui) = {
let size = window.inner_size();
let scale_factor = window.scale_factor();
let surface_texture = SurfaceTexture::new(size.width, size.height, &window);
let pixels = Pixels::new(GB_WIDTH, GB_HEIGHT, surface_texture)?;
let egui = Egui::new(size.width, size.height, scale_factor, pixels.context());
(pixels, egui)
};
let mut now = Instant::now();
let mut cycles_in_frame: Cycle = Default::default();
#[cfg(feature = "debug")]
let mut step_mode = STEP_MODE_BY_DEFAULT;
event_loop.run(move |event, _, control_flow| {
// Update egui
egui.handle_event(&event);
if let Event::RedrawRequested(_) = event {
// Prepare egui
egui.prepare(&game_boy);
// Render everything together
let render_result = pixels.render_with(|encoder, target, ctx| {
// Render the texture
ctx.scaling_renderer.render(encoder, target);
// Render egui
egui.render(encoder, target, ctx);
});
if render_result
.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;
}
#[cfg(feature = "debug")]
if input.key_pressed(VirtualKeyCode::S) {
step_mode = !step_mode;
}
if let Some(scale_factor) = input.scale_factor() {
egui.scale_factor(scale_factor);
}
if let Some(size) = input.window_resized() {
pixels.resize_surface(size.width, size.height);
egui.resize(size.width, size.height);
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}
// Emulate Game Boy
let mut elapsed_cycles: Cycle = Default::default();
let delta = now.elapsed().subsec_nanos();
now = Instant::now();
#[cfg(feature = "debug")]
if step_mode {
if input.key_pressed(VirtualKeyCode::Space) {
if let Some(event) = gilrs.next_event() {
handle_gamepad_input(&mut game_boy, event);
}
for _ in 0..egui.config.spacebar_step {
elapsed_cycles += game_boy.step();
}
cycles_in_frame %= CYCLES_IN_FRAME;
}
game_boy.get_ppu().copy_to_gui(pixels.get_frame());
window.request_redraw();
return;
}
let cycle_time = Duration::from_secs_f64(LR35902_CYCLE_TIME).subsec_nanos();
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let pending_cycles = Cycle::new(delta / cycle_time);
while elapsed_cycles <= pending_cycles {
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if let Some(event) = gilrs.next_event() {
handle_gamepad_input(&mut game_boy, event);
}
elapsed_cycles += game_boy.step();
#[cfg(feature = "debug")]
{
let pc = game_boy.register_pair(RegisterPair::PC);
if let Some(break_point) = egui.break_point {
if pc == break_point {
step_mode = true;
break;
}
}
}
}
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cycles_in_frame += elapsed_cycles;
if cycles_in_frame >= CYCLES_IN_FRAME {
// Redraw
cycles_in_frame = Default::default();
game_boy.get_ppu().copy_to_gui(pixels.get_frame());
window.request_redraw();
}
}
});
}
fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> {
let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE);
Ok(WindowBuilder::new()
.with_title(title)
.with_inner_size(size)
.with_min_inner_size(size)
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.build(event_loop)?)
}
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fn handle_gamepad_input(game_boy: &mut LR35902, event: GamepadEvent) {
use GamepadEventType::*;
let joypad_status = &mut game_boy.bus.joypad.status;
let interrupt = &mut game_boy.bus.joypad.interrupt;
match event.event {
ButtonPressed(button, _) => match button {
Button::DPadDown | Button::Start => {
joypad_status.set_down_start(ButtonState::Pressed, interrupt)
}
Button::DPadUp | Button::Select => {
joypad_status.set_up_select(ButtonState::Pressed, interrupt)
}
Button::DPadLeft | Button::South => {
joypad_status.set_left_b(ButtonState::Pressed, interrupt)
}
Button::DPadRight | Button::East => {
joypad_status.set_right_a(ButtonState::Pressed, interrupt)
}
_ => {}
},
ButtonReleased(button, _) => match button {
Button::DPadDown | Button::Start => {
joypad_status.set_down_start(ButtonState::Released, interrupt)
}
Button::DPadUp | Button::Select => {
joypad_status.set_up_select(ButtonState::Released, interrupt)
}
Button::DPadLeft | Button::South => {
joypad_status.set_left_b(ButtonState::Released, interrupt)
}
Button::DPadRight | Button::East => {
joypad_status.set_right_a(ButtonState::Released, interrupt)
}
_ => {}
},
_ => {}
}
}