2021-01-19 02:47:09 +00:00
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use anyhow::{anyhow, Result};
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2021-03-23 02:41:22 +00:00
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use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg};
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2021-03-21 07:10:56 +00:00
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use gb::LR35902_CLOCK_SPEED;
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2021-05-04 04:11:39 +00:00
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use gb::{ButtonState, Cycle, LR35902};
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use gilrs::{Button, Event as GamepadEvent, EventType as GamepadEventType, Gamepad, Gilrs};
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2021-01-19 02:47:09 +00:00
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use pixels::{Pixels, SurfaceTexture};
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2021-03-21 00:56:26 +00:00
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use std::time::{Duration, Instant};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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2021-01-19 02:47:09 +00:00
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use winit_input_helper::WinitInputHelper;
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2020-12-23 09:25:16 +00:00
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2021-01-19 02:47:09 +00:00
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// 160 x 144
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const GB_WIDTH: u32 = 160;
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const GB_HEIGHT: u32 = 144;
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2021-03-21 00:56:26 +00:00
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const SCALE: f64 = 5.0;
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const LR35902_CYCLE_TIME: f64 = 1.0f64 / LR35902_CLOCK_SPEED as f64;
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2021-03-27 17:10:18 +00:00
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const CYCLES_IN_FRAME: Cycle = Cycle::new(70224);
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2021-01-19 02:47:09 +00:00
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fn main() -> Result<()> {
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2021-03-23 02:41:22 +00:00
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let app = App::new(crate_name!())
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.version(crate_version!())
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.author(crate_authors!())
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.about(crate_description!());
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let m = app
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.arg(
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Arg::with_name("rom")
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.value_name("ROM_FILE")
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.takes_value(true)
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.required(true)
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.index(1)
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2021-04-14 06:21:45 +00:00
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.help("Path to the Game ROM"),
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2021-03-23 02:41:22 +00:00
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)
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.arg(
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Arg::with_name("boot")
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.short("b")
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.long("boot")
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.value_name("FILE")
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.takes_value(true)
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.help("Path to Boot ROM"),
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)
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.get_matches();
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let mut game_boy = match m.value_of("boot") {
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Some(path) => LR35902::boot_new(path).expect("Failed to load boot ROM"),
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None => LR35902::new(),
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};
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// This is a required value so if we program gets here,
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// a string **will** have been provided to the rom argument
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let rom_path = m
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.value_of("rom")
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.expect("ROM Path not provided despite it being a required argument");
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game_boy
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.load_cartridge(rom_path)
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.expect("Failed to load ROM");
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2021-04-14 06:21:45 +00:00
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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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2021-05-04 04:11:39 +00:00
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// Initialize Gamepad Support
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let mut gilrs = Gilrs::new().expect("Failed to initialize Gilrs");
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let mut active_gamepad = None;
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2021-03-23 02:41:22 +00:00
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// Initialize GUI
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2021-01-19 02:47:09 +00:00
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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2021-04-14 06:21:45 +00:00
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let window = create_window(&event_loop, cartridge_title)?;
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2021-01-19 02:47:09 +00:00
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let mut pixels = create_pixels(&window)?;
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2021-01-28 04:07:31 +00:00
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2021-03-21 00:56:26 +00:00
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let mut now = Instant::now();
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2021-04-14 04:02:13 +00:00
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let mut cycles_in_frame: Cycle = Default::default();
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2021-01-19 02:47:09 +00:00
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event_loop.run(move |event, _, control_flow| {
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if let Event::RedrawRequested(_) = event {
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if pixels
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.render()
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.map_err(|e| anyhow!("pixels.render() failed: {}", e))
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.is_err()
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{
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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if input.update(&event) {
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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if let Some(size) = input.window_resized() {
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pixels.resize(size.width, size.height);
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}
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2021-05-04 04:11:39 +00:00
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if active_gamepad.is_none() {
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active_gamepad = gilrs.next_event().map(|e| e.id);
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}
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2021-03-21 00:56:26 +00:00
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// Emulate Game Boy
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let delta = now.elapsed().subsec_nanos();
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now = Instant::now();
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let cycle_time = Duration::from_secs_f64(LR35902_CYCLE_TIME).subsec_nanos();
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2021-03-27 17:10:18 +00:00
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let pending_cycles = Cycle::new(delta / cycle_time);
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2021-03-21 00:56:26 +00:00
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2021-04-14 04:02:13 +00:00
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let mut elapsed_cycles: Cycle = Default::default();
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2021-03-21 00:56:26 +00:00
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while elapsed_cycles <= pending_cycles {
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2021-05-04 04:11:39 +00:00
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if let Some(event) = gilrs.next_event() {
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handle_gamepad_input(&mut game_boy, event);
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}
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2021-03-21 00:56:26 +00:00
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elapsed_cycles += game_boy.step();
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}
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2021-03-19 02:06:01 +00:00
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2021-03-21 00:56:26 +00:00
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cycles_in_frame += elapsed_cycles;
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if cycles_in_frame >= CYCLES_IN_FRAME {
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let ppu = game_boy.get_ppu();
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let frame = pixels.get_frame();
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ppu.copy_to_gui(frame);
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window.request_redraw();
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2021-04-14 04:02:13 +00:00
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cycles_in_frame = Default::default()
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2021-03-21 00:56:26 +00:00
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}
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2021-01-19 02:47:09 +00:00
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}
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});
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}
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2021-04-14 06:21:45 +00:00
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fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result<Window> {
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2021-03-21 00:56:26 +00:00
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let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE);
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2021-01-19 02:47:09 +00:00
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Ok(WindowBuilder::new()
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2021-04-14 06:21:45 +00:00
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.with_title(title)
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2021-01-19 02:47:09 +00:00
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)?)
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}
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2020-12-23 09:25:16 +00:00
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2021-03-23 02:41:22 +00:00
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fn create_pixels(window: &Window) -> Result<Pixels<Window>> {
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2021-01-19 02:47:09 +00:00
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, window);
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Ok(Pixels::new(GB_WIDTH, GB_HEIGHT, surface_texture)?)
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2020-08-29 23:38:27 +00:00
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}
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2021-05-04 04:11:39 +00:00
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fn handle_gamepad_input(game_boy: &mut LR35902, event: GamepadEvent) {
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use GamepadEventType::*;
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let joypad_status = &mut game_boy.bus.joypad.status;
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let interrupt = &mut game_boy.bus.joypad.interrupt;
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match event.event {
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ButtonPressed(button, _) => match button {
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Button::DPadDown | Button::Start => {
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joypad_status.set_down_start(ButtonState::Pressed, interrupt)
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}
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Button::DPadUp | Button::Select => {
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joypad_status.set_up_select(ButtonState::Pressed, interrupt)
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}
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Button::DPadLeft | Button::South => {
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joypad_status.set_left_b(ButtonState::Pressed, interrupt)
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}
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Button::DPadRight | Button::East => {
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joypad_status.set_right_a(ButtonState::Pressed, interrupt)
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}
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_ => {}
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},
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ButtonReleased(button, _) => match button {
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Button::DPadDown | Button::Start => {
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joypad_status.set_down_start(ButtonState::Released, interrupt)
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}
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Button::DPadUp | Button::Select => {
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joypad_status.set_up_select(ButtonState::Released, interrupt)
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}
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Button::DPadLeft | Button::South => {
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joypad_status.set_left_b(ButtonState::Released, interrupt)
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}
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Button::DPadRight | Button::East => {
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joypad_status.set_right_a(ButtonState::Released, interrupt)
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}
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_ => {}
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},
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_ => {}
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}
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}
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