fix(emu): remove GAMEPAD_ENABLED const static flag
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continuous-integration/drone/push Build is passing
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16
src/emu.rs
16
src/emu.rs
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@ -11,7 +11,6 @@ pub const SM83_CYCLE_TIME: Duration = Duration::from_nanos(1_000_000_000 / SM83_
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pub const CYCLES_IN_FRAME: Cycle = Cycle::new(456 * 154); // 456 Cycles times 154 scanlines
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pub const CYCLES_IN_FRAME: Cycle = Cycle::new(456 * 154); // 456 Cycles times 154 scanlines
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pub(crate) const SM83_CLOCK_SPEED: u64 = 0x40_0000; // Hz which is 4.194304Mhz
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pub(crate) const SM83_CLOCK_SPEED: u64 = 0x40_0000; // Hz which is 4.194304Mhz
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const DEFAULT_TITLE: &str = "DMG-01 Emulator";
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const DEFAULT_TITLE: &str = "DMG-01 Emulator";
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const GAMEPAD_ENABLED: bool = true;
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pub fn init(boot_path: Option<&str>, rom_path: &str) -> Result<SM83> {
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pub fn init(boot_path: Option<&str>, rom_path: &str) -> Result<SM83> {
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let mut cpu = match boot_path {
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let mut cpu = match boot_path {
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@ -37,13 +36,11 @@ pub fn run(
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) -> Cycle {
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) -> Cycle {
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let mut elapsed = Cycle::new(0);
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let mut elapsed = Cycle::new(0);
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if GAMEPAD_ENABLED {
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if let Some(event) = gamepad.next_event() {
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if let Some(event) = gamepad.next_event() {
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joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
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joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
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}
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}
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}
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joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
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joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
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while elapsed < target {
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while elapsed < target {
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elapsed += game_boy.step();
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elapsed += game_boy.step();
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}
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}
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@ -54,12 +51,9 @@ pub fn run(
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pub fn run_frame(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle {
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pub fn run_frame(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle {
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let mut elapsed = Cycle::new(0);
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let mut elapsed = Cycle::new(0);
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if GAMEPAD_ENABLED {
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if let Some(event) = gamepad.next_event() {
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if let Some(event) = gamepad.next_event() {
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joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
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joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
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}
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}
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}
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joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
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joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
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while elapsed < CYCLES_IN_FRAME {
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while elapsed < CYCLES_IN_FRAME {
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elapsed += game_boy.step();
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elapsed += game_boy.step();
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