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Author SHA1 Message Date
Rekai Nyangadzayi Musuka 70e0b5868d chore: code cleanup 2021-11-30 03:59:44 -04:00
1 changed files with 21 additions and 21 deletions

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@ -2,9 +2,9 @@ use std::time::Instant;
use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg};
use egui_wgpu_backend::RenderPass;
use gb::emu;
use gb::gui::GuiState;
use gb::{emu, gui};
use gilrs::Gilrs;
use gui::GuiState;
use rodio::{OutputStream, Sink};
use tracing_subscriber::EnvFilter;
use winit::event::{Event, WindowEvent};
@ -47,18 +47,18 @@ fn main() {
// --Here lies a lot of winit + wgpu Boilerplate--
let event_loop: EventLoop<Event<()>> = EventLoop::with_user_event();
let window = gb::gui::build_window(&event_loop).expect("build window");
let window = gui::build_window(&event_loop).expect("build window");
let (instance, surface) = gb::gui::create_surface(&window);
let adapter = gb::gui::request_adapter(&instance, &surface).expect("request adaptor");
let (device, queue) = gb::gui::request_device(&adapter).expect("request device");
let (instance, surface) = gui::create_surface(&window);
let adapter = gui::request_adapter(&instance, &surface).expect("request adaptor");
let (device, queue) = gui::request_device(&adapter).expect("request device");
let format = surface
.get_preferred_format(&adapter)
.expect("get surface format");
let mut config = gb::gui::surface_config(&window, format);
let mut config = gui::surface_config(&window, format);
surface.configure(&device, &config);
let mut platform = gb::gui::platform_desc(&window);
let mut platform = gui::platform_desc(&window);
let mut render_pass = RenderPass::new(&device, format, 1);
// We interrupt your boiler plate to initialize the emulator so that
@ -75,10 +75,10 @@ fn main() {
};
// Set up the wgpu (and then EGUI) texture we'll be working with.
let texture_size = gb::gui::texture_size();
let texture = gb::gui::create_texture(&device, texture_size);
gb::gui::write_to_texture(&queue, &texture, gb::emu::pixel_buf(&cpu), texture_size);
let texture_id = gb::gui::expose_texture_to_egui(&mut render_pass, &device, &texture);
let texture_size = gui::texture_size();
let texture = gui::create_texture(&device, texture_size);
gui::write_to_texture(&queue, &texture, emu::pixel_buf(&cpu), texture_size);
let texture_id = gui::expose_texture_to_egui(&mut render_pass, &device, &texture);
// Load ROM if filepath was provided
if let Some(path) = m.value_of("rom") {
@ -115,7 +115,7 @@ fn main() {
// Set up state for the Immediate-mode GUI
let mut app = GuiState::new(rom_title);
let mut last_key = gb::gui::unused_key();
let mut last_key = gui::unused_key();
// used for egui animations
let start_time = Instant::now();
@ -129,15 +129,15 @@ fn main() {
emu::save_and_exit(&cpu, control_flow);
}
gb::emu::run_frame(&mut cpu, &mut gamepad, last_key);
emu::run_frame(&mut cpu, &mut gamepad, last_key);
window.request_redraw();
}
Event::RedrawRequested(..) => {
platform.update_time(start_time.elapsed().as_secs_f64());
let data = gb::emu::pixel_buf(&cpu);
gb::gui::write_to_texture(&queue, &texture, data, texture_size);
let data = emu::pixel_buf(&cpu);
gui::write_to_texture(&queue, &texture, data, texture_size);
let output_frame = match surface.get_current_texture() {
Ok(frame) => frame,
@ -146,17 +146,17 @@ fn main() {
return;
}
};
let output_view = gb::gui::create_view(&output_frame);
let output_view = gui::create_view(&output_frame);
// Begin to draw Egui components
platform.begin_frame();
gb::gui::draw_egui(&mut app, &platform.context(), texture_id);
gui::draw_egui(&mut app, &platform.context(), texture_id);
// End the UI frame. We could now handle the output and draw the UI with the backend.
let (_, paint_commands) = platform.end_frame(Some(&window));
let paint_jobs = platform.context().tessellate(paint_commands);
let mut encoder = gb::gui::create_command_encoder(&device);
let screen_descriptor = gb::gui::create_screen_descriptor(&window, &config);
let mut encoder = gui::create_command_encoder(&device);
let screen_descriptor = gui::create_screen_descriptor(&window, &config);
// Upload all resources for the GPU.
render_pass.update_texture(&device, &queue, &platform.context().texture());
@ -164,7 +164,7 @@ fn main() {
render_pass.update_buffers(&device, &queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
gb::gui::execute_render_pass(
gui::execute_render_pass(
&mut render_pass,
&mut encoder,
&output_view,