use anyhow::{anyhow, Result}; use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg}; use gb::{Cycle, Egui, GB_HEIGHT, GB_WIDTH}; use gilrs::Gilrs; use pixels::{Pixels, SurfaceTexture}; use std::time::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; const SCALE: f64 = 5.0; 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(); // `rom` is a required value in every situation so this will // always exist. let rom_path = m.value_of("rom").unwrap(); let mut game_boy = gb::emu::init(m.value_of("boot"), rom_path).expect("Failed to initialize DMG-01 Emulator"); let cartridge_title = gb::emu::rom_title(&game_boy); // Initialize Gamepad Support let mut gamepad = 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 as u32, GB_HEIGHT as u32, surface_texture)?; let egui = Egui::new(size.width, size.height, scale_factor, pixels.context()); (pixels, egui) }; let mut now = Instant::now(); let mut cycle_count: Cycle = Default::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; } 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); } let delta = now.elapsed().subsec_nanos(); now = Instant::now(); let pending = Cycle::new(delta / gb::emu::SM83_CYCLE_TIME.subsec_nanos()); cycle_count += gb::emu::run(&mut game_boy, &mut gamepad, pending); if cycle_count >= gb::emu::CYCLES_IN_FRAME { // Draw Frame cycle_count = Cycle::new(0); gb::emu::draw(game_boy.ppu(), pixels.get_frame()); window.request_redraw(); } } }); } fn create_window(event_loop: &EventLoop<()>, title: &str) -> Result { 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) .with_resizable(true) .with_decorations(true) .with_transparent(false) .build(event_loop)?) }