use anyhow::{anyhow, Result}; use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg}; use gb::Egui; use gb::LR35902_CLOCK_SPEED; 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; 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"; let cartridge_title = game_boy.rom_title().unwrap_or(default_title); // 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); } // 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(); let pending_cycles = Cycle::new(delta / cycle_time); while elapsed_cycles <= pending_cycles { 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; } } } } 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 { 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) .build(event_loop)?) } 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) } _ => {} }, _ => {} } }