use anyhow::{anyhow, Result}; use gb::LR35902_CLOCK_SPEED; use gb::{Cycles, LR35902}; use pixels::{Pixels, SurfaceTexture}; use std::env::args; 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; // 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: Cycles = Cycles::new(70224); fn main() -> Result<()> { let event_loop = EventLoop::new(); let mut input = WinitInputHelper::new(); let window = create_window(&event_loop)?; let mut pixels = create_pixels(&window)?; let mut game_boy = match args().nth(1) { Some(boot_path) => LR35902::boot_new(&boot_path), None => LR35902::new(), }; // game_boy.load_cartridge("bin/instr_timing.gb"); game_boy.load_cartridge("bin/cpu_instrs.gb"); // game_boy.load_cartridge("bin/tetris.gb"); let mut now = Instant::now(); let mut cycles_in_frame = Cycles::default(); event_loop.run(move |event, _, control_flow| { if let Event::RedrawRequested(_) = event { if pixels .render() .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(size) = input.window_resized() { pixels.resize(size.width, size.height); } // Emulate Game Boy let delta = now.elapsed().subsec_nanos(); now = Instant::now(); let cycle_time = Duration::from_secs_f64(LR35902_CYCLE_TIME).subsec_nanos(); let pending_cycles = Cycles::new(delta / cycle_time); let mut elapsed_cycles = Cycles::default(); while elapsed_cycles <= pending_cycles { elapsed_cycles += game_boy.step(); } cycles_in_frame += elapsed_cycles; if cycles_in_frame >= CYCLES_IN_FRAME { let ppu = game_boy.get_ppu(); let frame = pixels.get_frame(); ppu.copy_to_gui(frame); window.request_redraw(); cycles_in_frame = Cycles::default() } } }); } pub fn create_window(event_loop: &EventLoop<()>) -> Result { let size = LogicalSize::new((GB_WIDTH as f64) * SCALE, (GB_HEIGHT as f64) * SCALE); Ok(WindowBuilder::new() .with_title("DMG-1 Emulator") .with_inner_size(size) .with_min_inner_size(size) .build(&event_loop)?) } pub fn create_pixels(window: &Window) -> Result> { let window_size = window.inner_size(); let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, window); Ok(Pixels::new(GB_WIDTH, GB_HEIGHT, surface_texture)?) }