use anyhow::{anyhow, Result}; use gb::cpu::Cpu as LR35902; use pixels::{Pixels, SurfaceTexture}; use std::env::args; use winit::{ dpi::LogicalSize, event::{Event, VirtualKeyCode}, event_loop::{ControlFlow, EventLoop}, window::Window, window::WindowBuilder, }; use winit_input_helper::WinitInputHelper; // 160 x 144 const GB_WIDTH: u32 = 160; const GB_HEIGHT: u32 = 144; 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/cpu_instrs.gb"); event_loop.run(move |event, _, control_flow| { if let Event::RedrawRequested(_) = event { let ppu = game_boy.get_ppu(); let frame = pixels.get_frame(); ppu.copy_to_gui(frame); 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); } // Emulation let _cycles = game_boy.step(); window.request_redraw(); } }); } pub fn create_window(event_loop: &EventLoop<()>) -> Result { let size = LogicalSize::new(GB_WIDTH as f64, GB_HEIGHT as f64); Ok(WindowBuilder::new() .with_title("DMG-1 Game Boy") .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)?) }