gb/src/main.rs

199 lines
7.0 KiB
Rust

use std::time::Instant;
use clap::{crate_authors, crate_description, crate_name, crate_version, App, Arg};
use egui_wgpu_backend::RenderPass;
use gb::emu::Emulator;
use gb::gui::GuiState;
use gilrs::Gilrs;
use rodio::{OutputStream, Sink};
use tracing_subscriber::EnvFilter;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
const AUDIO_ENABLED: bool = true;
fn main() {
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)
.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();
// Set up subscriber
if std::env::var("RUST_LOG").is_err() {
std::env::set_var("RUST_LOG", "gb=info");
}
tracing_subscriber::fmt::fmt()
.with_env_filter(EnvFilter::from_default_env())
.init();
// --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 (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 format = surface
.get_preferred_format(&adapter)
.expect("get surface format");
let mut config = gb::gui::surface_config(&window, format);
surface.configure(&device, &config);
let mut platform = gb::gui::platform_desc(&window);
let mut render_pass = RenderPass::new(&device, format, 1);
// We interrupt your boiler plate to initialize the emulator so that
// we can copy it's empty pixel buffer to the GPU
let mut emu = match m.value_of("boot") {
Some(path) => {
tracing::info!("User-provided boot ROM");
Emulator::from_boot_rom(path).expect("initialize emulator with custom boot rom")
}
None => {
tracing::info!("Built-in boot ROM");
Emulator::new()
}
};
// 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(&emu), texture_size);
let texture_id = gb::gui::expose_texture_to_egui(&mut render_pass, &device, &texture);
// Load ROM if filepath was provided
if let Some(path) = m.value_of("rom") {
tracing::info!("User-provided cartridge ROM");
emu.read_game_rom(path).expect("read game rom from path");
}
// Load Save File if it exists
// FIXME: Shouldn't the API be better than this?
emu.try_load_sav().expect("Load save if exists");
let rom_title = emu.title().to_string();
tracing::info!("Initialize Gamepad");
let mut gamepad = Gilrs::new().expect("Initialize Controller Support");
// Initialize Audio
let (_stream, stream_handle) = OutputStream::try_default().expect("Initialized Audio");
if AUDIO_ENABLED {
let (prod, cons) = gb::spsc_init();
let sink = {
let s = Sink::try_new(&stream_handle).expect("create sink from audio stream handle");
s.append(cons);
s.set_volume(0.1);
s
};
emu.set_prod(prod);
tracing::info!("Spawn Audio Thread");
std::thread::spawn(move || {
sink.sleep_until_end();
});
}
// Set up state for the Immediate-mode GUI
let mut app = GuiState::new(rom_title);
let mut last_key = gb::gui::unused_key();
// used for egui animations
let start_time = Instant::now();
event_loop.run(move |event, _, control_flow| {
platform.handle_event(&event);
match event {
Event::MainEventsCleared => {
if app.quit {
*control_flow = ControlFlow::Exit;
}
gb::emu::run_frame(&mut emu, &mut gamepad, last_key);
window.request_redraw();
}
Event::RedrawRequested(..) => {
platform.update_time(start_time.elapsed().as_secs_f64());
let data = gb::emu::pixel_buf(&emu);
gb::gui::write_to_texture(&queue, &texture, data, texture_size);
let output_frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(e) => {
eprintln!("Dropped frame with error: {}", e);
return;
}
};
let output_view = gb::gui::create_view(&output_frame);
// Begin to draw Egui components
platform.begin_frame();
gb::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);
// Upload all resources for the GPU.
render_pass.update_texture(&device, &queue, &platform.context().texture());
render_pass.update_user_textures(&device, &queue);
render_pass.update_buffers(&device, &queue, &paint_jobs, &screen_descriptor);
// Record all render passes.
gb::gui::execute_render_pass(
&mut render_pass,
&mut encoder,
&output_view,
paint_jobs,
&screen_descriptor,
)
.expect("record render passes");
// Submit the commands.
queue.submit(std::iter::once(encoder.finish()));
// Redraw egui
output_frame.present();
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
config.width = size.width;
config.height = size.height;
surface.configure(&device, &config);
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
WindowEvent::KeyboardInput { input, .. } => last_key = input,
_ => {}
},
_ => {}
}
});
}