zba/src/main.zig

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const std = @import("std");
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const SDL = @import("sdl2");
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const clap = @import("clap");
const known_folders = @import("known_folders");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
const FpsAverage = @import("util.zig").FpsAverage;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
const Atomic = std.atomic.Atomic;
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const File = std.fs.File;
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const window_scale = 3;
const gba_width = @import("ppu.zig").width;
const gba_height = @import("ppu.zig").height;
const framebuf_pitch = @import("ppu.zig").framebuf_pitch;
const expected_rate = @import("emu.zig").frame_rate;
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pub const enable_logging: bool = false;
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const is_binary: bool = false;
const log = std.log.scoped(.GUI);
const correctTitle = @import("util.zig").correctTitle;
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
const alloc = gpa.allocator();
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defer std.debug.assert(!gpa.deinit());
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// CLI Arguments
const params = comptime clap.parseParamsComptime(
\\-h, --help Display this help and exit.
\\-b, --bios <str> Optional path to a GBA BIOS ROM.
\\<str> Path to the GBA GamePak ROM
\\
);
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var res = try clap.parse(clap.Help, &params, clap.parsers.default, .{});
defer res.deinit();
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const stderr = std.io.getStdErr();
defer stderr.close();
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if (res.args.help) return clap.help(stderr.writer(), clap.Help, &params, .{});
const bios_path: ?[]const u8 = if (res.args.bios) |p| p else null;
const rom_path = switch (res.positionals.len) {
1 => res.positionals[0],
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0 => {
try stderr.writeAll("ZBA requires a positional path to a GamePak ROM.\n");
return CliError.InsufficientOptions;
},
else => {
try stderr.writeAll("ZBA received too many arguments.\n");
return CliError.UnneededOptions;
},
};
// Determine Save Directory
const save_path = try setupSavePath(alloc);
defer if (save_path) |path| alloc.free(path);
log.info("Save Path: {s}", .{save_path});
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// Initialize Emulator
var scheduler = Scheduler.init(alloc);
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defer scheduler.deinit();
var bus = try Bus.init(alloc, &scheduler, rom_path, bios_path, save_path);
defer bus.deinit();
var cpu = Arm7tdmi.init(&scheduler, &bus);
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cpu.fastBoot();
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const log_file: ?File = if (enable_logging) blk: {
const file = try std.fs.cwd().createFile(if (is_binary) "zba.bin" else "zba.log", .{});
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cpu.useLogger(&file, is_binary);
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break :blk file;
} else null;
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defer if (log_file) |file| file.close();
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// Init Atomics
var quit = Atomic(bool).init(false);
var emu_rate = FpsAverage.init();
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// Create Emulator Thread
const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu, &bus });
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defer emu_thread.join();
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// Initialize SDL
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const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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if (status < 0) sdlPanic();
defer SDL.SDL_Quit();
const title = correctTitle(bus.pak.title);
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{title});
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var window = SDL.SDL_CreateWindow(
window_title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
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gba_width * window_scale,
gba_height * window_scale,
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SDL.SDL_WINDOW_SHOWN,
) orelse sdlPanic();
defer SDL.SDL_DestroyWindow(window);
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const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
defer SDL.SDL_DestroyRenderer(renderer);
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const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_RGBA8888, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic();
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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var dyn_title_buf: [0x100]u8 = [_]u8{0x00} ** 0x100;
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emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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// Pause Emulation Thread during Input Writing
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.unset(),
SDL.SDLK_DOWN => bus.io.keyinput.down.unset(),
SDL.SDLK_LEFT => bus.io.keyinput.left.unset(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.unset(),
SDL.SDLK_x => bus.io.keyinput.a.unset(),
SDL.SDLK_z => bus.io.keyinput.b.unset(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => bus.io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.unset(),
else => {},
}
},
SDL.SDL_KEYUP => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.set(),
SDL.SDLK_DOWN => bus.io.keyinput.down.set(),
SDL.SDLK_LEFT => bus.io.keyinput.left.set(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.set(),
SDL.SDLK_x => bus.io.keyinput.a.set(),
SDL.SDLK_z => bus.io.keyinput.b.set(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.set(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => bus.io.keyinput.start.set(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.set(),
else => {},
}
},
else => {},
}
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}
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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
const buf_ptr = bus.ppu.framebuf.ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
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const actual = emu_rate.calc();
const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {d:0>3.2}fps, {d:0>3.2}%] ", .{ window_title, actual, actual * 100 / expected_rate }) catch unreachable;
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
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}
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quit.store(true, .Unordered); // Terminate Emulator Thread
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}
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fn sdlPanic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
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}
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const CliError = error{
InsufficientOptions,
UnneededOptions,
};
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// FIXME: Superfluous allocations?
fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
const save_subpath = try std.fs.path.join(alloc, &[_][]const u8{ "zba", "save" });
defer alloc.free(save_subpath);
const maybe_data_path = try known_folders.getPath(alloc, .data);
defer if (maybe_data_path) |path| alloc.free(path);
const save_path = if (maybe_data_path) |base| try std.fs.path.join(alloc, &[_][]const u8{ base, save_subpath }) else null;
if (save_path) |_| {
// If we've determined what our save path should be, ensure the prereq directories
// are present so that we can successfully write to the path when necessary
const maybe_data_dir = try known_folders.open(alloc, .data, .{});
if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath);
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}
return save_path;
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}