feat(ui): implement pausing
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89671f767e
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0204509923
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@ -30,6 +30,7 @@ pub const State = struct {
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fps_hist: RingBuffer(u32),
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should_quit: bool = false,
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emulation: Emulation,
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win_stat: WindowStatus = .{},
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@ -41,6 +42,12 @@ pub const State = struct {
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show_palette: bool = false,
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};
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const Emulation = union(enum) {
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Active,
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Inactive,
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Transition: enum { Active, Inactive },
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};
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/// if zba is initialized with a ROM already provided, this initializer should be called
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/// with `title_opt` being non-null
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pub fn init(allocator: Allocator, title_opt: ?*const [12]u8) !@This() {
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@ -48,6 +55,7 @@ pub const State = struct {
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return .{
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.title = handleTitle(title_opt),
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.emulation = if (title_opt == null) .Inactive else .Active,
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.fps_hist = RingBuffer(u32).init(history),
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};
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}
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@ -90,6 +98,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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};
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state.title = handleTitle(&cpu.bus.pak.title);
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state.emulation = .{ .Transition = .Active };
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}
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}
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@ -105,6 +114,14 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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if (zgui.menuItem("Schedule", .{ .selected = state.win_stat.show_schedule }))
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state.win_stat.show_schedule = true;
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if (zgui.menuItem("Paused", .{ .selected = state.emulation == .Inactive })) {
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state.emulation = switch (state.emulation) {
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.Active => .{ .Transition = .Inactive },
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.Inactive => .{ .Transition = .Active },
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else => state.emulation,
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};
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}
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if (zgui.menuItem("Restart", .{}))
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emu.reset(cpu);
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}
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@ -127,6 +127,10 @@ pub fn main() void {
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} else {
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var tracker = FpsTracker.init();
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// emu should start paused if there's no ROM to run
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if (paths.rom == null)
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channel.emu.push(.Pause);
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const thread = std.Thread.spawn(.{}, emu.run, .{ &cpu, &scheduler, &tracker, &channel }) catch |e| exitln("emu thread panicked: {}", .{e});
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defer thread.join();
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@ -121,13 +121,6 @@ pub const Gui = struct {
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var win_dim: Dimensions = default_dim;
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emu_loop: while (true) {
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// `quit` from RunOptions may be modified by the GDBSTUB thread,
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// so we want to recognize that it may change to `true` and exit the GUI thread
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if (channel.gui.pop()) |event| switch (event) {
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.Quit => break :emu_loop,
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.Paused => @panic("TODO: We want to peek (and then pop if it's .Quit), not always pop"),
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};
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// Outside of `SDL.SDL_QUIT` below, the DearImgui UI might signal that the program
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// should exit, in which case we should also handle this
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if (self.state.should_quit) break :emu_loop;
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@ -190,40 +183,64 @@ pub const Gui = struct {
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}
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}
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{
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channel.emu.push(.Pause);
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defer channel.emu.push(.Resume);
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switch (self.state.emulation) {
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.Transition => |inner| switch (inner) {
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.Active => blk: {
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if (channel.gui.peek() == null) break :blk;
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if (channel.gui.peek().? != .Paused) break :blk;
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// Spin Loop until we know that the emu is paused
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wait: while (true) switch (channel.gui.pop() orelse continue) {
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.Paused => break :wait,
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else => |any| std.debug.panic("[Gui/Channel]: Unhandled Event: {}", .{any}),
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};
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log.debug("-> Active | {?}", .{channel.gui.peek()});
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_ = channel.gui.pop();
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// Add FPS count to the histogram
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if (tracker) |t| self.state.fps_hist.push(t.value()) catch {};
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channel.emu.push(.Resume);
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self.state.emulation = .Active;
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},
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.Inactive => blk: {
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if (channel.gui.peek()) |value|
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if (value == .Paused) break :blk;
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// Draw GBA Screen to Texture
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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log.debug("-> Inactive | {?}", .{channel.gui.peek()});
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const buf = cpu.bus.ppu.framebuf.get(.Renderer);
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gl.viewport(0, 0, gba_width, gba_height);
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opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
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}
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channel.emu.push(.Pause);
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self.state.emulation = .Inactive;
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},
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},
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.Active => {
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channel.emu.push(.Pause);
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defer channel.emu.push(.Resume);
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Spin Loop until we know that the emu is paused
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wait: while (true) switch (channel.gui.pop() orelse continue) {
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.Paused => break :wait,
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.Quit => break :emu_loop, // TODO: Ensure this behaves as expected
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};
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zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
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imgui.draw(&self.state, out_tex, cpu);
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zgui.backend.draw();
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// Add FPS count to the histogram
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if (tracker) |t| self.state.fps_hist.push(t.value()) catch {};
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// Draw GBA Screen to Texture
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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const buf = cpu.bus.ppu.framebuf.get(.Renderer);
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gl.viewport(0, 0, gba_width, gba_height);
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opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
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}
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},
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.Inactive => {},
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}
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// Background Colour
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const size = zgui.io.getDisplaySize();
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gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
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gl.clearColor(0, 0, 0, 1.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
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imgui.draw(&self.state, out_tex, cpu);
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zgui.backend.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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}
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