feat(ui): implement pausing
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89671f767e
commit
21295b8d03
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@ -1 +1 @@
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Subproject commit c1388c731820d9847c9d54f698c55e07752bc5ea
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Subproject commit 72349459ec29ee2d910a3dd3274be00254a7acd4
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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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@ -119,7 +119,7 @@ pub fn main() void {
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const thread = std.Thread.spawn(.{}, Server.run, .{ &server, allocator, &quit }) catch |e| exitln("gdb server thread crashed: {}", .{e});
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defer thread.join();
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gui.run(.{
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gui.run(.Debug, .{
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.cpu = &cpu,
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.scheduler = &scheduler,
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.channel = &channel,
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@ -127,10 +127,14 @@ 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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gui.run(.{
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gui.run(.Standard, .{
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.cpu = &cpu,
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.scheduler = &scheduler,
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.channel = &channel,
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@ -99,7 +99,9 @@ pub const Gui = struct {
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scheduler: *Scheduler,
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};
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pub fn run(self: *Self, opt: RunOptions) !void {
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const RunMode = enum { Standard, Debug };
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pub fn run(self: *Self, comptime mode: RunMode, opt: RunOptions) !void {
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const cpu = opt.cpu;
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const tracker = opt.tracker;
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const channel = opt.channel;
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@ -121,13 +123,6 @@ 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 +185,73 @@ 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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zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
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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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switch (self.state.emulation) {
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.Transition => |inner| switch (inner) {
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.Active => {
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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 => {
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// Assert that double pausing is impossible
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if (channel.gui.peek()) |value|
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std.debug.assert(value != .Paused);
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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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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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const is_std = mode == .Standard;
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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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if (is_std) channel.emu.push(.Pause);
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defer if (is_std) 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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switch (mode) {
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.Standard => {
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// TODO: add timeout
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while (true) switch (channel.gui.pop() orelse continue) {
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.Paused => break,
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.Quit => unreachable, // only signaled in debug mode
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};
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},
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.Debug => blk: {
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switch (channel.gui.pop() orelse break :blk) {
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.Paused => unreachable, // only in standard mode
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.Quit => break :emu_loop, // FIXME: gdb side of emu is seriously out-of-date...
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}
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},
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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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imgui.draw(&self.state, out_tex, cpu);
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},
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.Inactive => imgui.draw(&self.state, out_tex, cpu),
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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.draw();
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SDL.SDL_GL_SwapWindow(self.window);
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}
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