chore: change directory structure
This commit is contained in:
parent
c7c4a90948
commit
53191b0eeb
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@ -0,0 +1,193 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const Self = @This();
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const Apu = @import("core/apu.zig").Apu;
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const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
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const Scheduler = @import("core/scheduler.zig").Scheduler;
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const FpsTracker = @import("core/util.zig").FpsTracker;
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const pitch = @import("core/ppu.zig").framebuf_pitch;
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const emu = @import("core/emu.zig");
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const asString = @import("core/util.zig").asString;
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const log = std.log.scoped(.GUI);
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const scale = 4;
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const default_title: []const u8 = "ZBA";
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window: *SDL.SDL_Window,
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base_title: [12]u8,
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renderer: *SDL.SDL_Renderer,
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texture: *SDL.SDL_Texture,
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audio: ?Audio,
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pub fn init(title: [12]u8, width: i32, height: i32) Self {
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const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
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if (ret < 0) panic();
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const window = SDL.SDL_CreateWindow(
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default_title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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@as(c_int, width * scale),
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@as(c_int, height * scale),
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SDL.SDL_WINDOW_SHOWN,
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) orelse panic();
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const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse panic();
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const texture = SDL.SDL_CreateTexture(
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renderer,
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SDL.SDL_PIXELFORMAT_RGBA8888,
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SDL.SDL_TEXTUREACCESS_STREAMING,
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@as(c_int, width),
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@as(c_int, height),
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) orelse panic();
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return Self{
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.window = window,
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.base_title = title,
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.renderer = renderer,
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.texture = texture,
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.audio = null,
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};
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}
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pub fn run(self: *Self, arm7tdmi: *Arm7tdmi, scheduler: *Scheduler) !void {
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var quit = std.atomic.Atomic(bool).init(false);
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var frame_rate = FpsTracker.init();
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const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, &frame_rate, scheduler, arm7tdmi });
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defer thread.join();
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var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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const io = &arm7tdmi.bus.io;
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const key_code = event.key.keysym.sym;
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switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.unset(),
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SDL.SDLK_DOWN => io.keyinput.down.unset(),
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SDL.SDLK_LEFT => io.keyinput.left.unset(),
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SDL.SDLK_RIGHT => io.keyinput.right.unset(),
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SDL.SDLK_x => io.keyinput.a.unset(),
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SDL.SDLK_z => io.keyinput.b.unset(),
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SDL.SDLK_a => io.keyinput.shoulder_l.unset(),
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SDL.SDLK_s => io.keyinput.shoulder_r.unset(),
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SDL.SDLK_RETURN => io.keyinput.start.unset(),
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SDL.SDLK_RSHIFT => io.keyinput.select.unset(),
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else => {},
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}
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},
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SDL.SDL_KEYUP => {
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const io = &arm7tdmi.bus.io;
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const key_code = event.key.keysym.sym;
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switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.set(),
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SDL.SDLK_DOWN => io.keyinput.down.set(),
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SDL.SDLK_LEFT => io.keyinput.left.set(),
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SDL.SDLK_RIGHT => io.keyinput.right.set(),
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SDL.SDLK_x => io.keyinput.a.set(),
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SDL.SDLK_z => io.keyinput.b.set(),
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SDL.SDLK_a => io.keyinput.shoulder_l.set(),
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SDL.SDLK_s => io.keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => io.keyinput.start.set(),
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SDL.SDLK_RSHIFT => io.keyinput.select.set(),
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SDL.SDLK_i => log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(arm7tdmi.bus.apu.stream)) / (2 * @sizeOf(u16))}),
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SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
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SDL.SDLK_k => {
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// Dump IWRAM to file
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log.info("PC: 0x{X:0>8}", .{arm7tdmi.r[15]});
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log.info("LR: 0x{X:0>8}", .{arm7tdmi.r[14]});
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// const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{});
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// defer iwram_file.close();
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// try iwram_file.writeAll(cpu.bus.iwram.buf);
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},
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else => {},
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}
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},
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else => {},
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}
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}
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// Emulator has an internal Double Buffer
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const framebuf = arm7tdmi.bus.ppu.framebuf.get(.Renderer);
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_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
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_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
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SDL.SDL_RenderPresent(self.renderer);
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const title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.base_title, frame_rate.value() }) catch unreachable;
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SDL.SDL_SetWindowTitle(self.window, title.ptr);
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}
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quit.store(true, .SeqCst); // Terminate Emulator Thread
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}
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pub fn initAudio(self: *Self, apu: *Apu) void {
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self.audio = Audio.init(apu);
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self.audio.?.play();
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}
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pub fn deinit(self: Self) void {
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if (self.audio) |aud| aud.deinit();
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SDL.SDL_DestroyTexture(self.texture);
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SDL.SDL_DestroyRenderer(self.renderer);
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SDL.SDL_DestroyWindow(self.window);
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SDL.SDL_Quit();
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}
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const Audio = struct {
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const This = @This();
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const sample_rate = @import("core/apu.zig").host_sample_rate;
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device: SDL.SDL_AudioDeviceID,
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fn init(apu: *Apu) This {
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var have: SDL.SDL_AudioSpec = undefined;
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var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec);
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want.freq = sample_rate;
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want.format = SDL.AUDIO_U16;
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want.channels = 2;
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want.samples = 0x100;
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want.callback = This.callback;
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want.userdata = apu;
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const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
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if (device == 0) panic();
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return .{
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.device = device,
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};
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}
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fn deinit(this: This) void {
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SDL.SDL_CloseAudioDevice(this.device);
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}
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pub fn play(this: *This) void {
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SDL.SDL_PauseAudioDevice(this.device, 0);
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}
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export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
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const apu = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata));
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const written = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
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// If we don't write anything, play silence otherwise garbage will be played
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// FIXME: I don't think this hack to remove DC Offset is acceptable :thinking:
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if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40);
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}
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};
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fn panic() noreturn {
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const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
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@panic(std.mem.sliceTo(str, 0));
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}
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@ -53,7 +53,7 @@ pub const ThumbInstrFn = fn (*Arm7tdmi, *Bus, u16) void;
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const arm_lut: [0x1000]ArmInstrFn = armPopulate();
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const thumb_lut: [0x400]ThumbInstrFn = thumbPopulate();
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const enable_logging = @import("main.zig").enable_logging;
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const enable_logging = false;
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const log = std.log.scoped(.Arm7Tdmi);
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pub const Arm7tdmi = struct {
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@ -5,10 +5,12 @@ const Bus = @import("Bus.zig");
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const Scheduler = @import("scheduler.zig").Scheduler;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const FpsTracker = @import("util.zig").FpsTracker;
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const FilePaths = @import("util.zig").FilePaths;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Atomic = std.atomic.Atomic;
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const Allocator = std.mem.Allocator;
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const sync_audio = false;
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const sync_video: RunKind = .UnlimitedFPS;
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300
src/main.zig
300
src/main.zig
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@ -1,35 +1,21 @@
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const std = @import("std");
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const builtin = @import("builtin");
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const SDL = @import("sdl2");
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const clap = @import("clap");
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const known_folders = @import("known_folders");
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const clap = @import("clap");
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const emu = @import("emu.zig");
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const Bus = @import("Bus.zig");
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const Apu = @import("apu.zig").Apu;
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const Arm7tdmi = @import("cpu.zig").Arm7tdmi;
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const Scheduler = @import("scheduler.zig").Scheduler;
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const FpsTracker = @import("util.zig").FpsTracker;
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const Gui = @import("Gui.zig");
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const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
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const Scheduler = @import("core/scheduler.zig").Scheduler;
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const FilePaths = @import("core/util.zig").FilePaths;
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const Timer = std.time.Timer;
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const Thread = std.Thread;
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const Atomic = std.atomic.Atomic;
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const File = std.fs.File;
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const window_scale = 4;
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const gba_width = @import("ppu.zig").width;
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const gba_height = @import("ppu.zig").height;
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const framebuf_pitch = @import("ppu.zig").framebuf_pitch;
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const expected_rate = @import("emu.zig").frame_rate;
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const sample_rate = @import("apu.zig").host_sample_rate;
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pub const enable_logging: bool = false;
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const is_binary: bool = false;
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const log = std.log.scoped(.GUI);
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const Allocator = std.mem.Allocator;
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const log = std.log.scoped(.CLI);
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const width = @import("core/ppu.zig").width;
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const height = @import("core/ppu.zig").height;
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pub const log_level = if (builtin.mode != .Debug) .info else std.log.default_level;
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const asString = @import("util.zig").asString;
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// TODO: Reimpl Logging
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// CLI Arguments + Help Text
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const params = clap.parseParamsComptime(
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@ -40,251 +26,71 @@ const params = clap.parseParamsComptime(
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);
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pub fn main() anyerror!void {
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// Allocator for Emulator + CLI
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// Main Allocator for ZBA
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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defer std.debug.assert(!gpa.deinit());
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const alloc = gpa.allocator();
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const allocator = gpa.allocator();
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// Setup CLI using zig-clap
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var res = try clap.parse(clap.Help, ¶ms, clap.parsers.default, .{});
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defer res.deinit();
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// Handle CLI Input
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const result = try clap.parse(clap.Help, ¶ms, clap.parsers.default, .{});
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defer result.deinit();
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const stderr = std.io.getStdErr();
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defer stderr.close();
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const paths = try handleArguments(allocator, &result);
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defer if (paths.save) |path| allocator.free(path);
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// Display Help, if requested
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// Grab ROM and BIOS paths if provided
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if (res.args.help) return clap.help(stderr.writer(), clap.Help, ¶ms, .{});
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const rom_path = try getRomPath(res, stderr);
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const bios_path: ?[]const u8 = if (res.args.bios) |p| p else null;
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// Determine Save Directory
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const save_dir = try getSavePath(alloc);
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defer if (save_dir) |path| alloc.free(path);
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log.info("Found save directory: {s}", .{save_dir});
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// Initialize Scheduler and ARM7TDMI Emulator
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// Provide GBA Bus (initialized with ARM7TDMI) with a valid ptr to ARM7TDMI
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var scheduler = Scheduler.init(alloc);
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// TODO: Take Emulator Init Code out of main.zig
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var scheduler = Scheduler.init(allocator);
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defer scheduler.deinit();
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const paths = .{ .bios = bios_path, .rom = rom_path, .save = save_dir };
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var cpu = try Arm7tdmi.init(alloc, &scheduler, paths);
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defer cpu.deinit();
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cpu.bus.attach(&cpu);
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// cpu.fastBoot(); // Uncomment to skip BIOS
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var arm7tdmi = try Arm7tdmi.init(allocator, &scheduler, paths);
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arm7tdmi.bus.attach(&arm7tdmi);
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if (paths.bios == null) arm7tdmi.fastBoot();
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defer arm7tdmi.deinit();
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// Copy ROM title while Emulator still belongs to this thread
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const title = cpu.bus.pak.title;
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var gui = Gui.init(arm7tdmi.bus.pak.title, width, height);
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gui.initAudio(&arm7tdmi.bus.apu);
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defer gui.deinit();
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// Initialize SDL2
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initSdl2();
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defer SDL.SDL_Quit();
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const dev = initAudio(&cpu.bus.apu);
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defer SDL.SDL_CloseAudioDevice(dev);
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// TODO: Refactor or delete this Logging code
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// I probably still need logging in some form though (e.g. Golden Sun IIRC)
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const log_file: ?File = if (enable_logging) blk: {
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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;
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} else null;
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defer if (log_file) |file| file.close();
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var quit = Atomic(bool).init(false);
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var emu_rate = FpsTracker.init();
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// Run Emulator in it's separate thread
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// From this point on, interacting with Arm7tdmi or Scheduler
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// be justified, as it will require to be thread-afe
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{asString(title)});
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const window = createWindow(window_title, gba_width, gba_height);
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defer SDL.SDL_DestroyWindow(window);
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const renderer = createRenderer(window);
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defer SDL.SDL_DestroyRenderer(renderer);
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const texture = createTexture(renderer, gba_width, gba_height);
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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) {
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var event: SDL.SDL_Event = undefined;
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while (SDL.SDL_PollEvent(&event) != 0) {
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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const io = &cpu.bus.io;
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const key_code = event.key.keysym.sym;
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switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.unset(),
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SDL.SDLK_DOWN => io.keyinput.down.unset(),
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SDL.SDLK_LEFT => io.keyinput.left.unset(),
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SDL.SDLK_RIGHT => io.keyinput.right.unset(),
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SDL.SDLK_x => io.keyinput.a.unset(),
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SDL.SDLK_z => io.keyinput.b.unset(),
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SDL.SDLK_a => io.keyinput.shoulder_l.unset(),
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SDL.SDLK_s => io.keyinput.shoulder_r.unset(),
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SDL.SDLK_RETURN => io.keyinput.start.unset(),
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SDL.SDLK_RSHIFT => io.keyinput.select.unset(),
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else => {},
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}
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},
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SDL.SDL_KEYUP => {
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const io = &cpu.bus.io;
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const key_code = event.key.keysym.sym;
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switch (key_code) {
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SDL.SDLK_UP => io.keyinput.up.set(),
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SDL.SDLK_DOWN => io.keyinput.down.set(),
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SDL.SDLK_LEFT => io.keyinput.left.set(),
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SDL.SDLK_RIGHT => io.keyinput.right.set(),
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SDL.SDLK_x => io.keyinput.a.set(),
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SDL.SDLK_z => io.keyinput.b.set(),
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SDL.SDLK_a => io.keyinput.shoulder_l.set(),
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SDL.SDLK_s => io.keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => io.keyinput.start.set(),
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SDL.SDLK_RSHIFT => io.keyinput.select.set(),
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SDL.SDLK_i => log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}),
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SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
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SDL.SDLK_k => {
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// Dump IWRAM to file
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log.info("PC: 0x{X:0>8}", .{cpu.r[15]});
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log.info("LR: 0x{X:0>8}", .{cpu.r[14]});
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// const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{});
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// defer iwram_file.close();
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||||
|
||||
// try iwram_file.writeAll(cpu.bus.iwram.buf);
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
},
|
||||
else => {},
|
||||
}
|
||||
try gui.run(&arm7tdmi, &scheduler);
|
||||
}
|
||||
|
||||
// Emulator has an internal Double Buffer
|
||||
const buf_ptr = cpu.bus.ppu.framebuf.get(.Renderer).ptr;
|
||||
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, framebuf_pitch);
|
||||
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
|
||||
SDL.SDL_RenderPresent(renderer);
|
||||
|
||||
const dyn_title = std.fmt.bufPrint(&dyn_title_buf, "{s} [Emu: {}fps] ", .{ window_title, emu_rate.value() }) catch unreachable;
|
||||
SDL.SDL_SetWindowTitle(window, dyn_title.ptr);
|
||||
}
|
||||
|
||||
quit.store(true, .SeqCst); // Terminate Emulator Thread
|
||||
}
|
||||
|
||||
const CliError = error{
|
||||
InsufficientOptions,
|
||||
UnneededOptions,
|
||||
};
|
||||
|
||||
fn sdlPanic() noreturn {
|
||||
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
|
||||
@panic(std.mem.sliceTo(str, 0));
|
||||
}
|
||||
|
||||
fn initSdl2() void {
|
||||
const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
|
||||
if (status < 0) sdlPanic();
|
||||
}
|
||||
|
||||
fn createWindow(title: []u8, width: c_int, height: c_int) *SDL.SDL_Window {
|
||||
return SDL.SDL_CreateWindow(
|
||||
title.ptr,
|
||||
SDL.SDL_WINDOWPOS_CENTERED,
|
||||
SDL.SDL_WINDOWPOS_CENTERED,
|
||||
width * window_scale,
|
||||
height * window_scale,
|
||||
SDL.SDL_WINDOW_SHOWN,
|
||||
) orelse sdlPanic();
|
||||
}
|
||||
|
||||
fn createRenderer(window: *SDL.SDL_Window) *SDL.SDL_Renderer {
|
||||
return SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
|
||||
}
|
||||
|
||||
fn createTexture(renderer: *SDL.SDL_Renderer, width: c_int, height: c_int) *SDL.SDL_Texture {
|
||||
return SDL.SDL_CreateTexture(
|
||||
renderer,
|
||||
SDL.SDL_PIXELFORMAT_RGBA8888,
|
||||
SDL.SDL_TEXTUREACCESS_STREAMING,
|
||||
width,
|
||||
height,
|
||||
) orelse sdlPanic();
|
||||
}
|
||||
|
||||
fn initAudio(apu: *Apu) SDL.SDL_AudioDeviceID {
|
||||
var have: SDL.SDL_AudioSpec = undefined;
|
||||
var want: SDL.SDL_AudioSpec = .{
|
||||
.freq = sample_rate,
|
||||
.format = SDL.AUDIO_U16,
|
||||
.channels = 2,
|
||||
.samples = 0x100,
|
||||
.callback = audioCallback,
|
||||
.userdata = apu,
|
||||
.silence = undefined,
|
||||
.size = undefined,
|
||||
.padding = undefined,
|
||||
};
|
||||
|
||||
const dev = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
|
||||
if (dev == 0) sdlPanic();
|
||||
|
||||
// Start Playback on the Audio device
|
||||
SDL.SDL_PauseAudioDevice(dev, 0);
|
||||
return dev;
|
||||
}
|
||||
|
||||
export fn audioCallback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
|
||||
const apu = @ptrCast(*Apu, @alignCast(8, userdata));
|
||||
const written = SDL.SDL_AudioStreamGet(apu.stream, stream, len);
|
||||
|
||||
// If we don't write anything, play silence otherwise garbage will be played
|
||||
// FIXME: I don't think this hack to remove DC Offset is acceptable :thinking:
|
||||
if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40);
|
||||
}
|
||||
|
||||
fn getSavePath(alloc: std.mem.Allocator) !?[]const u8 {
|
||||
fn getSavePath(allocator: Allocator) !?[]const u8 {
|
||||
const save_subpath = "zba" ++ [_]u8{std.fs.path.sep} ++ "save";
|
||||
|
||||
const maybe_data_path = try known_folders.getPath(alloc, .data);
|
||||
defer if (maybe_data_path) |path| alloc.free(path);
|
||||
const maybe_data_path = try known_folders.getPath(allocator, .data);
|
||||
defer if (maybe_data_path) |path| allocator.free(path);
|
||||
|
||||
const save_path = if (maybe_data_path) |base| try std.fs.path.join(alloc, &[_][]const u8{ base, "zba", "save" }) else null;
|
||||
const save_path = if (maybe_data_path) |base| try std.fs.path.join(allocator, &[_][]const u8{ base, "zba", "save" }) 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, .{});
|
||||
const maybe_data_dir = try known_folders.open(allocator, .data, .{});
|
||||
if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath);
|
||||
}
|
||||
|
||||
return save_path;
|
||||
}
|
||||
|
||||
fn getRomPath(res: clap.Result(clap.Help, ¶ms, clap.parsers.default), stderr: std.fs.File) ![]const u8 {
|
||||
return switch (res.positionals.len) {
|
||||
1 => res.positionals[0],
|
||||
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;
|
||||
},
|
||||
fn getRomPath(result: *const clap.Result(clap.Help, ¶ms, clap.parsers.default)) ![]const u8 {
|
||||
return switch (result.positionals.len) {
|
||||
1 => result.positionals[0],
|
||||
0 => std.debug.panic("ZBA requires a positional path to a GamePak ROM.\n", .{}),
|
||||
else => std.debug.panic("ZBA received too many arguments.\n", .{}),
|
||||
};
|
||||
}
|
||||
|
||||
pub fn handleArguments(allocator: Allocator, result: *const clap.Result(clap.Help, ¶ms, clap.parsers.default)) !FilePaths {
|
||||
const rom_path = try getRomPath(result);
|
||||
log.info("ROM path: {s}", .{rom_path});
|
||||
const bios_path = result.args.bios;
|
||||
if (bios_path) |path| log.info("BIOS path: {s}", .{path}) else log.info("No BIOS provided", .{});
|
||||
const save_path = try getSavePath(allocator);
|
||||
if (save_path) |path| log.info("Save path: {s}", .{path});
|
||||
|
||||
return FilePaths{
|
||||
.rom = rom_path,
|
||||
.bios = bios_path,
|
||||
.save = save_path,
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue