chore: move some init code to functions
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parent
f6d746e810
commit
6b09250a56
93
src/main.zig
93
src/main.zig
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@ -67,25 +67,12 @@ pub fn main() anyerror!void {
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log.info("Save Path: {s}", .{save_path});
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log.info("Save Path: {s}", .{save_path});
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// Initialize SDL
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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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_ = initSdl2();
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defer SDL.SDL_Quit();
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defer SDL.SDL_Quit();
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if (status < 0) sdlPanic();
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// Initialize SDL Audio
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// Initialize SDL Audio
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var have: SDL.SDL_AudioSpec = undefined;
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const audio_dev = initAudio();
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var want = std.mem.zeroes(SDL.SDL_AudioSpec);
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want.freq = 32768;
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want.format = SDL.AUDIO_S8;
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want.channels = 2;
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want.samples = 0x200;
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want.callback = null;
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const audio_dev = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
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defer SDL.SDL_CloseAudioDevice(audio_dev);
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defer SDL.SDL_CloseAudioDevice(audio_dev);
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if (audio_dev == 0) sdlPanic();
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// Start Playback on the Audio evice
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SDL.SDL_PauseAudioDevice(audio_dev, 0);
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// Initialize Emulator
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// Initialize Emulator
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var scheduler = Scheduler.init(alloc);
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var scheduler = Scheduler.init(alloc);
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@ -113,25 +100,16 @@ pub fn main() anyerror!void {
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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const emu_thread = try Thread.spawn(.{}, emu.run, .{ .LimitedFPS, &quit, &emu_rate, &scheduler, &cpu });
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defer emu_thread.join();
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defer emu_thread.join();
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const title = correctTitle(cpu.bus.pak.title);
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var title_buf: [0x20]u8 = std.mem.zeroes([0x20]u8);
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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}", .{title});
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const window_title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{correctTitle(cpu.bus.pak.title)});
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var window = SDL.SDL_CreateWindow(
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const window = createWindow(window_title, gba_width, gba_height);
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window_title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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gba_width * window_scale,
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gba_height * window_scale,
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SDL.SDL_WINDOW_SHOWN,
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) orelse sdlPanic();
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defer SDL.SDL_DestroyWindow(window);
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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();
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const renderer = createRenderer(window);
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defer SDL.SDL_DestroyRenderer(renderer);
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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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const texture = createTexture(renderer, gba_width, gba_height);
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defer SDL.SDL_DestroyTexture(texture);
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defer SDL.SDL_DestroyTexture(texture);
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// Init FPS Timer
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// Init FPS Timer
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@ -198,16 +176,16 @@ pub fn main() anyerror!void {
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quit.store(true, .Unordered); // Terminate Emulator Thread
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quit.store(true, .Unordered); // Terminate Emulator Thread
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}
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}
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fn sdlPanic() 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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const CliError = error{
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const CliError = error{
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InsufficientOptions,
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InsufficientOptions,
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UnneededOptions,
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UnneededOptions,
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};
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};
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fn sdlPanic() 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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// FIXME: Superfluous allocations?
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// FIXME: Superfluous allocations?
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fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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const save_subpath = try std.fs.path.join(alloc, &[_][]const u8{ "zba", "save" });
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const save_subpath = try std.fs.path.join(alloc, &[_][]const u8{ "zba", "save" });
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@ -227,3 +205,52 @@ fn setupSavePath(alloc: std.mem.Allocator) !?[]const u8 {
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return save_path;
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return save_path;
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}
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}
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fn initSdl2() c_int {
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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();
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return status;
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}
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fn createWindow(title: []u8, width: c_int, height: c_int) *SDL.SDL_Window {
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return SDL.SDL_CreateWindow(
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title.ptr,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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width * window_scale,
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height * window_scale,
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SDL.SDL_WINDOW_SHOWN,
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) orelse sdlPanic();
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}
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fn createRenderer(window: *SDL.SDL_Window) *SDL.SDL_Renderer {
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return SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse sdlPanic();
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}
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fn createTexture(renderer: *SDL.SDL_Renderer, width: c_int, height: c_int) *SDL.SDL_Texture {
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return 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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width,
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height,
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) orelse sdlPanic();
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}
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fn initAudio() SDL.SDL_AudioDeviceID {
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var have: SDL.SDL_AudioSpec = undefined;
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var want = std.mem.zeroes(SDL.SDL_AudioSpec);
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want.freq = 32768;
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want.format = SDL.AUDIO_S8;
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want.channels = 2;
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want.samples = 0x200;
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want.callback = null;
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const dev = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
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if (dev == 0) sdlPanic();
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// Start Playback on the Audio evice
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SDL.SDL_PauseAudioDevice(dev, 0);
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return dev;
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}
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