chore: improve util and Gui API

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-09-18 05:54:44 -03:00
parent fa3b9c21b9
commit 9a8aaba1ab
5 changed files with 242 additions and 213 deletions

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@ -1,194 +0,0 @@
const std = @import("std");
const SDL = @import("sdl2");
const Self = @This();
const Apu = @import("core/apu.zig").Apu;
const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
const Scheduler = @import("core/scheduler.zig").Scheduler;
const FpsTracker = @import("core/util.zig").FpsTracker;
const pitch = @import("core/ppu.zig").framebuf_pitch;
const scale = @import("core/emu.zig").win_scale;
const emu = @import("core/emu.zig");
const log = std.log.scoped(.GUI);
const default_title: []const u8 = "ZBA";
window: *SDL.SDL_Window,
base_title: [12]u8,
renderer: *SDL.SDL_Renderer,
texture: *SDL.SDL_Texture,
audio: ?Audio,
pub fn init(title: [12]u8, width: i32, height: i32) Self {
const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
if (ret < 0) panic();
const window = SDL.SDL_CreateWindow(
default_title.ptr,
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
@as(c_int, width * scale),
@as(c_int, height * scale),
SDL.SDL_WINDOW_SHOWN,
) orelse panic();
const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse panic();
const texture = SDL.SDL_CreateTexture(
renderer,
SDL.SDL_PIXELFORMAT_RGBA8888,
SDL.SDL_TEXTUREACCESS_STREAMING,
@as(c_int, width),
@as(c_int, height),
) orelse panic();
return Self{
.window = window,
.base_title = title,
.renderer = renderer,
.texture = texture,
.audio = null,
};
}
pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
var quit = std.atomic.Atomic(bool).init(false);
var frame_rate = FpsTracker.init();
const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, &frame_rate, scheduler, cpu });
defer thread.join();
var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
while (SDL.SDL_PollEvent(&event) != 0) {
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
const io = &cpu.bus.io;
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => io.keyinput.up.unset(),
SDL.SDLK_DOWN => io.keyinput.down.unset(),
SDL.SDLK_LEFT => io.keyinput.left.unset(),
SDL.SDLK_RIGHT => io.keyinput.right.unset(),
SDL.SDLK_x => io.keyinput.a.unset(),
SDL.SDLK_z => io.keyinput.b.unset(),
SDL.SDLK_a => io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => io.keyinput.select.unset(),
else => {},
}
},
SDL.SDL_KEYUP => {
const io = &cpu.bus.io;
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => io.keyinput.up.set(),
SDL.SDLK_DOWN => io.keyinput.down.set(),
SDL.SDLK_LEFT => io.keyinput.left.set(),
SDL.SDLK_RIGHT => io.keyinput.right.set(),
SDL.SDLK_x => io.keyinput.a.set(),
SDL.SDLK_z => io.keyinput.b.set(),
SDL.SDLK_a => io.keyinput.shoulder_l.set(),
SDL.SDLK_s => io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => io.keyinput.start.set(),
SDL.SDLK_RSHIFT => io.keyinput.select.set(),
SDL.SDLK_i => log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}),
SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
SDL.SDLK_k => {
// Dump IWRAM to file
log.info("PC: 0x{X:0>8}", .{cpu.r[15]});
log.info("LR: 0x{X:0>8}", .{cpu.r[14]});
// const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{});
// defer iwram_file.close();
// try iwram_file.writeAll(cpu.bus.iwram.buf);
},
else => {},
}
},
else => {},
}
}
// Emulator has an internal Double Buffer
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
SDL.SDL_RenderPresent(self.renderer);
const title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.base_title, frame_rate.value() }) catch unreachable;
SDL.SDL_SetWindowTitle(self.window, title.ptr);
}
quit.store(true, .SeqCst); // Terminate Emulator Thread
}
pub fn initAudio(self: *Self, apu: *Apu) void {
self.audio = Audio.init(apu);
self.audio.?.play();
}
pub fn deinit(self: *Self) void {
if (self.audio) |*aud| aud.deinit();
SDL.SDL_DestroyTexture(self.texture);
SDL.SDL_DestroyRenderer(self.renderer);
SDL.SDL_DestroyWindow(self.window);
SDL.SDL_Quit();
self.* = undefined;
}
const Audio = struct {
const This = @This();
const sample_rate = @import("core/apu.zig").host_sample_rate;
device: SDL.SDL_AudioDeviceID,
fn init(apu: *Apu) This {
var have: SDL.SDL_AudioSpec = undefined;
var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec);
want.freq = sample_rate;
want.format = SDL.AUDIO_U16;
want.channels = 2;
want.samples = 0x100;
want.callback = This.callback;
want.userdata = apu;
const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
if (device == 0) panic();
return .{
.device = device,
};
}
fn deinit(self: *This) void {
SDL.SDL_CloseAudioDevice(self.device);
self.* = undefined;
}
pub fn play(self: *This) void {
SDL.SDL_PauseAudioDevice(self.device, 0);
}
export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
const apu = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata));
_ = 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 panic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
}

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@ -3,7 +3,7 @@ const Allocator = std.mem.Allocator;
const log = std.log.scoped(.Backup);
const escape = @import("../util.zig").escape;
const asStringSlice = @import("../util.zig").asStringSlice;
const span = @import("../util.zig").span;
const backup_kinds = [5]Needle{
.{ .str = "EEPROM_V", .kind = .Eeprom },
@ -128,7 +128,7 @@ pub const Backup = struct {
}
fn getSaveFilename(self: *const Self, allocator: Allocator) ![]const u8 {
const title_str = asStringSlice(&escape(self.title));
const title_str = span(&escape(self.title));
const name = if (title_str.len != 0) title_str else "untitled";
return try std.mem.concat(allocator, u8, &[_][]const u8{ name, ".sav" });

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@ -66,21 +66,55 @@ pub fn intToBytes(comptime T: type, value: anytype) [@sizeOf(T)]u8 {
return result;
}
/// The Title from the GBA Cartridge may be null padded to a maximum
/// length of 12 bytes.
/// The Title from the GBA Cartridge is an Uppercase ASCII string which is
/// null-padded to 12 bytes
///
/// This function returns a slice of everything just before the first
/// `\0`
pub fn asStringSlice(title: *const [12]u8) []const u8 {
var len = title.len;
for (title) |char, i| {
if (char == 0) {
len = i;
break;
}
}
/// This function returns a slice of the ASCII string without the null terminator(s)
/// (essentially, a proper Zig/Rust/Any modern language String)
pub fn span(title: *const [12]u8) []const u8 {
const end = std.mem.indexOfScalar(u8, title, "\x00"[0]);
return title[0 .. end orelse title.len];
}
return title[0..len];
test "span" {
var example: *const [12]u8 = "POKEMON_EMER";
try std.testing.expectEqualSlices(u8, "POKEMON_EMER", span(example));
example = "POKEMON_EME\x00";
try std.testing.expectEqualSlices(u8, "POKEMON_EME", span(example));
example = "POKEMON_EM\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEMON_EM", span(example));
example = "POKEMON_E\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEMON_E", span(example));
example = "POKEMON_\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEMON_", span(example));
example = "POKEMON\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEMON", span(example));
example = "POKEMO\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEMO", span(example));
example = "POKEM\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKEM", span(example));
example = "POKE\x00\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POKE", span(example));
example = "POK\x00\x00\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "POK", span(example));
example = "PO\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "PO", span(example));
example = "P\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "P", span(example));
example = "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
try std.testing.expectEqualSlices(u8, "", span(example));
}
/// Copies a Title and returns either an identical or similar

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@ -4,14 +4,14 @@ const builtin = @import("builtin");
const known_folders = @import("known_folders");
const clap = @import("clap");
const Gui = @import("Gui.zig");
const Gui = @import("platform.zig").Gui;
const Bus = @import("core/Bus.zig");
const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
const Scheduler = @import("core/scheduler.zig").Scheduler;
const FilePaths = @import("core/util.zig").FilePaths;
const Allocator = std.mem.Allocator;
const log = std.log.scoped(.CLI);
const log = std.log.scoped(.Cli);
const width = @import("core/ppu.zig").width;
const height = @import("core/ppu.zig").height;
const cpu_logging = @import("core/emu.zig").cpu_logging;
@ -54,8 +54,7 @@ pub fn main() anyerror!void {
try bus.init(allocator, &scheduler, &cpu, paths);
defer bus.deinit();
var gui = Gui.init(bus.pak.title, width, height);
gui.initAudio(&bus.apu);
var gui = Gui.init(&bus.pak.title, &bus.apu, width, height);
defer gui.deinit();
try gui.run(&cpu, &scheduler);

190
src/platform.zig Normal file
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@ -0,0 +1,190 @@
const std = @import("std");
const SDL = @import("sdl2");
const emu = @import("core/emu.zig");
const Apu = @import("core/apu.zig").Apu;
const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
const Scheduler = @import("core/scheduler.zig").Scheduler;
const FpsTracker = @import("core/util.zig").FpsTracker;
const span = @import("core/util.zig").span;
const pitch = @import("core/ppu.zig").framebuf_pitch;
const scale = @import("core/emu.zig").win_scale;
const default_title: []const u8 = "ZBA";
pub const Gui = struct {
const Self = @This();
const log = std.log.scoped(.Gui);
window: *SDL.SDL_Window,
title: []const u8,
renderer: *SDL.SDL_Renderer,
texture: *SDL.SDL_Texture,
audio: Audio,
pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER);
if (ret < 0) panic();
const window = SDL.SDL_CreateWindow(
default_title.ptr,
SDL.SDL_WINDOWPOS_CENTERED,
SDL.SDL_WINDOWPOS_CENTERED,
@as(c_int, width * scale),
@as(c_int, height * scale),
SDL.SDL_WINDOW_SHOWN,
) orelse panic();
const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse panic();
const texture = SDL.SDL_CreateTexture(
renderer,
SDL.SDL_PIXELFORMAT_RGBA8888,
SDL.SDL_TEXTUREACCESS_STREAMING,
@as(c_int, width),
@as(c_int, height),
) orelse panic();
return Self{
.window = window,
.title = span(title),
.renderer = renderer,
.texture = texture,
.audio = Audio.init(apu),
};
}
pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void {
var quit = std.atomic.Atomic(bool).init(false);
var frame_rate = FpsTracker.init();
const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, &frame_rate, scheduler, cpu });
defer thread.join();
var title_buf: [0x100]u8 = [_]u8{0} ** 0x100;
emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
while (SDL.SDL_PollEvent(&event) != 0) {
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
const io = &cpu.bus.io;
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => io.keyinput.up.unset(),
SDL.SDLK_DOWN => io.keyinput.down.unset(),
SDL.SDLK_LEFT => io.keyinput.left.unset(),
SDL.SDLK_RIGHT => io.keyinput.right.unset(),
SDL.SDLK_x => io.keyinput.a.unset(),
SDL.SDLK_z => io.keyinput.b.unset(),
SDL.SDLK_a => io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => io.keyinput.select.unset(),
else => {},
}
},
SDL.SDL_KEYUP => {
const io = &cpu.bus.io;
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => io.keyinput.up.set(),
SDL.SDLK_DOWN => io.keyinput.down.set(),
SDL.SDLK_LEFT => io.keyinput.left.set(),
SDL.SDLK_RIGHT => io.keyinput.right.set(),
SDL.SDLK_x => io.keyinput.a.set(),
SDL.SDLK_z => io.keyinput.b.set(),
SDL.SDLK_a => io.keyinput.shoulder_l.set(),
SDL.SDLK_s => io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => io.keyinput.start.set(),
SDL.SDLK_RSHIFT => io.keyinput.select.set(),
SDL.SDLK_i => log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}),
SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }),
SDL.SDLK_k => {
// Dump IWRAM to file
log.info("PC: 0x{X:0>8}", .{cpu.r[15]});
log.info("LR: 0x{X:0>8}", .{cpu.r[14]});
// const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{});
// defer iwram_file.close();
// try iwram_file.writeAll(cpu.bus.iwram.buf);
},
else => {},
}
},
else => {},
}
}
// Emulator has an internal Double Buffer
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
_ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch);
_ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null);
SDL.SDL_RenderPresent(self.renderer);
const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, frame_rate.value() }) catch unreachable;
SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
}
quit.store(true, .SeqCst); // Terminate Emulator Thread
}
pub fn deinit(self: *Self) void {
self.audio.deinit();
SDL.SDL_DestroyTexture(self.texture);
SDL.SDL_DestroyRenderer(self.renderer);
SDL.SDL_DestroyWindow(self.window);
SDL.SDL_Quit();
self.* = undefined;
}
};
const Audio = struct {
const Self = @This();
const log = std.log.scoped(.PlatformAudio);
const sample_rate = @import("core/apu.zig").host_sample_rate;
device: SDL.SDL_AudioDeviceID,
fn init(apu: *Apu) Self {
var have: SDL.SDL_AudioSpec = undefined;
var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec);
want.freq = sample_rate;
want.format = SDL.AUDIO_U16;
want.channels = 2;
want.samples = 0x100;
want.callback = Self.callback;
want.userdata = apu;
const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0);
if (device == 0) panic();
SDL.SDL_PauseAudioDevice(device, 0); // Unpause Audio
return .{ .device = device };
}
fn deinit(self: *Self) void {
SDL.SDL_CloseAudioDevice(self.device);
self.* = undefined;
}
export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void {
const apu = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata));
_ = 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 panic() noreturn {
const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error";
@panic(std.mem.sliceTo(str, 0));
}