chore: improve util and Gui API
This commit is contained in:
parent
fa3b9c21b9
commit
9a8aaba1ab
194
src/Gui.zig
194
src/Gui.zig
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@ -1,194 +0,0 @@
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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 scale = @import("core/emu.zig").win_scale;
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const emu = @import("core/emu.zig");
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const log = std.log.scoped(.GUI);
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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, cpu: *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, cpu });
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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 = &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);
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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 = cpu.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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self.* = undefined;
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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(self: *This) void {
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SDL.SDL_CloseAudioDevice(self.device);
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self.* = undefined;
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}
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pub fn play(self: *This) void {
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SDL.SDL_PauseAudioDevice(self.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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_ = 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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@ -3,7 +3,7 @@ const Allocator = std.mem.Allocator;
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const log = std.log.scoped(.Backup);
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const log = std.log.scoped(.Backup);
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const escape = @import("../util.zig").escape;
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const escape = @import("../util.zig").escape;
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const asStringSlice = @import("../util.zig").asStringSlice;
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const span = @import("../util.zig").span;
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const backup_kinds = [5]Needle{
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const backup_kinds = [5]Needle{
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.{ .str = "EEPROM_V", .kind = .Eeprom },
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.{ .str = "EEPROM_V", .kind = .Eeprom },
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@ -128,7 +128,7 @@ pub const Backup = struct {
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}
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}
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fn getSaveFilename(self: *const Self, allocator: Allocator) ![]const u8 {
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fn getSaveFilename(self: *const Self, allocator: Allocator) ![]const u8 {
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const title_str = asStringSlice(&escape(self.title));
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const title_str = span(&escape(self.title));
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const name = if (title_str.len != 0) title_str else "untitled";
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const name = if (title_str.len != 0) title_str else "untitled";
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return try std.mem.concat(allocator, u8, &[_][]const u8{ name, ".sav" });
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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 {
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return result;
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return result;
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}
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}
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/// The Title from the GBA Cartridge may be null padded to a maximum
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/// The Title from the GBA Cartridge is an Uppercase ASCII string which is
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/// length of 12 bytes.
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/// null-padded to 12 bytes
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///
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///
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/// This function returns a slice of everything just before the first
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/// This function returns a slice of the ASCII string without the null terminator(s)
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/// `\0`
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/// (essentially, a proper Zig/Rust/Any modern language String)
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pub fn asStringSlice(title: *const [12]u8) []const u8 {
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pub fn span(title: *const [12]u8) []const u8 {
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var len = title.len;
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const end = std.mem.indexOfScalar(u8, title, "\x00"[0]);
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for (title) |char, i| {
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return title[0 .. end orelse title.len];
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if (char == 0) {
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len = i;
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break;
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}
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}
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}
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return title[0..len];
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test "span" {
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var example: *const [12]u8 = "POKEMON_EMER";
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try std.testing.expectEqualSlices(u8, "POKEMON_EMER", span(example));
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example = "POKEMON_EME\x00";
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try std.testing.expectEqualSlices(u8, "POKEMON_EME", span(example));
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example = "POKEMON_EM\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEMON_EM", span(example));
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example = "POKEMON_E\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEMON_E", span(example));
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example = "POKEMON_\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEMON_", span(example));
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example = "POKEMON\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEMON", span(example));
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example = "POKEMO\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEMO", span(example));
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example = "POKEM\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKEM", span(example));
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example = "POKE\x00\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POKE", span(example));
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example = "POK\x00\x00\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "POK", span(example));
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example = "PO\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "PO", span(example));
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example = "P\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "P", span(example));
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example = "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00";
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try std.testing.expectEqualSlices(u8, "", span(example));
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}
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}
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/// Copies a Title and returns either an identical or similar
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/// Copies a Title and returns either an identical or similar
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@ -4,14 +4,14 @@ const builtin = @import("builtin");
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const known_folders = @import("known_folders");
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const known_folders = @import("known_folders");
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const clap = @import("clap");
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const clap = @import("clap");
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const Gui = @import("Gui.zig");
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const Gui = @import("platform.zig").Gui;
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const Bus = @import("core/Bus.zig");
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const Bus = @import("core/Bus.zig");
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const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi;
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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 Scheduler = @import("core/scheduler.zig").Scheduler;
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const FilePaths = @import("core/util.zig").FilePaths;
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const FilePaths = @import("core/util.zig").FilePaths;
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const Allocator = std.mem.Allocator;
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const Allocator = std.mem.Allocator;
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const log = std.log.scoped(.CLI);
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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 width = @import("core/ppu.zig").width;
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const height = @import("core/ppu.zig").height;
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const height = @import("core/ppu.zig").height;
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const cpu_logging = @import("core/emu.zig").cpu_logging;
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const cpu_logging = @import("core/emu.zig").cpu_logging;
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@ -54,8 +54,7 @@ pub fn main() anyerror!void {
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try bus.init(allocator, &scheduler, &cpu, paths);
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try bus.init(allocator, &scheduler, &cpu, paths);
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defer bus.deinit();
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defer bus.deinit();
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var gui = Gui.init(bus.pak.title, width, height);
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var gui = Gui.init(&bus.pak.title, &bus.apu, width, height);
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gui.initAudio(&bus.apu);
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defer gui.deinit();
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defer gui.deinit();
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try gui.run(&cpu, &scheduler);
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try gui.run(&cpu, &scheduler);
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@ -0,0 +1,190 @@
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const std = @import("std");
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const SDL = @import("sdl2");
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const emu = @import("core/emu.zig");
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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 span = @import("core/util.zig").span;
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const pitch = @import("core/ppu.zig").framebuf_pitch;
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const scale = @import("core/emu.zig").win_scale;
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const default_title: []const u8 = "ZBA";
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pub const Gui = struct {
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|
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));
|
||||||
|
}
|
Loading…
Reference in New Issue