feat: implement keyboard input

This commit is contained in:
Rekai Nyangadzayi Musuka 2022-02-01 16:11:59 -04:00
parent f6e4b4931f
commit b07eb22b86
2 changed files with 49 additions and 10 deletions

View File

@ -19,8 +19,8 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
}
}
pub fn runEmuThread(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
while (!quit.load(.Unordered)) {
runFrame(sched, cpu, bus);
if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
}
}

View File

@ -61,13 +61,14 @@ pub fn main() anyerror!void {
// Init Atomics
var quit = Atomic(bool).init(false);
var pause = Atomic(bool).init(false);
// Create Emulator Thread
const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &scheduler, &cpu, &bus });
const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus });
defer emu_thread.join();
// Initialize SDL
const status = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO);
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();
defer SDL.SDL_Quit();
@ -93,16 +94,52 @@ pub fn main() anyerror!void {
emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
_ = SDL.SDL_PollEvent(&event);
if (SDL.SDL_PollEvent(&event) != 0) {
// Pause Emulation Thread during Input Writing
pause.store(true, .Unordered);
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
else => {},
switch (event.type) {
SDL.SDL_QUIT => break :emu_loop,
SDL.SDL_KEYDOWN => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.unset(),
SDL.SDLK_DOWN => bus.io.keyinput.down.unset(),
SDL.SDLK_LEFT => bus.io.keyinput.left.unset(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.unset(),
SDL.SDLK_x => bus.io.keyinput.a.unset(),
SDL.SDLK_z => bus.io.keyinput.b.unset(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.unset(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.unset(),
SDL.SDLK_RETURN => bus.io.keyinput.start.unset(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.unset(),
else => {},
}
},
SDL.SDL_KEYUP => {
const key_code = event.key.keysym.sym;
switch (key_code) {
SDL.SDLK_UP => bus.io.keyinput.up.set(),
SDL.SDLK_DOWN => bus.io.keyinput.down.set(),
SDL.SDLK_LEFT => bus.io.keyinput.left.set(),
SDL.SDLK_RIGHT => bus.io.keyinput.right.set(),
SDL.SDLK_x => bus.io.keyinput.a.set(),
SDL.SDLK_z => bus.io.keyinput.b.set(),
SDL.SDLK_a => bus.io.keyinput.shoulder_l.set(),
SDL.SDLK_s => bus.io.keyinput.shoulder_r.set(),
SDL.SDLK_RETURN => bus.io.keyinput.start.set(),
SDL.SDLK_RSHIFT => bus.io.keyinput.select.set(),
else => {},
}
},
else => {},
}
}
// TODO: Make this Thread Safe
// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
const buf_ptr = bus.ppu.frame_buf.ptr;
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
SDL.SDL_RenderPresent(renderer);
@ -110,6 +147,8 @@ pub fn main() anyerror!void {
// const fps = std.time.ns_per_s / timer.lap();
// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
// SDL.SDL_SetWindowTitle(window, title.ptr);
pause.store(false, .Unordered);
}
quit.store(true, .Unordered); // Terminate Emulator Thread