feat: implement keyboard input
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f6e4b4931f
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b07eb22b86
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@ -19,8 +19,8 @@ pub fn runFrame(sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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}
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}
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}
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}
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pub fn runEmuThread(quit: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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pub fn runEmuThread(quit: *Atomic(bool), pause: *Atomic(bool), sched: *Scheduler, cpu: *Arm7tdmi, bus: *Bus) void {
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while (!quit.load(.Unordered)) {
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while (!quit.load(.Unordered)) {
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runFrame(sched, cpu, bus);
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if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
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}
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}
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}
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}
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49
src/main.zig
49
src/main.zig
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@ -61,13 +61,14 @@ pub fn main() anyerror!void {
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// Init Atomics
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// Init Atomics
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var quit = Atomic(bool).init(false);
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var quit = Atomic(bool).init(false);
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var pause = Atomic(bool).init(false);
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// Create Emulator Thread
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// Create Emulator Thread
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &scheduler, &cpu, &bus });
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const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus });
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defer emu_thread.join();
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defer emu_thread.join();
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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);
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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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if (status < 0) sdlPanic();
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defer SDL.SDL_Quit();
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defer SDL.SDL_Quit();
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@ -93,16 +94,52 @@ pub fn main() anyerror!void {
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emu_loop: while (true) {
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emu_loop: while (true) {
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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_ = SDL.SDL_PollEvent(&event);
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if (SDL.SDL_PollEvent(&event) != 0) {
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// Pause Emulation Thread during Input Writing
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pause.store(true, .Unordered);
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switch (event.type) {
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switch (event.type) {
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_QUIT => break :emu_loop,
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SDL.SDL_KEYDOWN => {
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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 => bus.io.keyinput.up.unset(),
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SDL.SDLK_DOWN => bus.io.keyinput.down.unset(),
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SDL.SDLK_LEFT => bus.io.keyinput.left.unset(),
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SDL.SDLK_RIGHT => bus.io.keyinput.right.unset(),
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SDL.SDLK_x => bus.io.keyinput.a.unset(),
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SDL.SDLK_z => bus.io.keyinput.b.unset(),
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SDL.SDLK_a => bus.io.keyinput.shoulder_l.unset(),
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SDL.SDLK_s => bus.io.keyinput.shoulder_r.unset(),
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SDL.SDLK_RETURN => bus.io.keyinput.start.unset(),
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SDL.SDLK_RSHIFT => bus.io.keyinput.select.unset(),
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else => {},
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else => {},
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}
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}
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},
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SDL.SDL_KEYUP => {
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const key_code = event.key.keysym.sym;
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// TODO: Make this Thread Safe
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switch (key_code) {
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SDL.SDLK_UP => bus.io.keyinput.up.set(),
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SDL.SDLK_DOWN => bus.io.keyinput.down.set(),
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SDL.SDLK_LEFT => bus.io.keyinput.left.set(),
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SDL.SDLK_RIGHT => bus.io.keyinput.right.set(),
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SDL.SDLK_x => bus.io.keyinput.a.set(),
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SDL.SDLK_z => bus.io.keyinput.b.set(),
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SDL.SDLK_a => bus.io.keyinput.shoulder_l.set(),
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SDL.SDLK_s => bus.io.keyinput.shoulder_r.set(),
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SDL.SDLK_RETURN => bus.io.keyinput.start.set(),
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SDL.SDLK_RSHIFT => bus.io.keyinput.select.set(),
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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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// FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL?
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const buf_ptr = bus.ppu.frame_buf.ptr;
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const buf_ptr = bus.ppu.frame_buf.ptr;
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
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_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
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SDL.SDL_RenderPresent(renderer);
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SDL.SDL_RenderPresent(renderer);
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@ -110,6 +147,8 @@ pub fn main() anyerror!void {
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// const fps = std.time.ns_per_s / timer.lap();
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// const fps = std.time.ns_per_s / timer.lap();
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// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
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// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
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// SDL.SDL_SetWindowTitle(window, title.ptr);
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// SDL.SDL_SetWindowTitle(window, title.ptr);
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pause.store(false, .Unordered);
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}
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}
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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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