feat: implement keyboard input
This commit is contained in:
parent
f6e4b4931f
commit
b07eb22b86
|
@ -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)) {
|
while (!quit.load(.Unordered)) {
|
||||||
runFrame(sched, cpu, bus);
|
if (!pause.load(.Unordered)) runFrame(sched, cpu, bus);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
55
src/main.zig
55
src/main.zig
|
@ -61,13 +61,14 @@ pub fn main() anyerror!void {
|
||||||
|
|
||||||
// Init Atomics
|
// Init Atomics
|
||||||
var quit = Atomic(bool).init(false);
|
var quit = Atomic(bool).init(false);
|
||||||
|
var pause = Atomic(bool).init(false);
|
||||||
|
|
||||||
// Create Emulator Thread
|
// 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();
|
defer emu_thread.join();
|
||||||
|
|
||||||
// Initialize SDL
|
// 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();
|
if (status < 0) sdlPanic();
|
||||||
defer SDL.SDL_Quit();
|
defer SDL.SDL_Quit();
|
||||||
|
|
||||||
|
@ -93,16 +94,52 @@ pub fn main() anyerror!void {
|
||||||
|
|
||||||
emu_loop: while (true) {
|
emu_loop: while (true) {
|
||||||
var event: SDL.SDL_Event = undefined;
|
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) {
|
switch (event.type) {
|
||||||
SDL.SDL_QUIT => break :emu_loop,
|
SDL.SDL_QUIT => break :emu_loop,
|
||||||
else => {},
|
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;
|
const buf_ptr = bus.ppu.frame_buf.ptr;
|
||||||
|
|
||||||
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
|
_ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch);
|
||||||
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
|
_ = SDL.SDL_RenderCopy(renderer, texture, null, null);
|
||||||
SDL.SDL_RenderPresent(renderer);
|
SDL.SDL_RenderPresent(renderer);
|
||||||
|
@ -110,6 +147,8 @@ pub fn main() anyerror!void {
|
||||||
// const fps = std.time.ns_per_s / timer.lap();
|
// const fps = std.time.ns_per_s / timer.lap();
|
||||||
// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
|
// const title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable;
|
||||||
// SDL.SDL_SetWindowTitle(window, title.ptr);
|
// SDL.SDL_SetWindowTitle(window, title.ptr);
|
||||||
|
|
||||||
|
pause.store(false, .Unordered);
|
||||||
}
|
}
|
||||||
|
|
||||||
quit.store(true, .Unordered); // Terminate Emulator Thread
|
quit.store(true, .Unordered); // Terminate Emulator Thread
|
||||||
|
|
Loading…
Reference in New Issue