chore: dynamically update window title on ROM replace

This commit is contained in:
Rekai Nyangadzayi Musuka 2023-03-10 20:41:49 -06:00
parent 85ec9a84c4
commit c7b62d3202
3 changed files with 16 additions and 11 deletions

View File

@ -26,25 +26,25 @@ const histogram_len = 0x400;
/// Immediate-Mode GUI State /// Immediate-Mode GUI State
pub const State = struct { pub const State = struct {
title: [:0]const u8, title: [12:0]u8,
fps_hist: RingBuffer(u32), fps_hist: RingBuffer(u32),
should_quit: bool = false, should_quit: bool = false,
pub fn init(allocator: Allocator, title: [12]u8) !@This() { pub fn init(allocator: Allocator) !@This() {
const history = try allocator.alloc(u32, histogram_len); const history = try allocator.alloc(u32, histogram_len);
const without_null = std.mem.sliceTo(&title, 0);
var title: [12:0]u8 = [_:0]u8{0} ** 12;
std.mem.copy(u8, &title, "[No Title]");
return .{ return .{
.title = try allocator.dupeZ(u8, without_null), .title = title,
.fps_hist = RingBuffer(u32).init(history), .fps_hist = RingBuffer(u32).init(history),
}; };
} }
pub fn deinit(self: *@This(), allocator: Allocator) void { pub fn deinit(self: *@This(), allocator: Allocator) void {
allocator.free(self.title);
allocator.free(self.fps_hist.buf); allocator.free(self.fps_hist.buf);
self.* = undefined; self.* = undefined;
} }
}; };
@ -60,9 +60,10 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
defer zgui.endMenu(); defer zgui.endMenu();
if (zgui.menuItem("Quit", .{})) state.should_quit = true; if (zgui.menuItem("Quit", .{})) state.should_quit = true;
if (zgui.menuItem("Insert ROM", .{})) blk: { if (zgui.menuItem("Insert ROM", .{})) blk: {
const maybe_path = nfd.openFileDialog("gba", null) catch |e| { const maybe_path = nfd.openFileDialog("gba", null) catch |e| {
log.err("failed to open file dialog: {?}", .{e}); log.err("failed to open file dialog: {}", .{e});
break :blk; break :blk;
}; };
@ -74,6 +75,10 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
log.err("failed to replace GamePak: {}", .{e}); log.err("failed to replace GamePak: {}", .{e});
break :blk; break :blk;
}; };
// Ideally, state.title = cpu.bus.pak.title
// since state.title is a [12:0]u8 and cpu.bus.pak.title is a [12]u8
std.mem.copy(u8, &state.title, &cpu.bus.pak.title);
} }
} }
} }
@ -91,7 +96,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
const w = @intToFloat(f32, gba_width * win_scale); const w = @intToFloat(f32, gba_width * win_scale);
const h = @intToFloat(f32, gba_height * win_scale); const h = @intToFloat(f32, gba_height * win_scale);
const window_title = if (state.title.len != 0) state.title else "[No Title]"; const window_title = std.mem.sliceTo(&state.title, 0);
_ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } }); _ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
defer zgui.end(); defer zgui.end();

View File

@ -91,7 +91,7 @@ pub fn main() void {
} }
// TODO: Just copy the title instead of grabbing a pointer to it // TODO: Just copy the title instead of grabbing a pointer to it
var gui = Gui.init(allocator, bus.pak.title, &bus.apu) catch |e| exitln("failed to init gui: {}", .{e}); var gui = Gui.init(allocator, &bus.apu) catch |e| exitln("failed to init gui: {}", .{e});
defer gui.deinit(); defer gui.deinit();
var quit = std.atomic.Atomic(bool).init(false); var quit = std.atomic.Atomic(bool).init(false);

View File

@ -57,7 +57,7 @@ pub const Gui = struct {
allocator: Allocator, allocator: Allocator,
program_id: gl.GLuint, program_id: gl.GLuint,
pub fn init(allocator: Allocator, title: [12]u8, apu: *Apu) !Self { pub fn init(allocator: Allocator, apu: *Apu) !Self {
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic(); if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic(); if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic(); if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
@ -91,7 +91,7 @@ pub const Gui = struct {
.audio = Audio.init(apu), .audio = Audio.init(apu),
.allocator = allocator, .allocator = allocator,
.state = try imgui.State.init(allocator, title), .state = try imgui.State.init(allocator),
}; };
} }