feat: show game title as imgui screen title
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@@ -34,19 +34,14 @@ pub const Gui = struct {
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const State = struct {
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fps_hist: RingBuffer(u32),
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allocator: Allocator,
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pub fn init(allocator: Allocator) !@This() {
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const history = try allocator.alloc(u32, 0x400);
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return .{
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.fps_hist = RingBuffer(u32).init(history),
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.allocator = allocator,
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};
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return .{ .fps_hist = RingBuffer(u32).init(history) };
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}
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fn deinit(self: *@This()) void {
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self.fps_hist.deinit(self.allocator);
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fn deinit(self: *@This(), allocator: Allocator) void {
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self.fps_hist.deinit(allocator);
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self.* = undefined;
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}
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};
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@@ -68,14 +63,15 @@ pub const Gui = struct {
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window: *SDL.SDL_Window,
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ctx: SDL_GLContext,
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title: []const u8,
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title: [:0]const u8,
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audio: Audio,
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state: State,
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allocator: Allocator,
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program_id: gl.GLuint,
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pub fn init(allocator: Allocator, title: *const [12]u8, apu: *Apu) !Self {
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pub fn init(allocator: Allocator, title: [12]u8, apu: *Apu) !Self {
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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@@ -104,18 +100,19 @@ pub const Gui = struct {
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return Self{
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.window = window,
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.title = std.mem.sliceTo(title, 0),
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.title = try allocator.dupeZ(u8, &title),
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.ctx = ctx,
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.program_id = try compileShaders(),
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.audio = Audio.init(apu),
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.allocator = allocator,
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.state = try State.init(allocator),
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};
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}
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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self.state.deinit();
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self.state.deinit(self.allocator);
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zgui.backend.deinit();
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zgui.plot.deinit();
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@@ -125,6 +122,8 @@ pub const Gui = struct {
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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SDL.SDL_Quit();
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self.allocator.free(self.title);
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self.* = undefined;
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}
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@@ -266,7 +265,7 @@ pub const Gui = struct {
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const w = @intToFloat(f32, gba_width * win_scale);
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const h = @intToFloat(f32, gba_height * win_scale);
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_ = zgui.begin("Game Boy Advance Screen", .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
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_ = zgui.begin(self.title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
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defer zgui.end();
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zgui.image(@intToPtr(*anyopaque, tex_id), .{ .w = w, .h = h, .uv0 = .{ 0, 1 }, .uv1 = .{ 1, 0 } });
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