Add a GUI to ZBA #7
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@ -26,25 +26,25 @@ const histogram_len = 0x400;
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/// Immediate-Mode GUI State
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pub const State = struct {
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title: [:0]const u8,
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title: [12:0]u8,
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fps_hist: RingBuffer(u32),
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should_quit: bool = false,
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pub fn init(allocator: Allocator, title: [12]u8) !@This() {
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pub fn init(allocator: Allocator) !@This() {
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const history = try allocator.alloc(u32, histogram_len);
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const without_null = std.mem.sliceTo(&title, 0);
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var title: [12:0]u8 = [_:0]u8{0} ** 12;
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std.mem.copy(u8, &title, "[No Title]");
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return .{
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.title = try allocator.dupeZ(u8, without_null),
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.title = title,
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.fps_hist = RingBuffer(u32).init(history),
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};
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}
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pub fn deinit(self: *@This(), allocator: Allocator) void {
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allocator.free(self.title);
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allocator.free(self.fps_hist.buf);
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self.* = undefined;
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}
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};
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@ -60,9 +60,10 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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defer zgui.endMenu();
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if (zgui.menuItem("Quit", .{})) state.should_quit = true;
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if (zgui.menuItem("Insert ROM", .{})) blk: {
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const maybe_path = nfd.openFileDialog("gba", null) catch |e| {
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log.err("failed to open file dialog: {?}", .{e});
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log.err("failed to open file dialog: {}", .{e});
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break :blk;
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};
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@ -74,6 +75,10 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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log.err("failed to replace GamePak: {}", .{e});
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break :blk;
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};
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// Ideally, state.title = cpu.bus.pak.title
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// since state.title is a [12:0]u8 and cpu.bus.pak.title is a [12]u8
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std.mem.copy(u8, &state.title, &cpu.bus.pak.title);
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}
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}
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}
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@ -91,7 +96,7 @@ pub fn draw(state: *State, tex_id: GLuint, cpu: *Arm7tdmi) void {
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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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const window_title = if (state.title.len != 0) state.title else "[No Title]";
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const window_title = std.mem.sliceTo(&state.title, 0);
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_ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
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defer zgui.end();
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@ -91,7 +91,7 @@ pub fn main() void {
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}
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// TODO: Just copy the title instead of grabbing a pointer to it
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var gui = Gui.init(allocator, bus.pak.title, &bus.apu) catch |e| exitln("failed to init gui: {}", .{e});
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var gui = Gui.init(allocator, &bus.apu) catch |e| exitln("failed to init gui: {}", .{e});
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defer gui.deinit();
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var quit = std.atomic.Atomic(bool).init(false);
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@ -57,7 +57,7 @@ pub const Gui = struct {
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allocator: Allocator,
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program_id: gl.GLuint,
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pub fn init(allocator: Allocator, title: [12]u8, apu: *Apu) !Self {
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pub fn init(allocator: Allocator, 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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@ -91,7 +91,7 @@ pub const Gui = struct {
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.audio = Audio.init(apu),
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.allocator = allocator,
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.state = try imgui.State.init(allocator, title),
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.state = try imgui.State.init(allocator),
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};
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}
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