Add a GUI to ZBA #7

Merged
paoda merged 24 commits from imgui into main 2023-03-11 03:18:15 +00:00
2 changed files with 30 additions and 35 deletions
Showing only changes of commit e90d5a17ba - Show all commits

View File

@ -120,8 +120,9 @@ pub fn main() void {
}) catch |e| exitln("main thread panicked: {}", .{e});
} else {
var tracker = FpsTracker.init();
var pause = Atomic(bool).init(false);
const thread = std.Thread.spawn(.{}, emu.run, .{ &quit, &scheduler, &cpu, &tracker }) catch |e| exitln("emu thread panicked: {}", .{e});
const thread = std.Thread.spawn(.{}, emu.run, .{ &quit, &pause, &cpu, &scheduler, &tracker }) catch |e| exitln("emu thread panicked: {}", .{e});
defer thread.join();
gui.run(.{
@ -129,6 +130,7 @@ pub fn main() void {
.scheduler = &scheduler,
.tracker = &tracker,
.quit = &quit,
.pause = &pause,
}) catch |e| exitln("main thread panicked: {}", .{e});
}
}

View File

@ -307,16 +307,13 @@ pub const Gui = struct {
_ = zgui.begin("Information", .{});
defer zgui.end();
{
var i: usize = 0;
while (i < 8) : (i += 1) {
zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] });
for (0..8) |i| {
zgui.text("R{}: 0x{X:0>8}", .{ i, cpu.r[i] });
zgui.sameLine(.{});
zgui.sameLine(.{});
const prefix = if (8 + i < 10) " " else "";
zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] });
}
const prefix = if (8 + i < 10) " " else "";
zgui.text("{s}R{}: 0x{X:0>8}", .{ prefix, 8 + i, cpu.r[8 + i] });
}
zgui.separator();
@ -415,13 +412,14 @@ pub const Gui = struct {
}
}
{
zgui.showDemoWindow(null);
}
// {
// zgui.showDemoWindow(null);
// }
}
const RunOptions = struct {
quit: *std.atomic.Atomic(bool),
pause: ?*std.atomic.Atomic(bool) = null,
tracker: ?*FpsTracker = null,
cpu: *Arm7tdmi,
scheduler: *Scheduler,
@ -431,6 +429,7 @@ pub const Gui = struct {
const cpu = opt.cpu;
const tracker = opt.tracker;
const quit = opt.quit;
const pause = opt.pause;
const obj_ids = Self.genBufferObjects();
defer gl.deleteBuffers(3, @as(*const [3]c_uint, &obj_ids));
@ -442,21 +441,16 @@ pub const Gui = struct {
const fbo_id = try Self.genFrameBufObject(out_tex);
defer gl.deleteFramebuffers(1, &fbo_id);
var tracker = FpsTracker.init();
var quit = std.atomic.Atomic(bool).init(false);
var pause = std.atomic.Atomic(bool).init(false);
var title_buf: [0x100]u8 = undefined;
emu_loop: while (true) {
var event: SDL.SDL_Event = undefined;
// This might be true if the emu is running via a gdbstub server
// and the gdb stub exits first
// `quit` from RunOptions may be modified by the GDBSTUB thread,
// so we want to recognize that it may change to `true` and exit the GUI thread
if (quit.load(.Monotonic)) break :emu_loop;
// Quit Signal from Dear Imgui
// Outside of `SDL.SDL_QUIT` below, the DearImgui UI might signal that the program
// should exit, in which case we should also handle this
if (self.state.should_quit) break :emu_loop;
var event: SDL.SDL_Event = undefined;
while (SDL.SDL_PollEvent(&event) != 0) {
_ = zgui.backend.processEvent(&event);
@ -506,12 +500,17 @@ pub const Gui = struct {
}
}
// We Access non-atomic parts of the Emulator here
// If `Gui.run` has been passed with a `pause` atomic, we should
// pause the emulation thread while we access the data there
{
pause.store(true, .Monotonic);
defer pause.store(false, .Monotonic);
// TODO: Is there a nicer way to express this?
if (pause) |val| val.store(true, .Monotonic);
defer if (pause) |val| val.store(false, .Monotonic);
self.state.fps_hist.push(tracker.value()) catch {};
// Add FPS count to the histogram
if (tracker) |t| {
self.state.fps_hist.push(t.value()) catch {};
}
// Draw GBA Screen to Texture
{
@ -529,14 +528,6 @@ pub const Gui = struct {
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
if (tracker) |t| {
const emu_fps = t.value();
self.state.fps_hist.push(emu_fps) catch {};
const dyn_title = std.fmt.bufPrintZ(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, emu_fps }) catch unreachable;
SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr);
}
zgui.backend.newFrame(width, height);
self.draw(out_tex, cpu);
zgui.backend.draw();
@ -544,6 +535,8 @@ pub const Gui = struct {
SDL.SDL_GL_SwapWindow(self.window);
}
quit.store(true, .Monotonic); // Signals to emu thread to exit
}
fn glGetProcAddress(ctx: SDL.SDL_GLContext, proc: [:0]const u8) ?*anyopaque {