const std = @import("std"); const SDL = @import("sdl2"); const clap = @import("clap"); const emu = @import("emu.zig"); const Bus = @import("Bus.zig"); const Arm7tdmi = @import("cpu.zig").Arm7tdmi; const Scheduler = @import("scheduler.zig").Scheduler; const Timer = std.time.Timer; const Thread = std.Thread; const Atomic = std.atomic.Atomic; const File = std.fs.File; const window_scale = 3; const gba_width = @import("ppu.zig").width; const gba_height = @import("ppu.zig").height; const buf_pitch = @import("ppu.zig").buf_pitch; pub const enable_logging: bool = false; const is_binary: bool = false; pub fn main() anyerror!void { // Allocator for Emulator + CLI var gpa = std.heap.GeneralPurposeAllocator(.{}){}; const alloc = gpa.allocator(); defer std.debug.assert(!gpa.deinit()); // Parse CLI Arguments const params = comptime [_]clap.Param(clap.Help){ clap.parseParam("-h, --help Display this help and exit. ") catch unreachable, clap.parseParam("-b, --bios Optional Path to GBA BIOS ROM. ") catch unreachable, clap.parseParam(" Path to GBA GamePak ROM ") catch unreachable, }; var args = try clap.parse(clap.Help, ¶ms, .{}); defer args.deinit(); if (args.flag("--help")) { return clap.help(std.io.getStdErr().writer(), ¶ms); } var maybe_bios: ?[]const u8 = null; if (args.option("--bios")) |path| { maybe_bios = path; } const positionals = args.positionals(); const stderr = std.io.getStdErr(); defer stderr.close(); const rom_path = switch (positionals.len) { 1 => positionals[0], 0 => { try stderr.writeAll("ZBA requires a positional path to a GamePak ROM.\n"); return CliError.InsufficientOptions; }, else => { try stderr.writeAll("ZBA received too many arguments.\n"); return CliError.UnneededOptions; }, }; // Initialize Emulator var scheduler = Scheduler.init(alloc); defer scheduler.deinit(); var bus = try Bus.init(alloc, &scheduler, rom_path, maybe_bios); defer bus.deinit(); var cpu = Arm7tdmi.init(&scheduler, &bus); cpu.fastBoot(); var log_file: ?File = undefined; if (enable_logging) { const file_name: []const u8 = if (is_binary) "zba.bin" else "zba.log"; const file = try std.fs.cwd().createFile(file_name, .{}); cpu.useLogger(&file, is_binary); log_file = file; } defer if (log_file) |file| file.close(); // Init Atomics var quit = Atomic(bool).init(false); var pause = Atomic(bool).init(false); // Create Emulator Thread const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &pause, &scheduler, &cpu, &bus }); defer emu_thread.join(); // Initialize SDL 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(); defer SDL.SDL_Quit(); var title_buf: [0x20]u8 = [_]u8{0x00} ** 0x20; const title = try std.fmt.bufPrint(&title_buf, "ZBA | {s}", .{bus.pak.title}); var window = SDL.SDL_CreateWindow( title.ptr, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, gba_width * window_scale, gba_height * window_scale, SDL.SDL_WINDOW_SHOWN, ) orelse sdlPanic(); defer SDL.SDL_DestroyWindow(window); var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED) orelse sdlPanic(); defer SDL.SDL_DestroyRenderer(renderer); const texture = SDL.SDL_CreateTexture(renderer, SDL.SDL_PIXELFORMAT_BGR555, SDL.SDL_TEXTUREACCESS_STREAMING, 240, 160) orelse sdlPanic(); defer SDL.SDL_DestroyTexture(texture); // Init FPS Timer // var fps_buf: [0x100]u8 = [_]u8{0x00} ** 0x100; // var timer = Timer.start() catch unreachable; emu_loop: while (true) { var event: SDL.SDL_Event = undefined; if (SDL.SDL_PollEvent(&event) != 0) { // Pause Emulation Thread during Input Writing pause.store(true, .Unordered); switch (event.type) { SDL.SDL_QUIT => break :emu_loop, 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 => {}, } } // FIXME: Is it OK just to copy the Emulator's Frame Buffer to SDL? const buf_ptr = bus.ppu.frame_buf.ptr; _ = SDL.SDL_UpdateTexture(texture, null, buf_ptr, buf_pitch); _ = SDL.SDL_RenderCopy(renderer, texture, null, null); SDL.SDL_RenderPresent(renderer); // const fps = std.time.ns_per_s / timer.lap(); // const fps_title = std.fmt.bufPrint(&fps_buf, "{s} [FPS: {d}]", .{ title, fps }) catch unreachable; // SDL.SDL_SetWindowTitle(window, fps_title.ptr); pause.store(false, .Unordered); } quit.store(true, .Unordered); // Terminate Emulator Thread } fn sdlPanic() noreturn { const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error"; @panic(std.mem.sliceTo(str, 0)); } const CliError = error{ InsufficientOptions, UnneededOptions, };