const std = @import("std"); const builtin = @import("builtin"); const known_folders = @import("known_folders"); const clap = @import("clap"); const Gui = @import("platform.zig").Gui; const Bus = @import("core/Bus.zig"); const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi; const Scheduler = @import("core/scheduler.zig").Scheduler; const FilePaths = @import("util.zig").FilePaths; const Allocator = std.mem.Allocator; const log = std.log.scoped(.Cli); const width = @import("core/ppu.zig").width; const height = @import("core/ppu.zig").height; const cpu_logging = @import("core/emu.zig").cpu_logging; pub const log_level = if (builtin.mode != .Debug) .info else std.log.default_level; // TODO: Reimpl Logging // CLI Arguments + Help Text const params = clap.parseParamsComptime( \\-h, --help Display this help and exit. \\-b, --bios Optional path to a GBA BIOS ROM. \\ Path to the GBA GamePak ROM \\ ); pub fn main() anyerror!void { // Main Allocator for ZBA var gpa = std.heap.GeneralPurposeAllocator(.{}){}; defer std.debug.assert(!gpa.deinit()); const allocator = gpa.allocator(); // Handle CLI Input const result = try clap.parse(clap.Help, ¶ms, clap.parsers.default, .{}); defer result.deinit(); const paths = try handleArguments(allocator, &result); defer if (paths.save) |path| allocator.free(path); const log_file: ?std.fs.File = if (cpu_logging) try std.fs.cwd().createFile("zba.log", .{}) else null; defer if (log_file) |file| file.close(); // TODO: Take Emulator Init Code out of main.zig var scheduler = Scheduler.init(allocator); defer scheduler.deinit(); var bus: Bus = undefined; var cpu = Arm7tdmi.init(&scheduler, &bus, log_file); if (paths.bios == null) cpu.fastBoot(); try bus.init(allocator, &scheduler, &cpu, paths); defer bus.deinit(); var gui = Gui.init(&bus.pak.title, &bus.apu, width, height); defer gui.deinit(); try gui.run(&cpu, &scheduler); } fn getSavePath(allocator: Allocator) !?[]const u8 { const save_subpath = "zba" ++ [_]u8{std.fs.path.sep} ++ "save"; const maybe_data_path = try known_folders.getPath(allocator, .data); defer if (maybe_data_path) |path| allocator.free(path); const save_path = if (maybe_data_path) |base| try std.fs.path.join(allocator, &[_][]const u8{ base, "zba", "save" }) else null; if (save_path) |_| { // If we've determined what our save path should be, ensure the prereq directories // are present so that we can successfully write to the path when necessary const maybe_data_dir = try known_folders.open(allocator, .data, .{}); if (maybe_data_dir) |data_dir| try data_dir.makePath(save_subpath); } return save_path; } fn getRomPath(result: *const clap.Result(clap.Help, ¶ms, clap.parsers.default)) ![]const u8 { return switch (result.positionals.len) { 1 => result.positionals[0], 0 => std.debug.panic("ZBA requires a positional path to a GamePak ROM.\n", .{}), else => std.debug.panic("ZBA received too many arguments.\n", .{}), }; } pub fn handleArguments(allocator: Allocator, result: *const clap.Result(clap.Help, ¶ms, clap.parsers.default)) !FilePaths { const rom_path = try getRomPath(result); log.info("ROM path: {s}", .{rom_path}); const bios_path = result.args.bios; if (bios_path) |path| log.info("BIOS path: {s}", .{path}) else log.info("No BIOS provided", .{}); const save_path = try getSavePath(allocator); if (save_path) |path| log.info("Save path: {s}", .{path}); return FilePaths{ .rom = rom_path, .bios = bios_path, .save = save_path, }; }