const std = @import("std"); const SDL = @import("sdl2"); const emu = @import("core/emu.zig"); const Apu = @import("core/apu.zig").Apu; const Arm7tdmi = @import("core/cpu.zig").Arm7tdmi; const Scheduler = @import("core/scheduler.zig").Scheduler; const FpsTracker = @import("util.zig").FpsTracker; const span = @import("util.zig").span; const pitch = @import("core/ppu.zig").framebuf_pitch; const scale = @import("core/emu.zig").win_scale; const default_title: []const u8 = "ZBA"; pub const Gui = struct { const Self = @This(); const log = std.log.scoped(.Gui); window: *SDL.SDL_Window, title: []const u8, renderer: *SDL.SDL_Renderer, texture: *SDL.SDL_Texture, audio: Audio, pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self { const ret = SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO | SDL.SDL_INIT_GAMECONTROLLER); if (ret < 0) panic(); const window = SDL.SDL_CreateWindow( default_title.ptr, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, @as(c_int, width * scale), @as(c_int, height * scale), SDL.SDL_WINDOW_SHOWN, ) orelse panic(); const renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_ACCELERATED | SDL.SDL_RENDERER_PRESENTVSYNC) orelse panic(); const texture = SDL.SDL_CreateTexture( renderer, SDL.SDL_PIXELFORMAT_RGBA8888, SDL.SDL_TEXTUREACCESS_STREAMING, @as(c_int, width), @as(c_int, height), ) orelse panic(); return Self{ .window = window, .title = span(title), .renderer = renderer, .texture = texture, .audio = Audio.init(apu), }; } pub fn run(self: *Self, cpu: *Arm7tdmi, scheduler: *Scheduler) !void { var quit = std.atomic.Atomic(bool).init(false); var frame_rate = FpsTracker.init(); const thread = try std.Thread.spawn(.{}, emu.run, .{ &quit, &frame_rate, scheduler, cpu }); defer thread.join(); var title_buf: [0x100]u8 = [_]u8{0} ** 0x100; emu_loop: while (true) { var event: SDL.SDL_Event = undefined; while (SDL.SDL_PollEvent(&event) != 0) { switch (event.type) { SDL.SDL_QUIT => break :emu_loop, SDL.SDL_KEYDOWN => { const io = &cpu.bus.io; const key_code = event.key.keysym.sym; switch (key_code) { SDL.SDLK_UP => io.keyinput.up.unset(), SDL.SDLK_DOWN => io.keyinput.down.unset(), SDL.SDLK_LEFT => io.keyinput.left.unset(), SDL.SDLK_RIGHT => io.keyinput.right.unset(), SDL.SDLK_x => io.keyinput.a.unset(), SDL.SDLK_z => io.keyinput.b.unset(), SDL.SDLK_a => io.keyinput.shoulder_l.unset(), SDL.SDLK_s => io.keyinput.shoulder_r.unset(), SDL.SDLK_RETURN => io.keyinput.start.unset(), SDL.SDLK_RSHIFT => io.keyinput.select.unset(), else => {}, } }, SDL.SDL_KEYUP => { const io = &cpu.bus.io; const key_code = event.key.keysym.sym; switch (key_code) { SDL.SDLK_UP => io.keyinput.up.set(), SDL.SDLK_DOWN => io.keyinput.down.set(), SDL.SDLK_LEFT => io.keyinput.left.set(), SDL.SDLK_RIGHT => io.keyinput.right.set(), SDL.SDLK_x => io.keyinput.a.set(), SDL.SDLK_z => io.keyinput.b.set(), SDL.SDLK_a => io.keyinput.shoulder_l.set(), SDL.SDLK_s => io.keyinput.shoulder_r.set(), SDL.SDLK_RETURN => io.keyinput.start.set(), SDL.SDLK_RSHIFT => io.keyinput.select.set(), SDL.SDLK_i => log.err("Sample Count: {}", .{@intCast(u32, SDL.SDL_AudioStreamAvailable(cpu.bus.apu.stream)) / (2 * @sizeOf(u16))}), SDL.SDLK_j => log.err("Scheduler Capacity: {} | Scheduler Event Count: {}", .{ scheduler.queue.capacity(), scheduler.queue.count() }), SDL.SDLK_k => { // Dump IWRAM to file log.info("PC: 0x{X:0>8}", .{cpu.r[15]}); log.info("LR: 0x{X:0>8}", .{cpu.r[14]}); // const iwram_file = try std.fs.cwd().createFile("iwram.bin", .{}); // defer iwram_file.close(); // try iwram_file.writeAll(cpu.bus.iwram.buf); }, else => {}, } }, else => {}, } } // Emulator has an internal Double Buffer const framebuf = cpu.bus.ppu.framebuf.get(.Renderer); _ = SDL.SDL_UpdateTexture(self.texture, null, framebuf.ptr, pitch); _ = SDL.SDL_RenderCopy(self.renderer, self.texture, null, null); SDL.SDL_RenderPresent(self.renderer); const dyn_title = std.fmt.bufPrint(&title_buf, "ZBA | {s} [Emu: {}fps] ", .{ self.title, frame_rate.value() }) catch unreachable; SDL.SDL_SetWindowTitle(self.window, dyn_title.ptr); } quit.store(true, .SeqCst); // Terminate Emulator Thread } pub fn deinit(self: *Self) void { self.audio.deinit(); SDL.SDL_DestroyTexture(self.texture); SDL.SDL_DestroyRenderer(self.renderer); SDL.SDL_DestroyWindow(self.window); SDL.SDL_Quit(); self.* = undefined; } }; const Audio = struct { const Self = @This(); const log = std.log.scoped(.PlatformAudio); const sample_rate = @import("core/apu.zig").host_sample_rate; device: SDL.SDL_AudioDeviceID, fn init(apu: *Apu) Self { var have: SDL.SDL_AudioSpec = undefined; var want: SDL.SDL_AudioSpec = std.mem.zeroes(SDL.SDL_AudioSpec); want.freq = sample_rate; want.format = SDL.AUDIO_U16; want.channels = 2; want.samples = 0x100; want.callback = Self.callback; want.userdata = apu; const device = SDL.SDL_OpenAudioDevice(null, 0, &want, &have, 0); if (device == 0) panic(); SDL.SDL_PauseAudioDevice(device, 0); // Unpause Audio return .{ .device = device }; } fn deinit(self: *Self) void { SDL.SDL_CloseAudioDevice(self.device); self.* = undefined; } export fn callback(userdata: ?*anyopaque, stream: [*c]u8, len: c_int) void { const apu = @ptrCast(*Apu, @alignCast(@alignOf(*Apu), userdata)); _ = SDL.SDL_AudioStreamGet(apu.stream, stream, len); // If we don't write anything, play silence otherwise garbage will be played // FIXME: I don't think this hack to remove DC Offset is acceptable :thinking: // if (written == 0) std.mem.set(u8, stream[0..@intCast(usize, len)], 0x40); } }; fn panic() noreturn { const str = @as(?[*:0]const u8, SDL.SDL_GetError()) orelse "unknown error"; @panic(std.mem.sliceTo(str, 0)); }