const std = @import("std"); const SDL = @import("sdl2"); 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()); // Handle CLI Arguments const args = try std.process.argsAlloc(alloc); defer std.process.argsFree(alloc, args); const zba_args: []const []const u8 = args[1..]; if (zba_args.len == 0) { std.log.err("Expected PATH to Gameboy Advance ROM as a CLI argument", .{}); return; } else if (zba_args.len > 1) { std.log.err("Too many CLI arguments were provided", .{}); return; } // Initialize Emulator var scheduler = Scheduler.init(alloc); defer scheduler.deinit(); var bus = try Bus.init(alloc, &scheduler, zba_args[0]); 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, .{ .read = true }); cpu.useLogger(&file, is_binary); log_file = file; } defer if (log_file) |file| file.close(); // Init Atomics var quit = Atomic(bool).init(false); // Create Emulator Thread const emu_thread = try Thread.spawn(.{}, emu.runEmuThread, .{ &quit, &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); if (status < 0) sdlPanic(); defer SDL.SDL_Quit(); var window = SDL.SDL_CreateWindow( "ZBA", 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 timer = Timer.start() catch unreachable; // var title_buf: [0x30]u8 = [_]u8{0x00} ** 0x30; emu_loop: while (true) { var event: SDL.SDL_Event = undefined; _ = SDL.SDL_PollEvent(&event); switch (event.type) { SDL.SDL_QUIT => break :emu_loop, else => {}, } // TODO: Make this Thread Safe 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 title = std.fmt.bufPrint(&title_buf, "ZBA FPS: {d}", .{fps}) catch unreachable; // SDL.SDL_SetWindowTitle(window, title.ptr); } 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)); }