Newer
Older
ppu::{Ppu, FRAME_BUFFER_SIZE},
util::read_file,
};
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;
/// Top level structure that abstracts the usage of the
/// Game Boy system under the Boytacean emulator.
/// Should serve as the main entry-point API.
pub struct GameBoy {
cpu: Cpu,
}
#[cfg_attr(feature = "wasm", wasm_bindgen(constructor))]
pub fn new() -> Self {
let pad = Pad::new();
pub fn pc(&self) -> u16 {
self.cpu.pc()
}
let cycles = self.cpu_clock();
self.ppu_clock(cycles);
cycles
}
pub fn cpu_clock(&mut self) -> u8 {
pub fn ppu_clock(&mut self, cycles: u8) {
self.ppu().clock(cycles)
}
pub fn load_rom(&mut self, data: &[u8]) {
self.cpu.mmu().write_rom(0x0000, data);
}
pub fn load_rom_file(&mut self, path: &str) {
self.load_rom(&data);
}
pub fn load_boot(&mut self, data: &[u8]) {
self.cpu.mmu().write_boot(0x0000, data);
pub fn load_boot_file(&mut self, path: &str) {
pub fn load_boot_sgb_f(&mut self) {
self.load_boot_file("./res/boot/sgb_boot.bin");
}
pub fn load_boot_default(&mut self) {
self.load_boot_dmg_f();
}
pub fn load_boot_dmg(&mut self) {
self.load_boot(&DMG_BOOT);
}
pub fn load_boot_sgb(&mut self) {
pub fn frame_buffer_eager(&mut self) -> Vec<u8> {
self.frame_buffer().to_vec()
pub fn cpu(&mut self) -> &mut Cpu {
&mut self.cpu
pub fn ppu(&mut self) -> &mut Ppu {
self.cpu.ppu()
pub fn frame_buffer(&mut self) -> &Box<[u8; FRAME_BUFFER_SIZE]> {
&(self.ppu().frame_buffer)
}