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data::{BootRom, CGB_BOOT, DMG_BOOT, DMG_BOOTIX, MGB_BOOTIX, SGB_BOOT},
devices::{printer::PrinterDevice, stdout::StdoutDevice},
gen::{COMPILATION_DATE, COMPILATION_TIME, COMPILER, COMPILER_VERSION},
ppu::{Ppu, PpuMode, Tile, FRAME_BUFFER_SIZE},
use std::collections::VecDeque;
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;
#[cfg(feature = "wasm")]
use crate::{
gen::dependencies_map,
ppu::{Palette, Pixel},
};
#[cfg(feature = "wasm")]
use std::{
convert::TryInto,
panic::{set_hook, take_hook, PanicInfo},
};
/// Top level structure that abstracts the usage of the
/// Game Boy system under the Boytacean emulator.
/// Should serve as the main entry-point API.
/// If the PPU is enabled, it will be clocked.
/// If the APU is enabled, it will be clocked.
/// If the timer is enabled, it will be clocked.
/// If the serial is enabled, it will be clocked.
serial_enabled: bool,
/// The current frequency at which the Game Boy
/// emulator is being handled. This is a "hint" that
/// may help components to adjust their internal
/// logic to match the current frequency. For example
/// the APU will adjust its internal clock to match
/// this hint.
clock_freq: u32,
#[cfg_attr(feature = "wasm", wasm_bindgen)]
pub struct Registers {
pub pc: u16,
pub sp: u16,
pub a: u8,
pub b: u8,
pub c: u8,
pub d: u8,
pub e: u8,
pub h: u8,
pub l: u8,
pub scy: u8,
pub scx: u8,
pub wy: u8,
pub wx: u8,
fn audio_buffer(&self) -> &VecDeque<u8>;
fn clear_audio_buffer(&mut self);
#[cfg_attr(feature = "wasm", wasm_bindgen(constructor))]
let ppu = Ppu::default();
let apu = Apu::default();
let pad = Pad::default();
let timer = Timer::default();
let serial = Serial::default();
let mmu = Mmu::new(ppu, apu, pad, timer, serial);
Self {
cpu,
ppu_enabled: true,
pub fn reset(&mut self) {
self.ppu().reset();
self.timer().reset();
self.serial().reset();
self.mmu().reset();
self.cpu.reset();
}
pub fn clock(&mut self) -> u8 {
let cycles = self.cpu_clock();
if self.ppu_enabled {
self.ppu_clock(cycles);
}
if self.apu_enabled {
self.apu_clock(cycles);
}
if self.timer_enabled {
self.timer_clock(cycles);
}
if self.serial_enabled {
self.serial_clock(cycles);
}
pub fn key_press(&mut self, key: PadKey) {
self.pad().key_press(key);
}
pub fn key_lift(&mut self, key: PadKey) {
self.pad().key_lift(key);
}
pub fn ppu_clock(&mut self, cycles: u8) {
self.ppu().clock(cycles)
}
pub fn apu_clock(&mut self, cycles: u8) {
self.apu().clock(cycles)
pub fn timer_clock(&mut self, cycles: u8) {
self.timer().clock(cycles)
}
pub fn serial_clock(&mut self, cycles: u8) {
self.serial().clock(cycles)
}
pub fn ppu_ly(&mut self) -> u8 {
self.ppu().ly()
pub fn ppu_mode(&mut self) -> PpuMode {
self.ppu().mode()
pub fn ppu_frame(&mut self) -> u16 {
self.ppu().frame_index()
pub fn boot(&mut self) {
self.cpu.boot();
pub fn load_boot(&mut self, data: &[u8]) {
self.cpu.mmu().write_boot(0x0000, data);
pub fn load_boot_static(&mut self, boot_rom: BootRom) {
match boot_rom {
BootRom::Dmg => self.load_boot(&DMG_BOOT),
BootRom::Sgb => self.load_boot(&SGB_BOOT),
BootRom::DmgBootix => self.load_boot(&DMG_BOOTIX),
BootRom::MgbBootix => self.load_boot(&MGB_BOOTIX),
BootRom::Cgb => self.load_boot(&CGB_BOOT),
self.load_boot_dmg();
}
pub fn load_boot_dmg(&mut self) {
self.load_boot_static(BootRom::DmgBootix);
pub fn load_boot_cgb(&mut self) {
self.load_boot_static(BootRom::Cgb);
}
pub fn vram_eager(&mut self) -> Vec<u8> {
self.ppu().vram().to_vec()
}
pub fn hram_eager(&mut self) -> Vec<u8> {
self.ppu().vram().to_vec()
}
pub fn frame_buffer_eager(&mut self) -> Vec<u8> {
self.frame_buffer().to_vec()
pub fn audio_buffer_eager(&mut self, clear: bool) -> Vec<u8> {
let buffer = Vec::from(self.audio_buffer().clone());
if clear {
self.clear_audio_buffer();
}
buffer
pub fn audio_output(&self) -> u8 {
self.apu_i().output()
}
pub fn audio_all_output(&self) -> Vec<u8> {
vec![
self.audio_output(),
self.audio_ch1_output(),
self.audio_ch2_output(),
self.audio_ch3_output(),
self.audio_ch4_output(),
]
}
pub fn audio_ch1_output(&self) -> u8 {
self.apu_i().ch1_output()
}
pub fn audio_ch2_output(&self) -> u8 {
self.apu_i().ch2_output()
}
pub fn audio_ch3_output(&self) -> u8 {
self.apu_i().ch3_output()
}
pub fn audio_ch4_output(&self) -> u8 {
self.apu_i().ch4_output()
}
pub fn cartridge_eager(&mut self) -> Cartridge {
self.mmu().rom().clone()
}
pub fn ram_data_eager(&mut self) -> Vec<u8> {
self.mmu().rom().ram_data_eager()
}
pub fn set_ram_data(&mut self, ram_data: Vec<u8>) {
self.mmu().rom().set_ram_data(ram_data)
}
pub fn registers(&mut self) -> Registers {
Registers {
pc: self.cpu.pc,
sp: self.cpu.sp,
a: self.cpu.a,
b: self.cpu.b,
c: self.cpu.c,
d: self.cpu.d,
e: self.cpu.e,
h: self.cpu.h,
scy: ppu_registers.scy,
scx: ppu_registers.scx,
wy: ppu_registers.wy,
wx: ppu_registers.wx,
ly: ppu_registers.ly,
lyc: ppu_registers.lyc,
/// Obtains the tile structure for the tile at the
/// given index, no conversion in the pixel buffer
/// is done so that the color reference is the GB one.
pub fn get_tile(&mut self, index: usize) -> Tile {
self.ppu().tiles()[index]
}
/// Obtains the pixel buffer for the tile at the
/// provided index, converting the color buffer
/// using the currently loaded palette.
pub fn get_tile_buffer(&mut self, index: usize) -> Vec<u8> {
let tile = self.get_tile(index);
tile.palette_buffer(self.ppu().palette())
}
/// Obtains the name of the compiler that has been
/// used in the compilation of the base Boytacean
/// library. Can be used for diagnostics.
String::from(COMPILER)
}
pub fn compiler_version(&self) -> String {
String::from(COMPILER_VERSION)
}
pub fn compilation_date(&self) -> String {
String::from(COMPILATION_DATE)
}
pub fn compilation_time(&self) -> String {
String::from(COMPILATION_TIME)
}
self.ppu_enabled
}
pub fn set_ppu_enabled(&mut self, value: bool) {
self.ppu_enabled = value;
}
self.apu_enabled
}
pub fn set_apu_enabled(&mut self, value: bool) {
self.apu_enabled = value;
}
}
pub fn set_timer_enabled(&mut self, value: bool) {
self.timer_enabled = value;
}
pub fn serial_enabled(&self) -> bool {
self.serial_enabled
}
pub fn set_serial_enabled(&mut self, value: bool) {
self.serial_enabled = value;
}
pub fn clock_freq(&self) -> u32 {
self.clock_freq
}
pub fn set_clock_freq(&mut self, value: u32) {
self.clock_freq = value;
self.apu().set_clock_freq(value);
}
pub fn attach_stdout_serial(&mut self) {
self.serial().set_device(Box::<StdoutDevice>::default());
}
pub fn attach_printer_serial(&mut self) {
self.serial().set_device(Box::<PrinterDevice>::default());
}
/// Gameboy implementations that are meant with performance
/// in mind and that do not support WASM interface of copy.
/// The logic frequency of the Game Boy
/// CPU in hz.
pub const CPU_FREQ: u32 = 4194304;
/// The visual frequency (refresh rate)
/// of the Game Boy, close to 60 hz.
pub const VISUAL_FREQ: f32 = 59.7275;
/// The cycles taken to run a complete frame
/// loop in the Game Boy's PPU (in CPU cycles).
pub const LCD_CYCLES: u32 = 70224;
pub fn cpu(&mut self) -> &mut Cpu {
&mut self.cpu
pub fn ppu(&mut self) -> &mut Ppu {
self.cpu.ppu()
pub fn apu(&mut self) -> &mut Apu {
self.cpu.apu()
}
pub fn apu_i(&self) -> &Apu {
self.cpu.apu_i()
}
pub fn pad(&mut self) -> &mut Pad {
self.cpu.pad()
}
pub fn timer(&mut self) -> &mut Timer {
self.cpu.timer()
}
pub fn serial(&mut self) -> &mut Serial {
self.cpu.serial()
}
pub fn frame_buffer(&mut self) -> &[u8; FRAME_BUFFER_SIZE] {
&(self.ppu().frame_buffer)
}
pub fn audio_buffer(&mut self) -> &VecDeque<u8> {
pub fn load_boot_path(&mut self, path: &str) {
let data = read_file(path);
self.load_boot(&data);
}
pub fn load_boot_file(&mut self, boot_rom: BootRom) {
match boot_rom {
BootRom::Dmg => self.load_boot_path("./res/boot/dmg_boot.bin"),
BootRom::Sgb => self.load_boot_path("./res/boot/sgb_boot.bin"),
BootRom::DmgBootix => self.load_boot_path("./res/boot/dmg_bootix.bin"),
BootRom::MgbBootix => self.load_boot_path("./res/boot/mgb_bootix.bin"),
BootRom::Cgb => self.load_boot_path("./res/boot/cgb_boot.bin"),
}
}
pub fn load_boot_default_f(&mut self) {
}
pub fn load_boot_dmg_f(&mut self) {
self.load_boot_file(BootRom::DmgBootix);
}
pub fn load_boot_cgb_f(&mut self) {
self.load_boot_file(BootRom::Cgb);
}
pub fn load_rom(&mut self, data: &[u8]) -> &Cartridge {
let rom = Cartridge::from_data(data);
self.mmu().set_rom(rom);
self.mmu().rom()
}
pub fn load_rom_file(&mut self, path: &str) -> &Cartridge {
let data = read_file(path);
self.load_rom(&data)
}
}
#[cfg(feature = "wasm")]
#[cfg_attr(feature = "wasm", wasm_bindgen)]
impl GameBoy {
pub fn set_panic_hook_ws() {
let prev = take_hook();
set_hook(Box::new(move |info| {
hook_impl(info);
prev(info);
}));
}
pub fn load_rom_ws(&mut self, data: &[u8]) -> Cartridge {
self.load_rom(data).clone()
}
pub fn set_palette_colors_ws(&mut self, value: Vec<JsValue>) {
let palette: Palette = value
.into_iter()
.try_into()
.unwrap();
self.ppu().set_palette_colors(&palette);
}
pub fn wasm_engine_ws(&self) -> Option<String> {
let dependencies = dependencies_map();
if !dependencies.contains_key("wasm-bindgen") {
Some(String::from(format!(
"wasm-bindgen/{}",
*dependencies.get("wasm-bindgen").unwrap()
value
.as_string()
.unwrap()
.chars()
.collect::<Vec<char>>()
.chunks(2)
.map(|s| s.iter().collect::<String>())
.map(|s| u8::from_str_radix(&s, 16).unwrap())
.collect::<Vec<u8>>()
.try_into()
.unwrap()
}
#[cfg(feature = "wasm")]
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(js_namespace = window)]
}
#[cfg(feature = "wasm")]
pub fn hook_impl(info: &PanicInfo) {
let message = info.to_string();
panic(message.as_str());
impl AudioProvider for GameBoy {
fn audio_buffer(&self) -> &VecDeque<u8> {
fn clear_audio_buffer(&mut self) {
impl Default for GameBoy {
fn default() -> Self {
Self::new()
}
}