Skip to content
Snippets Groups Projects
gb.rs 13.4 KiB
Newer Older
  • Learn to ignore specific revisions
  • use crate::{
    
        cpu::Cpu,
    
        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},
    
        mmu::Mmu,
    
        pad::{Pad, PadKey},
    
        ppu::{Ppu, PpuMode, Tile, FRAME_BUFFER_SIZE},
    
        rom::Cartridge,
    
        timer::Timer,
    
        util::read_file,
    
    use std::collections::VecDeque;
    
    
    #[cfg(feature = "wasm")]
    use wasm_bindgen::prelude::*;
    
    
    #[cfg(feature = "wasm")]
    
    use crate::{
        gen::dependencies_map,
        ppu::{Palette, Pixel},
    };
    
    João Magalhães's avatar
    João Magalhães committed
    
    #[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.
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    pub struct GameBoy {
        cpu: Cpu,
    
    
        /// If the PPU is enabled, it will be clocked.
    
        ppu_enabled: bool,
    
    
        /// If the APU is enabled, it will be clocked.
    
        apu_enabled: bool,
    
    
        /// If the timer is enabled, it will be clocked.
    
        timer_enabled: bool,
    
        /// 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,
    
        pub ly: u8,
        pub lyc: u8,
    
    pub trait AudioProvider {
    
        fn audio_output(&self) -> u8;
    
        fn audio_buffer(&self) -> &VecDeque<u8>;
    
        fn clear_audio_buffer(&mut self);
    
    #[cfg_attr(feature = "wasm", wasm_bindgen)]
    
    impl GameBoy {
    
        #[cfg_attr(feature = "wasm", wasm_bindgen(constructor))]
    
        pub fn new() -> Self {
    
            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);
    
            let cpu = Cpu::new(mmu);
    
            Self {
                cpu,
                ppu_enabled: true,
    
                apu_enabled: true,
    
                timer_enabled: true,
    
                serial_enabled: true,
    
                clock_freq: GameBoy::CPU_FREQ,
    
        pub fn reset(&mut self) {
            self.ppu().reset();
    
            self.apu().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 cpu_clock(&mut self) -> u8 {
    
        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),
    
    João Magalhães's avatar
    João Magalhães committed
        pub fn load_boot_default(&mut self) {
    
            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 {
    
            let ppu_registers = self.ppu().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,
    
                l: self.cpu.l,
    
                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.
    
        pub fn compiler(&self) -> String {
    
        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)
        }
    
        pub fn ppu_enabled(&self) -> bool {
    
            self.ppu_enabled
        }
    
        pub fn set_ppu_enabled(&mut self, value: bool) {
            self.ppu_enabled = value;
        }
    
    
        pub fn apu_enabled(&self) -> bool {
    
            self.apu_enabled
        }
    
        pub fn set_apu_enabled(&mut self, value: bool) {
            self.apu_enabled = value;
        }
    
    
        pub fn timer_enabled(&self) -> bool {
    
            self.timer_enabled
    
        }
    
        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.
    
    impl GameBoy {
    
        /// 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 mmu(&mut self) -> &mut Mmu {
    
        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> {
    
            self.apu().audio_buffer()
        }
    
    
        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) {
    
    João Magalhães's avatar
    João Magalhães committed
            self.load_boot_dmg_f();
    
        }
    
        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()
    
                .map(|v| Self::js_to_pixel(&v))
    
                .collect::<Vec<Pixel>>()
    
                .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()
    
        fn js_to_pixel(value: &JsValue) -> Pixel {
    
            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)]
    
    João Magalhães's avatar
    João Magalhães committed
        fn panic(message: &str);
    
    }
    
    #[cfg(feature = "wasm")]
    pub fn hook_impl(info: &PanicInfo) {
    
    João Magalhães's avatar
    João Magalhães committed
        let message = info.to_string();
        panic(message.as_str());
    
    impl AudioProvider for GameBoy {
    
        fn audio_output(&self) -> u8 {
    
            self.apu_i().output()
    
        fn audio_buffer(&self) -> &VecDeque<u8> {
    
            self.apu_i().audio_buffer()
    
        fn clear_audio_buffer(&mut self) {
    
            self.apu().clear_audio_buffer()
    
    impl Default for GameBoy {
        fn default() -> Self {
            Self::new()
        }
    }