Newer
Older
data::{BootRom, DMG_BOOT, DMG_BOOTIX, MGB_BOOTIX, SGB_BOOT},
ppu::{Ppu, PpuMode, Tile, FRAME_BUFFER_SIZE},
#[cfg(feature = "wasm")]
use wasm_bindgen::prelude::*;
#[cfg(feature = "wasm")]
use std::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.
pub struct GameBoy {
cpu: Cpu,
}
#[cfg_attr(feature = "wasm", wasm_bindgen(constructor))]
let pad = Pad::new();
let timer = Timer::new();
let mmu = Mmu::new(ppu, pad, timer);
pub fn reset(&mut self) {
self.ppu().reset();
self.mmu().reset();
self.cpu.reset();
}
pub fn clock(&mut self) -> u8 {
let cycles = self.cpu_clock();
self.ppu_clock(cycles);
self.timer_clock(cycles);
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 timer_clock(&mut self, cycles: u8) {
self.timer().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),
}
self.load_boot_static(BootRom::DmgBootix);
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()
/// 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())
}
/// The logical frequency of the Game Boy
/// CPU in hz.
pub const CPU_FREQ: u32 = 4194304;
/// 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 pad(&mut self) -> &mut Pad {
self.cpu.pad()
}
pub fn timer(&mut self) -> &mut Timer {
self.cpu.timer()
}
pub fn frame_buffer(&mut self) -> &Box<[u8; FRAME_BUFFER_SIZE]> {
&(self.ppu().frame_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"),
}
}
pub fn load_boot_default_f(&mut self) {
self.load_boot_file(BootRom::DmgBootix);
}
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()
}
#[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());