pub mod data; use boytacean::{ gb::GameBoy, pad::PadKey, ppu::{DISPLAY_HEIGHT, DISPLAY_WIDTH}, }; use sdl2::{ event::Event, keyboard::Keycode, pixels::PixelFormatEnum, rwops::RWops, surface::Surface, sys::image, video::Window, AudioSubsystem, EventPump, TimerSubsystem, VideoSubsystem, }; /// The base title to be used in the window. static TITLE: &'static str = "Boytacean"; pub struct Graphics { window: Window, video_subsystem: VideoSubsystem, timer_subsystem: TimerSubsystem, audio_subsystem: AudioSubsystem, event_pump: EventPump, } fn start_sdl() -> Graphics { // initializes the SDL sub-system, making it ready to be // used for display of graphics and audio let sdl = sdl2::init().unwrap(); let video_subsystem = sdl.video().unwrap(); let timer_subsystem = sdl.timer().unwrap(); let audio_subsystem = sdl.audio().unwrap(); let event_pump = sdl.event_pump().unwrap(); // initialized the fonts context to be used // in the loading of fonts let ttf_context = sdl2::ttf::init().unwrap(); // creates the system window that is going to be used to // show the emulator and sets it to the central are o screen let window = video_subsystem .window( TITLE, 2 as u32 * DISPLAY_WIDTH as u32, //@todo check screen scale 2 as u32 * DISPLAY_HEIGHT as u32, //@todo check screen scale ) .resizable() .position_centered() .opengl() .build() .unwrap(); Graphics { window: window, video_subsystem: video_subsystem, timer_subsystem: timer_subsystem, audio_subsystem: audio_subsystem, event_pump: event_pump, } } pub fn surface_from_bytes(bytes: &[u8]) -> Surface { unsafe { let rw_ops = RWops::from_bytes(bytes).unwrap(); let raw_surface = image::IMG_Load_RW(rw_ops.raw(), 0); Surface::from_ll(raw_surface) } } fn main() { let mut graphics = start_sdl(); // updates the icon of the window to reflect the image // and style of the emulator let surface = surface_from_bytes(&data::ICON); graphics.window.set_icon(&surface); let mut canvas = graphics.window.into_canvas().accelerated().build().unwrap(); canvas.clear(); canvas.present(); let texture_creator = canvas.texture_creator(); // creates the texture streaming that is going to be used // as the target for the pixel buffer let mut texture = texture_creator .create_texture_streaming( PixelFormatEnum::RGB24, DISPLAY_WIDTH as u32, DISPLAY_HEIGHT as u32, ) .unwrap(); // creates a new Game Boy instance and loads both the boot ROM // and the initial game ROM to "start the engine" let mut game_boy = GameBoy::new(); game_boy.load_boot_default(); //game_boy.load_rom_file("../../res/roms.prop/tetris.gb"); //game_boy.load_rom_file("../../res/roms.prop/dr_mario.gb"); //game_boy.load_rom_file("../../res/roms.prop/alleyway.gb"); //game_boy.load_rom_file("../../res/roms.prop/super_mario.gb"); //let rom = game_boy.load_rom_file("../../res/roms.prop/super_mario_2.gb"); //game_boy.load_rom_file("../../res/roms/firstwhite.gb"); //game_boy.load_rom_file("../../res/roms/opus5.gb"); //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/cpu_instrs.gb"); // CRASHED //let rom = game_boy.load_rom_file("../../res/roms/paradius/interrupt_time/interrupt_time.gb"); // FAILED let rom = game_boy.load_rom_file("../../res/roms/paradius/instr_timing/instr_timing.gb"); // FAILED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/01-special.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/02-interrupts.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/03-op sp,hl.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/04-op r,imm.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/05-op rp.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/06-ld r,r.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/07-jr,jp,call,ret,rst.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/08-misc instrs.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/09-op r,r.gb"); // PASSED //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/10-bit ops.gb"); // //let rom = game_boy.load_rom_file("../../res/roms/paradius/cpu/11-op a,(hl).gb"); //let rom PASSED println!("==== Cartridge ====\n{}\n===================", rom); let mut counter = 0u32; 'main: loop { // increments the counter that will keep track // on the number of visual ticks since beginning counter = counter.wrapping_add(1); // obtains an event from the SDL sub-system to be // processed under the current emulation context while let Some(event) = graphics.event_pump.poll_event() { match event { Event::Quit { .. } => break 'main, Event::KeyDown { keycode: Some(keycode), .. } => match key_to_pad(keycode) { Some(key) => game_boy.key_press(key), None => (), }, Event::KeyUp { keycode: Some(keycode), .. } => match key_to_pad(keycode) { Some(key) => game_boy.key_lift(key), None => (), }, _ => (), } } let mut counter_ticks = 0u32; loop { // limits the number of ticks to the typical number // of ticks required to do a complete PPU draw if counter_ticks >= 70224 { break; } // runs the Game Boy clock, this operations should // include the advance of both the CPU and the PPU counter_ticks += game_boy.clock() as u32; } // obtains the frame buffer of the Game Boy PPU and uses it // to update the stream texture, copying it then to the canvas let frame_buffer = game_boy.frame_buffer().as_ref(); texture .update(None, frame_buffer, DISPLAY_WIDTH as usize * 3) .unwrap(); canvas.copy(&texture, None, None).unwrap(); // presents the canvas effectively updating the screen // information presented to the user canvas.present(); // @todo this must be improved with proper timestamps graphics.timer_subsystem.delay(17); } } fn key_to_pad(keycode: Keycode) -> Option<PadKey> { match keycode { Keycode::Up => Some(PadKey::Up), Keycode::Down => Some(PadKey::Down), Keycode::Left => Some(PadKey::Left), Keycode::Right => Some(PadKey::Right), Keycode::Return => Some(PadKey::Start), Keycode::Return2 => Some(PadKey::Start), Keycode::Space => Some(PadKey::Select), Keycode::A => Some(PadKey::A), Keycode::S => Some(PadKey::B), _ => None, } }