gbemu/lib/ui.c

191 lines
5.6 KiB
C

#include <ui.h>
#include <emu.h>
#include <ppu.h>
#include <gamepad.h>
#include <bus.h>
#include <SDL.h>
#include <SDL_ttf.h>
SDL_Window *sdlWindow;
SDL_Renderer *sdlRenderer;
SDL_Texture *sdlTexture;
SDL_Surface *screen;
SDL_Window *sdlDebugWindow;
SDL_Renderer *sdlDebugRenderer;
SDL_Texture *sdlDebugTexture;
SDL_Surface *debugScreen;
static int scale = 4;
void ui_init(){
SDL_Init(SDL_INIT_VIDEO);
printf("SDL INIT\n");
TTF_Init();
printf("TTF INIT\n");
SDL_CreateWindowAndRenderer(SCREEN_WIDTH, SCREEN_HEIGHT, 0, &sdlWindow, &sdlRenderer);
screen = SDL_CreateRGBSurface(0, SCREEN_WIDTH,
SCREEN_HEIGHT, 32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000);
sdlTexture = SDL_CreateTexture(sdlRenderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH,
SCREEN_HEIGHT);
SDL_CreateWindowAndRenderer(16 * 8 * scale, 32 * 8 * scale, 0, &sdlDebugWindow, &sdlDebugRenderer);
debugScreen = SDL_CreateRGBSurface(0, (16 * 8 * scale) + (16 * scale),
(32 * 8 * scale) + (64 * scale), 32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000);
sdlDebugTexture = SDL_CreateTexture(sdlDebugRenderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
(16 * 8 * scale) + (16 * scale),
(32 * 8 * scale) + (64 * scale));
int x, y;
SDL_GetWindowPosition(sdlWindow, &x, &y);
SDL_SetWindowPosition(sdlDebugWindow, x+SCREEN_WIDTH, y);
}
static unsigned long tile_colors[4] = {0xFFFFFFFF, 0xFFAAAAAA, 0xFF555555, 0xFF000000};
void display_tile(SDL_Surface *surface, u16 startLocation, u16 tileNum, int x, int y) {
SDL_Rect rc;
for(int tileY = 0; tileY < 16; tileY += 2) {
u8 b1 = bus_read(startLocation+(tileNum * 16) + tileY);
u8 b2 = bus_read(startLocation+(tileNum * 16) + tileY + 1);
for (int bit=7; bit >= 0; bit--) {
u8 hi = !!(b1 & (1 << bit)) << 1;
u8 lo = !!(b2 & (1 << bit));
u8 color = hi | lo;
rc.x = x + ((7 - bit) * scale);
rc.y = y + (tileY/2 * scale);
rc.w = scale;
rc.h = scale;
SDL_FillRect(surface, &rc, tile_colors[color]);
}
}
}
void update_debug_window() {
int xDraw = 0;
int yDraw = 0;
int tileNum = 0;
SDL_Rect rc;
rc.x = 0;
rc.y = 0;
rc.w = debugScreen->w;
rc.h = debugScreen->h;
SDL_FillRect(debugScreen, &rc, 0xFF111111);
u16 addr = 0x8000;
//384 tiles, 24 x 16
for(int y = 0; y < 24; y++) {
for(int x = 0; x < 16; x++) {
display_tile(debugScreen, addr, tileNum, xDraw + (x * scale), yDraw + (y * scale));
xDraw += (8 * scale);
tileNum++;
}
yDraw += (8 * scale);
xDraw = 0;
}
SDL_UpdateTexture(sdlDebugTexture, NULL, debugScreen->pixels, debugScreen->pitch);
SDL_RenderClear(sdlDebugRenderer);
SDL_RenderCopy(sdlDebugRenderer, sdlDebugTexture, NULL, NULL);
SDL_RenderPresent(sdlDebugRenderer);
}
void ui_update() {
SDL_Rect rc;
rc.x = rc.y = 0;
rc.w = rc.h = 2048;
u32 *video_buffer = ppu_get_context()->video_buffer;
for(int line_num = 0; line_num < YRES; line_num++) {
for(int x = 0; x < XRES; x++) {
rc.x = x * scale;
rc.y = line_num * scale;
rc.w = scale;
rc.h = scale;
SDL_FillRect(screen, &rc, video_buffer[x + (line_num * XRES)]);
}
}
SDL_UpdateTexture(sdlTexture, NULL, screen->pixels, screen->pitch);
SDL_RenderClear(sdlRenderer);
SDL_RenderCopy(sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent(sdlRenderer);
update_debug_window();
}
static bool ff = false;
void ui_on_key(bool down, u32 key_code) {
if(key_code == SDLK_SPACE && down == true) {
ff = !ff;
if(ff){
target_frame_time = 1000/300;
} else {
target_frame_time = 1000/60;
}
printf("target frame time: %d\n", target_frame_time);
}
switch(key_code){
case SDLK_z: gamepad_get_state()->b = down; break;
case SDLK_x: gamepad_get_state()->a = down; break;
case SDLK_RETURN: gamepad_get_state()->start = down; break;
case SDLK_TAB: gamepad_get_state()->select = down; break;
case SDLK_UP: gamepad_get_state()->up = down; break;
case SDLK_DOWN: gamepad_get_state()->down = down; break;
case SDLK_LEFT: gamepad_get_state()->left = down; break;
case SDLK_RIGHT: gamepad_get_state()->right = down; break;
}
}
void ui_handle_events(){
SDL_Event e;
while(SDL_PollEvent(&e) > 0) {
if(e.type == SDL_KEYDOWN) {
ui_on_key(true, e.key.keysym.sym);
}
if(e.type == SDL_KEYUP) {
ui_on_key(false, e.key.keysym.sym);
}
if(e.type == SDL_WINDOWEVENT && e.window.event == SDL_WINDOWEVENT_CLOSE) {
emu_get_context()->die = true;
}
}
}
void delay(u32 ms) {
SDL_Delay(ms);
}
u32 get_ticks() {
return SDL_GetTicks();
}