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...

70 Commits
gui ... main

Author SHA1 Message Date
Simon Gellis 8e7ca9acb6 chore: Release lemur version 0.1.2 2024-12-21 14:18:59 -05:00
Simon Gellis f4438e32e0 Save crash logs to disk 2024-12-21 14:18:10 -05:00
Simon Gellis 953e10b42b Add installation instructions to the release 2024-12-19 22:51:13 -05:00
Simon Gellis 5c97c1b0f2 chore: Release lemur version 0.1.1 2024-12-19 22:36:33 -05:00
Simon Gellis fe7ffd454f Add license/repository link 2024-12-19 22:33:58 -05:00
Simon Gellis 06fddc43c3 Create script for releases 2024-12-19 22:31:55 -05:00
Simon Gellis 3c4b89a8da Remove broken MSI, clean up windows build 2024-12-18 22:49:13 -05:00
Simon Gellis 78289193c7 Add icons to windows builds 2024-12-18 20:34:39 -05:00
Simon Gellis bc84d88b5f Oh right, Apple Silicon 2024-12-16 23:24:17 -05:00
Simon Gellis ba7a2c47b0 Script artifact generation 2024-12-16 00:38:16 -05:00
Simon Gellis 1b8207db17 Set up cross compilation 2024-12-15 22:54:21 -05:00
Simon Gellis 99390d52e1 Forgot to add version 2024-12-15 15:52:15 -05:00
Simon Gellis c694d234e7 About popup 2024-12-15 00:00:22 -05:00
Simon Gellis e31269368d Save/load more config 2024-12-14 23:14:13 -05:00
Simon Gellis 6e2d70abd7 Save input mappings to disk 2024-12-11 23:44:14 -05:00
Simon Gellis ae04f9f73b Surface error notifications 2024-12-09 23:18:42 -05:00
Simon Gellis 25b88c622c Set runtime icon 2024-12-08 16:00:55 -05:00
Simon Gellis a4ac7c9d6d Fix typo in sram filenames 2024-12-08 14:53:11 -05:00
Simon Gellis 7f82daa73d Rename to lemur 2024-12-08 14:49:54 -05:00
Simon Gellis 0504e351ba Save and load SRAM at all the right times 2024-12-08 14:39:40 -05:00
Simon Gellis e9ae8bed1b Implement SRAM (only saves on pause) 2024-12-07 00:00:40 -05:00
Simon Gellis 1bac3dedab Implement color picker 2024-12-03 20:34:13 -05:00
Simon Gellis 761b434108 Implement side-by-side view 2024-12-01 15:52:11 -05:00
Simon Gellis 2e5d5e140f Support choosing colors 2024-12-01 00:45:13 -05:00
Simon Gellis 4e42179ef3 Support choosing display mode 2024-11-30 23:14:01 -05:00
Simon Gellis 2cef67b129 Turning off vsync makes input way smoother 2024-11-30 21:56:33 -05:00
SonicSwordcane 5627e41835 Merge pull request 'Implement multiplayer' (#2) from multiplayer into main
Reviewed-on: PVB/shrooms-vb-native#2
2024-11-30 00:31:04 +00:00
Simon Gellis 3eb6b9cd3e Update core for good luck 2024-11-29 19:16:08 -05:00
Simon Gellis 0c35a1e234 Make it easy to clear/reset mappings 2024-11-29 19:09:00 -05:00
Simon Gellis ce7ba71ea0 Support rebinding gamepad inputs 2024-11-29 18:54:26 -05:00
Simon Gellis 24474fabd0 Support choosing which player uses a controller 2024-11-29 14:36:46 -05:00
Simon Gellis 9ff62af310 Graphical fixes 2024-11-28 12:39:08 -05:00
Simon Gellis 83377ff5fa Stop using nested viewports 2024-11-28 10:50:06 -05:00
Simon Gellis 08680b27ae Out with dear imgui, in with egui 2024-11-27 22:20:17 -05:00
Simon Gellis 4b34d138ac Support muting sims 2024-11-23 20:17:32 -05:00
Simon Gellis 0f536fdd88 Use CPAL fork which supports device switching 2024-11-23 17:36:24 -05:00
Simon Gellis 167acbde15 VIP performance improvements 2024-11-20 00:02:31 -05:00
Simon Gellis f60b10ce1d Implement gamepad input 2024-11-18 22:49:56 -05:00
Simon Gellis c84531e70e Set process priority to high on windows 2024-11-17 20:57:43 -05:00
Simon Gellis 63cb7a4835 Update core 2024-11-17 16:27:40 -05:00
Simon Gellis 09e39b37f5 Let sims link/unlink/reset independently 2024-11-15 21:50:21 -05:00
Simon Gellis 8f62ec1c52 Update wgpu for faster release builds 2024-11-15 00:23:49 -05:00
Simon Gellis eef8f834d6 Actually implement multiplayer 2024-11-14 21:54:13 -05:00
Simon Gellis c23fc6e9df Small performance improvements 2024-11-14 21:03:23 -05:00
Simon Gellis d306f19297 Write textures in separate thread; fixes perf 2024-11-11 19:27:23 -05:00
Simon Gellis f22a74b036 Sleep instead of just spin-looping 2024-11-11 18:46:25 -05:00
Simon Gellis e2c38cd03a Turn off LTO so we can use clang 2024-11-11 18:14:11 -05:00
Simon Gellis 544990c58f Support running two sims at once 2024-11-11 00:52:02 -05:00
SonicSwordcane 9fcf6b3dc5 Merge pull request 'rewrite it in rust' (#1) from riir into main
Reviewed-on: PVB/shrooms-vb-native#1
2024-11-10 23:34:42 +00:00
Simon Gellis 99d6970323 Block the emulator thread when idle 2024-11-10 18:19:25 -05:00
Simon Gellis e8b706df20 Use high-priority thread for emulation 2024-11-10 18:19:25 -05:00
Simon Gellis 6dc3697baf Fix crash on windows when window is minimized 2024-11-10 15:03:07 -05:00
Simon Gellis 5cb36d0bcc Functional input binding 2024-11-10 14:05:10 -05:00
Simon Gellis a69247dd33 Support multiple windows, start on input UI 2024-11-09 18:14:18 -05:00
Simon Gellis 62b34ea760 Remove c impl, update readme 2024-11-06 23:55:25 -05:00
Simon Gellis a6200732ee Disable emulation options when game is not running 2024-11-06 23:36:33 -05:00
Simon Gellis 498e6fbdcc Apply styles 2024-11-06 23:26:31 -05:00
Simon Gellis 5c5d56cb12 Support full controller input 2024-11-05 00:07:48 -05:00
Simon Gellis 75fa3be25c Support resizing the window 2024-11-04 23:39:00 -05:00
Simon Gellis 593475960d Make menu items functional 2024-11-04 22:18:57 -05:00
Simon Gellis 756835f90e Turn vulkan back on because my linux partition needs it 2024-11-04 21:53:59 -05:00
Simon Gellis 7c9e9c7fa4 Turn off LTO for now, makes builds quite slow 2024-11-04 10:00:12 -05:00
Simon Gellis 70373647fb Add audio, fix timing 2024-11-04 09:59:58 -05:00
Simon Gellis 8bba7b9e1b Turn off vulkan because it's slow on windows 2024-11-03 14:02:25 -05:00
Simon Gellis a0e39796bf Actually do anaglyph 2024-11-03 13:49:10 -05:00
Simon Gellis b025f72604 Use one texture with two channels for video 2024-11-03 13:26:01 -05:00
Simon Gellis 8fdff927eb Fix non-windows compilation 2024-11-03 12:44:38 -05:00
Simon Gellis 40c4561748 Beginnings of rust emulation 2024-11-03 11:32:53 -05:00
Simon Gellis 59e14b43e8 Set up a rust UI 2024-11-02 16:18:41 -04:00
Simon Gellis 3c7915fa53 Update core 2024-10-31 21:40:10 -04:00
43 changed files with 7964 additions and 536 deletions

1
.gitattributes vendored
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*.html text eol=lf diff=html *.html text eol=lf diff=html
*.java text eol=lf diff=java *.java text eol=lf diff=java
*.js text eol=lf diff=js *.js text eol=lf diff=js
*.sh text eol=lf
*.txt text eol=lf *.txt text eol=lf
*.class binary *.class binary

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.gitignore vendored
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@ -1,4 +1,5 @@
/shrooms-vb /lemur
/shrooms-vb.exe /lemur.exe
.vscode .vscode
output output
/target

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Cargo.lock generated Normal file

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Cargo.toml Normal file
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[package]
name = "lemur"
description = "An emulator for the Virtual Boy."
repository = "https://git.virtual-boy.com/PVB/lemur"
publish = false
license = "MIT"
version = "0.1.2"
edition = "2021"
[dependencies]
anyhow = "1"
bitflags = { version = "2", features = ["serde"] }
bytemuck = { version = "1", features = ["derive"] }
clap = { version = "4", features = ["derive"] }
cpal = { git = "https://github.com/sidit77/cpal.git", rev = "66ed6be" }
directories = "5"
egui = { version = "0.29", features = ["serde"] }
egui_extras = { version = "0.29", features = ["image"] }
egui-toast = "0.15"
egui-winit = "0.29"
egui-wgpu = { version = "0.29", features = ["winit"] }
gilrs = { version = "0.11", features = ["serde-serialize"] }
image = { version = "0.25", default-features = false, features = ["png"] }
itertools = "0.13"
num-derive = "0.4"
num-traits = "0.2"
oneshot = "0.1"
pollster = "0.4"
rfd = "0.15"
rtrb = "0.3"
rubato = "0.16"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
thread-priority = "1"
wgpu = "22.1"
winit = { version = "0.30", features = ["serde"] }
[target.'cfg(windows)'.dependencies]
windows = { version = "0.58", features = ["Win32_System_Threading"] }
[build-dependencies]
cc = "1"
winresource = "0.1"
[profile.release]
lto = true
[package.metadata.bundle]
name = "Lemur"
identifier = "com.virtual-boy.Lemur"
icon = ["assets/lemur-256x256.png"]
category = "games"

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# Shrooms VB (native) # Lemur
An SDL-based implementation of shrooms-vb. A Virtual Boy emulator built around the shrooms-vb core. Written in Rust, using winit, wgpu, and egui. Should run on any major OS.
## Setup ## Setup
Install the following dependencies: Install the following dependencies:
- `gcc` (or MinGW on Windows) (or whatever, just set `CC`) - `cargo`
- `pkg-config`
- sdl2
Run Run
```sh ```sh
make build cargo build --release
``` ```
The executable will be in `target/release/lemur[.exe]`
## Release
Bump the version number in `Cargo.toml`, then run this script:
```sh
./scripts/release.sh
```
It uses docker to cross compile for Windows, MacOS, and Linux. All binaries are left in the `output` directory.

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@ -1,12 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_ASSETS_
#define SHROOMS_VB_NATIVE_ASSETS_
#include <stdint.h>
extern const uint8_t _binary_assets_lefteye_bin_start;
const uint8_t *LEFT_EYE_DEFAULT = &_binary_assets_lefteye_bin_start;
extern const uint8_t _binary_assets_righteye_bin_start;
const uint8_t *RIGHT_EYE_DEFAULT = &_binary_assets_righteye_bin_start;
#endif

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audio.c
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#include <audio.h>
#include <stdio.h>
void audioCallback(void *userdata, uint8_t *stream, int len) {
AudioContext *aud;
SDL_assert(len == 834 * 4);
aud = userdata;
if (!aud->filled) {
/* too little data, play silence */
SDL_memset4(stream, 0, 834);
return;
}
SDL_memcpy4(stream, aud->buffers[aud->current], 834);
++aud->current;
aud->current %= 2;
aud->filled -= 1;
}
int audioInit(AudioContext *aud) {
SDL_AudioSpec spec;
spec.freq = 41700;
spec.format = AUDIO_S16;
spec.channels = 2;
spec.samples = 834;
spec.callback = &audioCallback;
spec.userdata = aud;
aud->id = SDL_OpenAudioDevice(NULL, 0, &spec, NULL, 0);
aud->paused = true;
if (!aud->id) {
fprintf(stderr, "could not open audio device: %s\n", SDL_GetError());
return -1;
}
aud->current = 0;
aud->filled = 0;
return 0;
}
int audioUpdate(AudioContext *aud, void *data, uint32_t bytes) {
int filled;
if (!aud->id) return -1;
SDL_assert(bytes == 834 * 4);
SDL_LockAudioDevice(aud->id);
if (aud->filled < 2) {
int next = (aud->current + aud->filled) % 2;
SDL_memcpy4(aud->buffers[next], data, bytes / 4);
aud->filled += 1;
}
filled = aud->filled;
SDL_UnlockAudioDevice(aud->id);
if (aud->paused) {
SDL_PauseAudioDevice(aud->id, false);
aud->paused = false;
}
while (filled > 1) {
SDL_Delay(0);
filled = aud->filled;
}
return 0;
}

18
audio.h
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#ifndef SHROOMS_VB_NATIVE_AUDIO_
#define SHROOMS_VB_NATIVE_AUDIO_
#include <SDL2/SDL.h>
#include <stdbool.h>
typedef struct {
SDL_AudioDeviceID id;
bool paused;
uint32_t buffers[2][834];
int current;
int filled;
} AudioContext;
int audioInit(AudioContext *aud);
int audioUpdate(AudioContext *aud, void *data, uint32_t bytes);
#endif

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build.Dockerfile Normal file
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# This Dockerfile produces a base image for builds.
# It includes all dependencies necessary to cross-compile for Windows/MacOS/Linux.
FROM crazymax/osxcross:latest-ubuntu AS osxcross
FROM rust:latest
RUN rustup target add x86_64-pc-windows-msvc && \
rustup target add x86_64-apple-darwin && \
rustup target add aarch64-apple-darwin && \
apt-get update && \
apt-get install -y clang-19 lld-19 libc6-dev libasound2-dev libudev-dev genisoimage mingw-w64 && \
cargo install cargo-bundle xwin && \
xwin --accept-license splat --output xwin && \
rm -rf .xwin-cache && \
ln -s $(which clang-19) /usr/bin/clang && \
ln -s $(which clang++-19) /usr/bin/clang++
COPY --from=osxcross /osxcross /osxcross
ENV PATH="/osxcross/bin:$PATH" \
LD_LIBRARY_PATH="/osxcross/lib" \
CC="clang-19" CXX="clang++-19" AR="llvm-ar-19" \
CC_x86_64-apple-darwin="o64-clang" \
CXX_x86_64-apple-darwin="o64-clang++" \
CC_aarch64-apple-darwin="oa64-clang" \
CXX_aarch64-apple-darwin="o6a4-clang++" \
CARGO_TARGET_X86_64_PC_WINDOWS_MSVC_LINKER="lld-link-19" \
CARGO_TARGET_X86_64_APPLE_DARWIN_LINKER="o64-clang" \
CARGO_TARGET_X86_64_APPLE_DARWIN_AR="llvm-ar-19" \
CARGO_TARGET_AARCH64_APPLE_DARWIN_LINKER="oa64-clang" \
CARGO_TARGET_AARCH64_APPLE_DARWIN_AR="llvm-ar-19" \
CROSS_COMPILE="setting-this-to-silence-a-warning-" \
RC_PATH="llvm-rc-19" \
RUSTFLAGS="-Lnative=/xwin/crt/lib/x86_64 -Lnative=/xwin/sdk/lib/um/x86_64 -Lnative=/xwin/sdk/lib/ucrt/x86_64" \
MACOSX_DEPLOYMENT_TARGET="14.5"

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build.rs Normal file
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use std::{error::Error, path::Path};
fn main() -> Result<(), Box<dyn Error>> {
if std::env::var("CARGO_CFG_TARGET_OS")? == "windows" {
let mut res = winresource::WindowsResource::new();
res.set_icon("assets/lemur.ico");
res.compile()?;
}
println!("cargo::rerun-if-changed=shrooms-vb-core");
cc::Build::new()
.include(Path::new("shrooms-vb-core/core"))
.opt_level(2)
.flag_if_supported("-fno-strict-aliasing")
.define("VB_LITTLE_ENDIAN", None)
.define("VB_SIGNED_PROPAGATE", None)
.define("VB_DIV_GENERIC", None)
.file(Path::new("shrooms-vb-core/core/vb.c"))
.compile("vb");
Ok(())
}

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cli.c
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@ -1,11 +0,0 @@
#include <cli.h>
#include <stdio.h>
int parseCLIArgs(int argc, char **argv, CLIArgs *args) {
if (argc != 2) {
fprintf(stderr, "usage: %s /path/to/rom.vb\n", argv[0]);
return 1;
}
args->filename = argv[1];
return 0;
}

10
cli.h
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@ -1,10 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_CLI_
#define SHROOMS_VB_NATIVE_CLI_
typedef struct {
char *filename;
} CLIArgs;
int parseCLIArgs(int argc, char **argv, CLIArgs *args);
#endif

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@ -1,65 +0,0 @@
#include <controller.h>
#define VB_PWR 0x0001
#define VB_SGN 0x0002
#define VB_A 0x0004
#define VB_B 0x0008
#define VB_RT 0x0010
#define VB_LT 0x0020
#define VB_RU 0x0040
#define VB_RR 0x0080
#define VB_LR 0x0100
#define VB_LL 0x0200
#define VB_LD 0x0400
#define VB_LU 0x0800
#define VB_STA 0x1000
#define VB_SEL 0x2000
#define VB_RL 0x4000
#define VB_RD 0x8000
static uint16_t symToMask(SDL_KeyCode sym) {
switch (sym) {
default: return 0;
case SDLK_a:
return VB_SEL;
case SDLK_s:
return VB_STA;
case SDLK_d:
return VB_B;
case SDLK_f:
return VB_A;
case SDLK_e:
return VB_LT;
case SDLK_r:
return VB_RT;
case SDLK_i:
return VB_RU;
case SDLK_j:
return VB_RL;
case SDLK_k:
return VB_RD;
case SDLK_l:
return VB_RR;
case SDLK_UP:
return VB_LU;
case SDLK_LEFT:
return VB_LL;
case SDLK_DOWN:
return VB_LD;
case SDLK_RIGHT:
return VB_LR;
}
}
void ctrlInit(ControllerState *ctrl) {
ctrl->keys = VB_SGN;
}
void ctrlKeyDown(ControllerState *ctrl, SDL_Keycode sym) {
ctrl->keys |= symToMask(sym);
}
void ctrlKeyUp(ControllerState *ctrl, SDL_Keycode sym) {
ctrl->keys &= ~symToMask(sym);
}
uint16_t ctrlKeys(ControllerState *ctrl) {
return ctrl->keys;
}

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@ -1,16 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_CONTROLLER_
#define SHROOMS_VB_NATIVE_CONTROLLER_
#include <SDL2/SDL.h>
#include <stdint.h>
typedef struct {
uint16_t keys;
} ControllerState;
void ctrlInit(ControllerState *ctrl);
void ctrlKeyDown(ControllerState *ctrl, SDL_Keycode sym);
void ctrlKeyUp(ControllerState *ctrl, SDL_Keycode sym);
uint16_t ctrlKeys(ControllerState *ctrl);
#endif

71
game.c
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#include <audio.h>
#include <assets.h>
#include <controller.h>
#include <game.h>
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <time.h>
typedef struct {
GraphicsContext *gfx;
AudioContext aud;
int16_t audioBuffer[834 * 2];
} GameState;
int onFrame(VB *sim) {
static uint8_t leftEye[384*224];
static uint8_t rightEye[384*224];
GameState *state;
void *samples;
uint32_t samplePairs;
state = vbGetUserData(sim);
vbGetPixels(sim, leftEye, 1, 384, rightEye, 1, 384);
gfxUpdateLeftEye(state->gfx, leftEye);
gfxUpdateRightEye(state->gfx, rightEye);
samples = vbGetSamples(sim, NULL, &samplePairs);
audioUpdate(&state->aud, samples, samplePairs * 4);
vbSetSamples(sim, samples, 834);
gfxRender(state->gfx);
return 1;
}
#define MAX_STEP_CLOCKS 20000000
int runGame(VB *sim, GraphicsContext *gfx) {
uint32_t clocks;
SDL_Event event;
GameState state;
ControllerState ctrl;
state.gfx = gfx;
audioInit(&state.aud);
vbSetSamples(sim, &state.audioBuffer, 834);
vbSetUserData(sim, &state);
vbSetFrameCallback(sim, &onFrame);
ctrlInit(&ctrl);
gfxUpdateLeftEye(gfx, LEFT_EYE_DEFAULT);
gfxUpdateRightEye(gfx, RIGHT_EYE_DEFAULT);
while (1) {
clocks = MAX_STEP_CLOCKS;
vbEmulate(sim, &clocks);
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
return 0;
}
if (event.type == SDL_KEYDOWN) {
ctrlKeyDown(&ctrl, event.key.keysym.sym);
}
if (event.type == SDL_KEYUP) {
ctrlKeyUp(&ctrl, event.key.keysym.sym);
}
}
vbSetKeys(sim, ctrlKeys(&ctrl));
}
}

9
game.h
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@ -1,9 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_GAME_
#define SHROOMS_VB_NATIVE_GAME_
#include "graphics.h"
#include "shrooms-vb-core/core/vb.h"
int runGame(VB *sim, GraphicsContext *gfx);
#endif

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@ -1,92 +0,0 @@
#include <graphics.h>
static void copyScreenTexture(uint8_t *dst, const uint8_t *src, int pitch) {
int x, y, i;
uint8_t color;
int delta = pitch / 384;
for (y = 0; y < 224; ++y) {
for (x = 0; x < 384; x += 1) {
color = src[(y * 384) + x];
for (i = 0; i < delta; ++i) {
dst[(y * pitch) + (x * delta) + i] = color;
}
}
}
}
int gfxInit(GraphicsContext *gfx) {
gfx->window = SDL_CreateWindow("Shrooms VB",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
1536, 896, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (!gfx->window) {
fprintf(stderr, "Error creating window: %s\n", SDL_GetError());
return 1;
}
gfx->renderer = SDL_CreateRenderer(gfx->window, -1, 0);
if (!gfx->renderer) {
fprintf(stderr, "Error creating renderer: %s\n", SDL_GetError());
goto cleanup_window;
}
gfx->winSurface = SDL_GetWindowSurface(gfx->window);
if (!gfx->winSurface) {
fprintf(stderr, "Error getting surface: %s\n", SDL_GetError());
goto cleanup_window;
}
gfx->leftEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!gfx->leftEye) {
fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
goto cleanup_window;
}
SDL_SetTextureColorMod(gfx->leftEye, 0xff, 0, 0);
gfx->rightEye = SDL_CreateTexture(gfx->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!gfx->rightEye) {
fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
goto cleanup_left_eye;
}
SDL_SetTextureColorMod(gfx->rightEye, 0, 0xc6, 0xf0);
SDL_SetTextureBlendMode(gfx->rightEye, SDL_BLENDMODE_ADD);
return 0;
cleanup_left_eye:
SDL_DestroyTexture(gfx->leftEye);
cleanup_window:
SDL_DestroyWindow(gfx->window);
return 1;
}
void gfxDestroy(GraphicsContext *gfx) {
SDL_DestroyTexture(gfx->rightEye);
SDL_DestroyTexture(gfx->leftEye);
SDL_DestroyWindow(gfx->window);
}
static void gfxUpdateEye(SDL_Texture *eye, const uint8_t *bytes) {
void *target;
int pitch;
if (SDL_LockTexture(eye, NULL, &target, &pitch)) {
fprintf(stderr, "Error locking buffer for eye: %s\n", SDL_GetError());
return;
}
copyScreenTexture(target, bytes, pitch);
SDL_UnlockTexture(eye);
}
void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes) {
gfxUpdateEye(gfx->leftEye, bytes);
}
void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes) {
gfxUpdateEye(gfx->rightEye, bytes);
}
void gfxRender(GraphicsContext *gfx) {
SDL_RenderClear(gfx->renderer);
SDL_RenderCopy(gfx->renderer, gfx->leftEye, NULL, NULL);
SDL_RenderCopy(gfx->renderer, gfx->rightEye, NULL, NULL);
SDL_RenderPresent(gfx->renderer);
}

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@ -1,22 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_GRAPHICS_
#define SHROOMS_VB_NATIVE_GRAPHICS_
#include <SDL2/SDL.h>
typedef struct {
SDL_Window *window;
SDL_Surface *winSurface;
SDL_Renderer *renderer;
SDL_Texture *leftEye;
SDL_Texture *rightEye;
} GraphicsContext;
int gfxInit(GraphicsContext *gfx);
void gfxDestroy(GraphicsContext *gfx);
void gfxUpdateLeftEye(GraphicsContext *gfx, const uint8_t *bytes);
void gfxUpdateRightEye(GraphicsContext *gfx, const uint8_t *bytes);
void gfxRender(GraphicsContext *gfx);
#endif

85
main.c
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@ -1,85 +0,0 @@
#include <cli.h>
#include <game.h>
#include <graphics.h>
#include <SDL2/SDL.h>
#include "shrooms-vb-core/core/vb.h"
#include <stdio.h>
uint8_t *readROM(char *filename, uint32_t *size) {
FILE *file = fopen(filename, "rb");
uint8_t *rom;
long filesize;
if (!file) {
perror("could not open file");
return NULL;
}
if (fseek(file, 0, SEEK_END)) {
perror("could not seek file end");
return NULL;
}
filesize = ftell(file);
if (filesize == -1) {
perror("could not read file size");
return NULL;
}
if (fseek(file, 0, SEEK_SET)) {
perror("could not seek file start");
return NULL;
}
*size = (uint32_t) filesize;
rom = malloc(*size);
if (!rom) {
perror("could not allocate ROM");
return NULL;
}
fread(rom, 1, *size, file);
if (ferror(file)) {
perror("could not read file");
return NULL;
}
if (fclose(file)) {
perror("could not close file");
return NULL;
}
return rom;
}
int main(int argc, char **argv) {
VB *sim;
uint8_t *rom;
uint32_t romSize;
GraphicsContext gfx;
CLIArgs args;
int status;
if (parseCLIArgs(argc, argv, &args)) {
return 1;
}
rom = readROM(args.filename, &romSize);
if (!rom) {
return 1;
}
sim = malloc(vbSizeOf());
vbInit(sim);
vbSetCartROM(sim, rom, romSize);
if (SDL_Init(SDL_INIT_EVERYTHING)) {
fprintf(stderr, "Error initializing SDL: %s\n", SDL_GetError());
return 1;
}
if (gfxInit(&gfx)) {
SDL_Quit();
return 1;
}
status = runGame(sim, &gfx);
SDL_Quit();
return status;
}

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@ -1,48 +0,0 @@
CC?=gcc
LD?=ld
SHROOMSFLAGS=shrooms-vb-core/core/vb.c -I shrooms-vb-core/core
msys_version := $(if $(findstring Msys, $(shell uname -o)),$(word 1, $(subst ., ,$(shell uname -r))),0)
ifeq ($(msys_version), 0)
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs)
BINLINKFLAGS=-z noexecstack
else
SDL2FLAGS=$(shell pkg-config sdl2 --cflags --libs) -mwindows -mconsole
BINLINKFLAGS=
endif
.PHONY: clean build
clean:
@rm -rf shrooms-vb output
CFILES := $(foreach dir,./,$(notdir $(wildcard $(dir)/*.c)))
BINFILES := $(foreach dir,assets/,$(notdir $(wildcard $(dir)/*.bin)))
COBJS := $(CFILES:%.c=output/%.o)
SHROOMSOBJS := output/vb.o
BINOBJS := $(BINFILES:%.bin=output/%.o)
OFILES := $(COBJS) $(SHROOMSOBJS) $(BINOBJS)
output/%.o: %.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/vb.o: shrooms-vb-core/core/vb.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(SDL2FLAGS) \
-O3 -flto -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/%.o: assets/%.bin
@mkdir -p output
@$(LD) -r -b binary $(BINLINKFLAGS) -o $@ $<
shrooms-vb: $(OFILES)
@$(CC) -o $@ $(OFILES) $(SDL2FLAGS) -flto
build: shrooms-vb

35
scripts/do-bundle.sh Normal file
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@ -0,0 +1,35 @@
# Set everything up
rm -rf output
mkdir -p output
cargo clean
# Build for linux
cargo build --release
cp target/release/lemur output/lemur-linux
# Bundle for Linux
cargo bundle --release --format deb
cp target/release/bundle/deb/*.deb output
# Build for Windows
cargo build --release --target x86_64-pc-windows-msvc
cp target/x86_64-pc-windows-msvc/release/lemur.exe output
# Build for MacOS Intel
cargo build --release --target x86_64-apple-darwin
cp target/x86_64-apple-darwin/release/lemur output/lemur-osx-intel
# Bundle for MacOS Intel
cargo bundle --release --target x86_64-apple-darwin --format osx
genisoimage -V lemur -D -R -apple -no-pad -o output/Lemur-Intel.dmg target/x86_64-apple-darwin/release/bundle/osx
# Build for MacOS Apple Silicon
cargo build --release --target aarch64-apple-darwin
cp target/aarch64-apple-darwin/release/lemur output/lemur-osx-apple-silicon
# Bundle for MacOS Apple Silicon
cargo bundle --release --target aarch64-apple-darwin --format osx
genisoimage -V lemur -D -R -apple -no-pad -o output/Lemur-Apple-Silicon.dmg target/aarch64-apple-darwin/release/bundle/osx
# Clean up after ourselves
cargo clean

65
scripts/release.sh Executable file
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@ -0,0 +1,65 @@
version=$(cat Cargo.toml | sed -n -e '/version/ {s/.* = *//p;q}' | tr -d '"')
read -p "You wanted to release $version, right? [Y/n] " -n 1 -r
echo
case "$REPLY" in
n|N ) exit 1;;
esac
if [ -z "${RELEASE_TOKEN}" ]; then
echo "Please set the RELEASE_TOKEN env var."
exit 1
fi
if ! command -v curl 2>&1 >/dev/null; then
echo "Please install curl."
exit 1
fi
if ! command -v jq 2>&1 >/dev/null; then
echo "Please install jq."
exit 1
fi
docker build -f build.Dockerfile -t lemur-build .
MSYS_NO_PATHCONV=1 docker run -it --rm -v .:/app -w /app --entrypoint bash lemur-build /app/scripts/do-bundle.sh
read -r -d EOF 'body' <<EOF
## How to install
The emulator can be found in the "Downloads" section of this release.
### Windows users
Download \`lemur.exe\`.
### MacOS users
If your Mac uses an Intel processor, download and install \`Lemur-Intel.dmg\`.
If it uses Apple Silicon, download and install \`Lemur-Apple-Silicon.dmg\`.
If you're not sure which to choose, use [this guide](https://support.apple.com/en-us/116943) to find out.
### Linux users
You can either download and run \`lemur-linux\`, or download and install the attached .deb file.
EOF
read -r -d EOF 'payload' <<EOF
{
"body": $(echo "$body" | jq -Rsa .),
"draft": false,
"name": "v${version}",
"prerelease": false,
"tag_name": "v${version}"
}
EOF
echo "Creating release..."
response=$(curl -s --json "$payload" "https://git.virtual-boy.com/api/v1/repos/PVB/lemur/releases?token=$RELEASE_TOKEN")
echo "$response"
upload_url=$(echo "$response" | jq -r '.upload_url')
for file in output/*; do
echo "Uploading $(basename "$file")..."
upload_res=$(curl -s -F "attachment=@$file" "$upload_url?name=$(basename "$file")&token=$RELEASE_TOKEN")
echo "$upload_res"
done

@ -1 +1 @@
Subproject commit bcd80d291b1be0e334bd5da481ca69211b16e6b0 Subproject commit 18b2c589e6cacec5a0bd0f450cedf2f8fe3a2bc8

423
src/app.rs Normal file
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use std::{collections::HashSet, num::NonZero, sync::Arc, thread, time::Duration};
use egui::{
ahash::{HashMap, HashMapExt},
Context, FontData, FontDefinitions, FontFamily, IconData, TextWrapMode, ViewportBuilder,
ViewportCommand, ViewportId, ViewportInfo,
};
use gilrs::{EventType, Gilrs};
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoopProxy},
window::Window,
};
use crate::{
controller::ControllerManager,
emulator::{EmulatorClient, EmulatorCommand, SimId},
input::MappingProvider,
persistence::Persistence,
window::{AboutWindow, AppWindow, GameWindow, InputWindow},
};
fn load_icon() -> anyhow::Result<IconData> {
let bytes = include_bytes!("../assets/lemur-256x256.png");
let img = image::load_from_memory_with_format(bytes, image::ImageFormat::Png)?;
let rgba = img.into_rgba8();
Ok(IconData {
width: rgba.width(),
height: rgba.height(),
rgba: rgba.into_vec(),
})
}
pub struct Application {
icon: Option<Arc<IconData>>,
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
mappings: MappingProvider,
controllers: ControllerManager,
persistence: Persistence,
viewports: HashMap<ViewportId, Viewport>,
focused: Option<ViewportId>,
}
impl Application {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let icon = load_icon().ok().map(Arc::new);
let persistence = Persistence::new();
let mappings = MappingProvider::new(persistence.clone());
let controllers = ControllerManager::new(client.clone(), &mappings);
{
let mappings = mappings.clone();
let proxy = proxy.clone();
thread::spawn(|| process_gamepad_input(mappings, proxy));
}
Self {
icon,
client,
proxy,
mappings,
controllers,
persistence,
viewports: HashMap::new(),
focused: None,
}
}
fn open(&mut self, event_loop: &ActiveEventLoop, window: Box<dyn AppWindow>) {
let viewport_id = window.viewport_id();
if self.viewports.contains_key(&viewport_id) {
return;
}
self.viewports.insert(
viewport_id,
Viewport::new(event_loop, self.icon.clone(), window),
);
}
}
impl ApplicationHandler<UserEvent> for Application {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let app = GameWindow::new(
self.client.clone(),
self.proxy.clone(),
self.persistence.clone(),
SimId::Player1,
);
let wrapper = Viewport::new(event_loop, self.icon.clone(), Box::new(app));
self.focused = Some(wrapper.id());
self.viewports.insert(wrapper.id(), wrapper);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
window_id: winit::window::WindowId,
event: WindowEvent,
) {
let Some(viewport) = self
.viewports
.values_mut()
.find(|v| v.window.id() == window_id)
else {
return;
};
let viewport_id = viewport.id();
match &event {
WindowEvent::KeyboardInput { event, .. } => {
self.controllers.handle_key_event(event);
viewport.app.handle_key_event(event);
}
WindowEvent::Focused(new_focused) => {
self.focused = new_focused.then_some(viewport_id);
}
_ => {}
}
let mut queue_redraw = false;
let mut inactive_viewports = HashSet::new();
match viewport.on_window_event(event) {
Some(Action::Redraw) => {
for viewport in self.viewports.values_mut() {
match viewport.redraw(event_loop) {
Some(Action::Redraw) => {
queue_redraw = true;
}
Some(Action::Close) => {
inactive_viewports.insert(viewport.id());
}
None => {}
}
}
}
Some(Action::Close) => {
inactive_viewports.insert(viewport_id);
}
None => {}
}
self.viewports
.retain(|k, _| !inactive_viewports.contains(k));
match self.viewports.get(&ViewportId::ROOT) {
Some(viewport) => {
if queue_redraw {
viewport.window.request_redraw();
}
}
None => event_loop.exit(),
}
}
fn device_event(
&mut self,
_event_loop: &ActiveEventLoop,
_device_id: winit::event::DeviceId,
event: winit::event::DeviceEvent,
) {
if let winit::event::DeviceEvent::MouseMotion { delta } = event {
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.state.on_mouse_motion(delta);
}
}
fn user_event(&mut self, event_loop: &ActiveEventLoop, event: UserEvent) {
match event {
UserEvent::GamepadEvent(event) => {
self.controllers.handle_gamepad_event(&event);
let Some(viewport) = self
.focused
.as_ref()
.and_then(|id| self.viewports.get_mut(id))
else {
return;
};
viewport.app.handle_gamepad_event(&event);
}
UserEvent::OpenAbout => {
let about = AboutWindow;
self.open(event_loop, Box::new(about));
}
UserEvent::OpenInput => {
let input = InputWindow::new(self.mappings.clone());
self.open(event_loop, Box::new(input));
}
UserEvent::OpenPlayer2 => {
let p2 = GameWindow::new(
self.client.clone(),
self.proxy.clone(),
self.persistence.clone(),
SimId::Player2,
);
self.open(event_loop, Box::new(p2));
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
if let Some(viewport) = self.viewports.get(&ViewportId::ROOT) {
viewport.window.request_redraw();
}
}
fn exiting(&mut self, _event_loop: &ActiveEventLoop) {
let (sender, receiver) = oneshot::channel();
if self.client.send_command(EmulatorCommand::Exit(sender)) {
if let Err(err) = receiver.recv_timeout(Duration::from_secs(5)) {
eprintln!("could not gracefully exit: {}", err);
}
}
}
}
struct Viewport {
painter: egui_wgpu::winit::Painter,
ctx: Context,
info: ViewportInfo,
commands: Vec<ViewportCommand>,
builder: ViewportBuilder,
window: Arc<Window>,
state: egui_winit::State,
app: Box<dyn AppWindow>,
}
impl Viewport {
pub fn new(
event_loop: &ActiveEventLoop,
icon: Option<Arc<IconData>>,
mut app: Box<dyn AppWindow>,
) -> Self {
let mut painter = egui_wgpu::winit::Painter::new(
egui_wgpu::WgpuConfiguration {
present_mode: wgpu::PresentMode::AutoNoVsync,
..egui_wgpu::WgpuConfiguration::default()
},
1,
None,
false,
true,
);
let ctx = Context::default();
let mut fonts = FontDefinitions::default();
fonts.font_data.insert(
"Selawik".into(),
FontData::from_static(include_bytes!("../assets/selawik.ttf")),
);
fonts
.families
.get_mut(&FontFamily::Proportional)
.unwrap()
.insert(0, "Selawik".into());
ctx.set_fonts(fonts);
ctx.style_mut(|s| {
s.wrap_mode = Some(TextWrapMode::Extend);
s.visuals.menu_rounding = Default::default();
});
egui_extras::install_image_loaders(&ctx);
let mut info = ViewportInfo::default();
let mut builder = app.initial_viewport();
if let Some(icon) = icon {
builder = builder.with_icon(icon);
}
let (window, state) = create_window_and_state(&ctx, event_loop, &builder, &mut painter);
egui_winit::update_viewport_info(&mut info, &ctx, &window, true);
app.on_init(painter.render_state().as_ref().unwrap());
Self {
painter,
ctx,
info,
commands: vec![],
builder,
window,
state,
app,
}
}
pub fn id(&self) -> ViewportId {
self.app.viewport_id()
}
pub fn on_window_event(&mut self, event: WindowEvent) -> Option<Action> {
let response = self.state.on_window_event(&self.window, &event);
egui_winit::update_viewport_info(
&mut self.info,
self.state.egui_ctx(),
&self.window,
false,
);
match event {
WindowEvent::RedrawRequested => Some(Action::Redraw),
WindowEvent::CloseRequested => Some(Action::Close),
WindowEvent::Resized(size) => {
let (Some(width), Some(height)) =
(NonZero::new(size.width), NonZero::new(size.height))
else {
return None;
};
self.painter
.on_window_resized(ViewportId::ROOT, width, height);
None
}
_ if response.repaint => Some(Action::Redraw),
_ => None,
}
}
fn redraw(&mut self, event_loop: &ActiveEventLoop) -> Option<Action> {
let mut input = self.state.take_egui_input(&self.window);
input.viewports = std::iter::once((ViewportId::ROOT, self.info.clone())).collect();
let mut output = self.ctx.run(input, |ctx| {
self.app.show(ctx);
});
let clipped_primitives = self.ctx.tessellate(output.shapes, output.pixels_per_point);
self.painter.paint_and_update_textures(
ViewportId::ROOT,
output.pixels_per_point,
[0.0, 0.0, 0.0, 0.0],
&clipped_primitives,
&output.textures_delta,
false,
);
self.state
.handle_platform_output(&self.window, output.platform_output);
let Some(mut viewport_output) = output.viewport_output.remove(&ViewportId::ROOT) else {
return Some(Action::Close);
};
let (mut deferred_commands, recreate) = self.builder.patch(viewport_output.builder);
if recreate {
let (window, state) =
create_window_and_state(&self.ctx, event_loop, &self.builder, &mut self.painter);
egui_winit::update_viewport_info(&mut self.info, &self.ctx, &window, true);
self.window = window;
self.state = state;
}
self.commands.append(&mut deferred_commands);
self.commands.append(&mut viewport_output.commands);
egui_winit::process_viewport_commands(
&self.ctx,
&mut self.info,
std::mem::take(&mut self.commands),
&self.window,
&mut HashSet::default(),
);
if self.info.close_requested() {
Some(Action::Close)
} else {
Some(Action::Redraw)
}
}
}
impl Drop for Viewport {
fn drop(&mut self) {
self.app.on_destroy();
}
}
#[derive(Debug)]
pub enum UserEvent {
GamepadEvent(gilrs::Event),
OpenAbout,
OpenInput,
OpenPlayer2,
}
pub enum Action {
Redraw,
Close,
}
fn create_window_and_state(
ctx: &Context,
event_loop: &ActiveEventLoop,
builder: &ViewportBuilder,
painter: &mut egui_wgpu::winit::Painter,
) -> (Arc<Window>, egui_winit::State) {
pollster::block_on(painter.set_window(ViewportId::ROOT, None)).unwrap();
let window = Arc::new(egui_winit::create_window(ctx, event_loop, builder).unwrap());
pollster::block_on(painter.set_window(ViewportId::ROOT, Some(window.clone()))).unwrap();
let state = egui_winit::State::new(
ctx.clone(),
ViewportId::ROOT,
event_loop,
Some(window.scale_factor() as f32),
event_loop.system_theme(),
painter.max_texture_side(),
);
(window, state)
}
fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
let Ok(mut gilrs) = Gilrs::new() else {
eprintln!("could not connect gamepad listener");
return;
};
while let Some(event) = gilrs.next_event_blocking(None) {
if event.event == EventType::Connected {
let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
continue;
};
mappings.handle_gamepad_connect(&gamepad);
}
if event.event == EventType::Disconnected {
mappings.handle_gamepad_disconnect(event.id);
}
if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
// main thread has closed! we done
return;
}
}
}

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use std::time::Duration;
use anyhow::{bail, Result};
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use itertools::Itertools;
use rubato::{FftFixedInOut, Resampler};
pub struct Audio {
#[allow(unused)]
stream: cpal::Stream,
sampler: FftFixedInOut<f32>,
input_buffer: Vec<Vec<f32>>,
output_buffer: Vec<Vec<f32>>,
sample_sink: rtrb::Producer<f32>,
}
impl Audio {
pub fn init() -> Result<Self> {
let host = cpal::default_host();
let Some(device) = host.default_output_device() else {
bail!("No output device available");
};
let Some(config) = device
.supported_output_configs()?
.find(|c| c.channels() == 2 && c.sample_format().is_float())
else {
bail!("No suitable output config available");
};
let mut config = config.with_max_sample_rate().config();
let sampler = FftFixedInOut::new(41700, config.sample_rate.0 as usize, 834, 2)?;
config.buffer_size = cpal::BufferSize::Fixed(sampler.output_frames_max() as u32);
let input_buffer = sampler.input_buffer_allocate(true);
let output_buffer = sampler.output_buffer_allocate(true);
let (sample_sink, mut sample_source) =
rtrb::RingBuffer::new(sampler.output_frames_max() * 4);
let stream = device.build_output_stream(
&config,
move |data: &mut [f32], _| {
let requested = data.len();
let chunk = match sample_source.read_chunk(data.len()) {
Ok(c) => c,
Err(rtrb::chunks::ChunkError::TooFewSlots(n)) => {
sample_source.read_chunk(n).unwrap()
}
};
let len = chunk.len();
let (first, second) = chunk.as_slices();
data[0..first.len()].copy_from_slice(first);
data[first.len()..len].copy_from_slice(second);
for rest in &mut data[len..requested] {
*rest = 0.0;
}
chunk.commit_all();
},
move |err| eprintln!("stream error: {err}"),
None,
)?;
stream.play()?;
Ok(Self {
stream,
sampler,
input_buffer,
output_buffer,
sample_sink,
})
}
pub fn update(&mut self, samples: &[f32]) {
for sample in samples.chunks_exact(2) {
for (channel, value) in self.input_buffer.iter_mut().zip(sample) {
channel.push(*value);
}
if self.input_buffer[0].len() >= self.sampler.input_frames_next() {
let (_, output_samples) = self
.sampler
.process_into_buffer(&self.input_buffer, &mut self.output_buffer, None)
.unwrap();
let chunk = match self.sample_sink.write_chunk_uninit(output_samples * 2) {
Ok(c) => c,
Err(rtrb::chunks::ChunkError::TooFewSlots(n)) => {
self.sample_sink.write_chunk_uninit(n).unwrap()
}
};
let interleaved = self.output_buffer[0]
.iter()
.interleave(self.output_buffer[1].iter())
.cloned();
chunk.fill_from_iter(interleaved);
for channel in &mut self.input_buffer {
channel.clear();
}
}
}
while self.sample_sink.slots() < self.sampler.output_frames_max() * 2 {
std::thread::sleep(Duration::from_micros(500));
}
}
}

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use std::sync::{Arc, RwLock};
use gilrs::{ev::Code, Event as GamepadEvent, EventType, GamepadId};
use winit::{
event::{ElementState, KeyEvent},
keyboard::PhysicalKey,
};
use crate::{
emulator::{EmulatorClient, EmulatorCommand, SimId, VBKey},
input::{InputMapping, MappingProvider},
};
pub struct Controller {
pub sim_id: SimId,
state: VBKey,
mapping: Arc<RwLock<InputMapping>>,
}
impl Controller {
pub fn new(sim_id: SimId, mappings: &MappingProvider) -> Self {
Self {
sim_id,
state: VBKey::SGN,
mapping: mappings.for_sim(sim_id).clone(),
}
}
pub fn key_event(&mut self, event: &KeyEvent) -> Option<VBKey> {
let keys = self.map_keys(&event.physical_key)?;
match event.state {
ElementState::Pressed => self.update_state(keys, VBKey::empty()),
ElementState::Released => self.update_state(VBKey::empty(), keys),
}
}
pub fn gamepad_event(&mut self, event: &GamepadEvent) -> Option<VBKey> {
let (pressed, released) = match event.event {
EventType::ButtonPressed(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(mappings, VBKey::empty())
}
EventType::ButtonReleased(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(VBKey::empty(), mappings)
}
EventType::AxisChanged(_, value, code) => {
let (neg, pos) = self.map_axis(&event.id, &code)?;
let mut pressed = VBKey::empty();
let mut released = VBKey::empty();
if value < -0.75 {
pressed = pressed.union(neg);
}
if value > 0.75 {
pressed = pressed.union(pos);
}
if value > -0.65 {
released = released.union(neg);
}
if value < 0.65 {
released = released.union(pos);
}
(pressed, released)
}
_ => {
return None;
}
};
self.update_state(pressed, released)
}
fn update_state(&mut self, pressed: VBKey, released: VBKey) -> Option<VBKey> {
let old_state = self.state;
self.state = self.state.union(pressed).difference(released);
if self.state != old_state {
Some(self.state)
} else {
None
}
}
fn map_keys(&self, key: &PhysicalKey) -> Option<VBKey> {
self.mapping.read().unwrap().map_keyboard(key)
}
fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
self.mapping.read().unwrap().map_button(id, code)
}
fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
self.mapping.read().unwrap().map_axis(id, code)
}
}
pub struct ControllerManager {
client: EmulatorClient,
controllers: [Controller; 2],
}
impl ControllerManager {
pub fn new(client: EmulatorClient, mappings: &MappingProvider) -> Self {
Self {
client,
controllers: [
Controller::new(SimId::Player1, mappings),
Controller::new(SimId::Player2, mappings),
],
}
}
pub fn handle_key_event(&mut self, event: &KeyEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
pub fn handle_gamepad_event(&mut self, event: &GamepadEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.gamepad_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
}

479
src/emulator.rs Normal file
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use std::{
collections::HashMap,
fs::{self, File},
io::{Read, Seek, SeekFrom, Write},
path::{Path, PathBuf},
sync::{
atomic::{AtomicBool, AtomicUsize, Ordering},
mpsc::{self, RecvError, TryRecvError},
Arc,
},
};
use anyhow::Result;
use egui_toast::{Toast, ToastKind, ToastOptions};
use crate::{audio::Audio, graphics::TextureSink};
pub use shrooms_vb_core::VBKey;
use shrooms_vb_core::{Sim, EXPECTED_FRAME_SIZE};
mod shrooms_vb_core;
pub struct EmulatorBuilder {
rom: Option<PathBuf>,
commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
}
#[derive(PartialEq, Eq, Hash, Clone, Copy, Debug)]
pub enum SimId {
Player1,
Player2,
}
impl SimId {
pub const fn values() -> [Self; 2] {
[Self::Player1, Self::Player2]
}
pub const fn to_index(self) -> usize {
match self {
Self::Player1 => 0,
Self::Player2 => 1,
}
}
}
struct Cart {
rom_path: PathBuf,
rom: Vec<u8>,
sram_file: File,
sram: Vec<u8>,
}
impl Cart {
fn load(rom_path: &Path, sim_id: SimId) -> Result<Self> {
let rom = fs::read(rom_path)?;
let mut sram_file = File::options()
.read(true)
.write(true)
.create(true)
.truncate(false)
.open(sram_path(rom_path, sim_id))?;
sram_file.set_len(8 * 1024)?;
let mut sram = vec![];
sram_file.read_to_end(&mut sram)?;
Ok(Cart {
rom_path: rom_path.to_path_buf(),
rom,
sram_file,
sram,
})
}
}
fn sram_path(rom_path: &Path, sim_id: SimId) -> PathBuf {
match sim_id {
SimId::Player1 => rom_path.with_extension("p1.sram"),
SimId::Player2 => rom_path.with_extension("p2.sram"),
}
}
impl EmulatorBuilder {
pub fn new() -> (Self, EmulatorClient) {
let (queue, commands) = mpsc::channel();
let builder = Self {
rom: None,
commands,
sim_count: Arc::new(AtomicUsize::new(0)),
running: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]),
has_game: Arc::new([AtomicBool::new(false), AtomicBool::new(false)]),
audio_on: Arc::new([AtomicBool::new(true), AtomicBool::new(true)]),
linked: Arc::new(AtomicBool::new(false)),
};
let client = EmulatorClient {
queue,
sim_count: builder.sim_count.clone(),
running: builder.running.clone(),
has_game: builder.has_game.clone(),
audio_on: builder.audio_on.clone(),
linked: builder.linked.clone(),
};
(builder, client)
}
pub fn with_rom(self, path: &Path) -> Self {
Self {
rom: Some(path.into()),
..self
}
}
pub fn build(self) -> Result<Emulator> {
let mut emulator = Emulator::new(
self.commands,
self.sim_count,
self.running,
self.has_game,
self.audio_on,
self.linked,
)?;
if let Some(path) = self.rom {
emulator.load_cart(SimId::Player1, &path)?;
}
Ok(emulator)
}
}
pub struct Emulator {
sims: Vec<Sim>,
carts: [Option<Cart>; 2],
audio: Audio,
commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
renderers: HashMap<SimId, TextureSink>,
messages: HashMap<SimId, mpsc::Sender<Toast>>,
}
impl Emulator {
fn new(
commands: mpsc::Receiver<EmulatorCommand>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
) -> Result<Self> {
Ok(Self {
sims: vec![],
carts: [None, None],
audio: Audio::init()?,
commands,
sim_count,
running,
has_game,
audio_on,
linked,
renderers: HashMap::new(),
messages: HashMap::new(),
})
}
pub fn load_cart(&mut self, sim_id: SimId, path: &Path) -> Result<()> {
let cart = Cart::load(path, sim_id)?;
self.reset_sim(sim_id, Some(cart))?;
Ok(())
}
pub fn start_second_sim(&mut self, rom: Option<PathBuf>) -> Result<()> {
let rom_path = if let Some(path) = rom {
Some(path)
} else {
self.carts[0].as_ref().map(|c| c.rom_path.clone())
};
let cart = match rom_path {
Some(rom_path) => Some(Cart::load(&rom_path, SimId::Player2)?),
None => None,
};
self.reset_sim(SimId::Player2, cart)?;
self.link_sims();
Ok(())
}
fn reset_sim(&mut self, sim_id: SimId, new_cart: Option<Cart>) -> Result<()> {
self.save_sram(sim_id)?;
let index = sim_id.to_index();
while self.sims.len() <= index {
self.sims.push(Sim::new());
}
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
let sim = &mut self.sims[index];
sim.reset();
if let Some(cart) = new_cart {
sim.load_cart(cart.rom.clone(), cart.sram.clone())?;
self.carts[index] = Some(cart);
self.has_game[index].store(true, Ordering::Release);
}
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Release);
}
Ok(())
}
fn link_sims(&mut self) {
let (first, second) = self.sims.split_at_mut(1);
let Some(first) = first.first_mut() else {
return;
};
let Some(second) = second.first_mut() else {
return;
};
first.link(second);
self.linked.store(true, Ordering::Release);
}
fn unlink_sims(&mut self) {
let Some(first) = self.sims.first_mut() else {
return;
};
first.unlink();
self.linked.store(false, Ordering::Release);
}
pub fn pause_sim(&mut self, sim_id: SimId) -> Result<()> {
self.running[sim_id.to_index()].store(false, Ordering::Release);
self.save_sram(sim_id)
}
fn save_sram(&mut self, sim_id: SimId) -> Result<()> {
let sim = self.sims.get_mut(sim_id.to_index());
let cart = self.carts[sim_id.to_index()].as_mut();
if let (Some(sim), Some(cart)) = (sim, cart) {
sim.read_sram(&mut cart.sram);
cart.sram_file.seek(SeekFrom::Start(0))?;
cart.sram_file.write_all(&cart.sram)?;
}
Ok(())
}
pub fn stop_second_sim(&mut self) -> Result<()> {
self.save_sram(SimId::Player2)?;
self.renderers.remove(&SimId::Player2);
self.sims.truncate(1);
self.sim_count.store(self.sims.len(), Ordering::Relaxed);
self.running[SimId::Player2.to_index()].store(false, Ordering::Release);
self.has_game[SimId::Player2.to_index()].store(false, Ordering::Release);
self.linked.store(false, Ordering::Release);
Ok(())
}
pub fn run(&mut self) {
let mut eye_contents = vec![0u8; 384 * 224 * 2];
let mut audio_samples = vec![];
loop {
let p1_running = self.running[SimId::Player1.to_index()].load(Ordering::Acquire);
let p2_running = self.running[SimId::Player2.to_index()].load(Ordering::Acquire);
let mut idle = p1_running || p2_running;
if p1_running && p2_running {
Sim::emulate_many(&mut self.sims);
} else if p1_running {
self.sims[SimId::Player1.to_index()].emulate();
} else if p2_running {
self.sims[SimId::Player2.to_index()].emulate();
}
for sim_id in SimId::values() {
let Some(renderer) = self.renderers.get_mut(&sim_id) else {
continue;
};
let Some(sim) = self.sims.get_mut(sim_id.to_index()) else {
continue;
};
if sim.read_pixels(&mut eye_contents) {
idle = false;
if renderer.queue_render(&eye_contents).is_err() {
self.renderers.remove(&sim_id);
}
}
}
let p1_audio =
p1_running && self.audio_on[SimId::Player1.to_index()].load(Ordering::Acquire);
let p2_audio =
p2_running && self.audio_on[SimId::Player2.to_index()].load(Ordering::Acquire);
let weight = if p1_audio && p2_audio { 0.5 } else { 1.0 };
if p1_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player1.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if p2_audio {
if let Some(sim) = self.sims.get_mut(SimId::Player2.to_index()) {
sim.read_samples(&mut audio_samples, weight);
}
}
if audio_samples.is_empty() {
audio_samples.resize(EXPECTED_FRAME_SIZE, 0.0);
} else {
idle = false;
}
self.audio.update(&audio_samples);
audio_samples.clear();
if idle {
// The game is paused, and we have output all the video/audio we have.
// Block the thread until a new command comes in.
match self.commands.recv() {
Ok(command) => self.handle_command(command),
Err(RecvError) => {
return;
}
}
}
loop {
match self.commands.try_recv() {
Ok(command) => self.handle_command(command),
Err(TryRecvError::Empty) => {
break;
}
Err(TryRecvError::Disconnected) => {
return;
}
}
}
}
}
fn handle_command(&mut self, command: EmulatorCommand) {
match command {
EmulatorCommand::ConnectToSim(sim_id, renderer, messages) => {
self.renderers.insert(sim_id, renderer);
self.messages.insert(sim_id, messages);
}
EmulatorCommand::LoadGame(sim_id, path) => {
if let Err(error) = self.load_cart(sim_id, &path) {
self.report_error(sim_id, format!("Error loading rom: {error}"));
}
}
EmulatorCommand::StartSecondSim(path) => {
if let Err(error) = self.start_second_sim(path) {
self.report_error(
SimId::Player2,
format!("Error starting second sim: {error}"),
);
}
}
EmulatorCommand::StopSecondSim => {
if let Err(error) = self.stop_second_sim() {
self.report_error(
SimId::Player2,
format!("Error stopping second sim: {error}"),
);
}
}
EmulatorCommand::Pause => {
for sim_id in SimId::values() {
if let Err(error) = self.pause_sim(sim_id) {
self.report_error(sim_id, format!("Error pausing: {error}"));
}
}
}
EmulatorCommand::Resume => {
for sim_id in SimId::values() {
let index = sim_id.to_index();
if self.has_game[index].load(Ordering::Acquire) {
self.running[index].store(true, Ordering::Relaxed);
}
}
}
EmulatorCommand::SetAudioEnabled(p1, p2) => {
self.audio_on[SimId::Player1.to_index()].store(p1, Ordering::Release);
self.audio_on[SimId::Player2.to_index()].store(p2, Ordering::Release);
}
EmulatorCommand::Link => {
self.link_sims();
}
EmulatorCommand::Unlink => {
self.unlink_sims();
}
EmulatorCommand::Reset(sim_id) => {
if let Err(error) = self.reset_sim(sim_id, None) {
self.report_error(sim_id, format!("Error resetting sim: {error}"));
}
}
EmulatorCommand::SetKeys(sim_id, keys) => {
if let Some(sim) = self.sims.get_mut(sim_id.to_index()) {
sim.set_keys(keys);
}
}
EmulatorCommand::Exit(done) => {
for sim_id in SimId::values() {
if let Err(error) = self.save_sram(sim_id) {
self.report_error(sim_id, format!("Error saving sram on exit: {error}"));
}
}
let _ = done.send(());
}
}
}
fn report_error(&self, sim_id: SimId, message: String) {
let messages = self
.messages
.get(&sim_id)
.or_else(|| self.messages.get(&SimId::Player1));
if let Some(msg) = messages {
let toast = Toast::new()
.kind(ToastKind::Error)
.options(ToastOptions::default().duration_in_seconds(5.0))
.text(&message);
if msg.send(toast).is_ok() {
return;
}
}
eprintln!("{}", message);
}
}
#[derive(Debug)]
pub enum EmulatorCommand {
ConnectToSim(SimId, TextureSink, mpsc::Sender<Toast>),
LoadGame(SimId, PathBuf),
StartSecondSim(Option<PathBuf>),
StopSecondSim,
Pause,
Resume,
SetAudioEnabled(bool, bool),
Link,
Unlink,
Reset(SimId),
SetKeys(SimId, VBKey),
Exit(oneshot::Sender<()>),
}
#[derive(Clone)]
pub struct EmulatorClient {
queue: mpsc::Sender<EmulatorCommand>,
sim_count: Arc<AtomicUsize>,
running: Arc<[AtomicBool; 2]>,
has_game: Arc<[AtomicBool; 2]>,
audio_on: Arc<[AtomicBool; 2]>,
linked: Arc<AtomicBool>,
}
impl EmulatorClient {
pub fn has_player_2(&self) -> bool {
self.sim_count.load(Ordering::Acquire) == 2
}
pub fn is_running(&self, sim_id: SimId) -> bool {
self.running[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn has_game(&self, sim_id: SimId) -> bool {
self.has_game[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn are_sims_linked(&self) -> bool {
self.linked.load(Ordering::Acquire)
}
pub fn is_audio_enabled(&self, sim_id: SimId) -> bool {
self.audio_on[sim_id.to_index()].load(Ordering::Acquire)
}
pub fn send_command(&self, command: EmulatorCommand) -> bool {
match self.queue.send(command) {
Ok(()) => true,
Err(err) => {
eprintln!(
"could not send command {:?} as emulator is shut down",
err.0
);
false
}
}
}
}

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@ -0,0 +1,320 @@
use std::{ffi::c_void, ptr, slice};
use anyhow::{anyhow, Result};
use bitflags::bitflags;
use num_derive::{FromPrimitive, ToPrimitive};
use serde::{Deserialize, Serialize};
#[repr(C)]
struct VB {
_data: [u8; 0],
}
#[allow(non_camel_case_types)]
type c_int = i32;
#[allow(non_camel_case_types)]
type c_uint = u32;
#[repr(u32)]
#[derive(FromPrimitive, ToPrimitive)]
enum VBDataType {
S8 = 0,
U8 = 1,
S16 = 2,
U16 = 3,
S32 = 4,
F32 = 5,
}
#[repr(i32)]
#[derive(FromPrimitive, ToPrimitive)]
enum VBOption {
PseudoHalt = 0,
}
bitflags! {
#[repr(transparent)]
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct VBKey: u16 {
const PWR = 0x0001;
const SGN = 0x0002;
const A = 0x0004;
const B = 0x0008;
const RT = 0x0010;
const LT = 0x0020;
const RU = 0x0040;
const RR = 0x0080;
const LR = 0x0100;
const LL = 0x0200;
const LD = 0x0400;
const LU = 0x0800;
const STA = 0x1000;
const SEL = 0x2000;
const RL = 0x4000;
const RD = 0x8000;
}
}
type OnFrame = extern "C" fn(sim: *mut VB) -> c_int;
#[link(name = "vb")]
extern "C" {
#[link_name = "vbEmulate"]
fn vb_emulate(sim: *mut VB, cycles: *mut u32) -> c_int;
#[link_name = "vbEmulateEx"]
fn vb_emulate_ex(sims: *mut *mut VB, count: c_uint, cycles: *mut u32) -> c_int;
#[link_name = "vbGetCartRAM"]
fn vb_get_cart_ram(sim: *mut VB, size: *mut u32) -> *mut c_void;
#[link_name = "vbGetCartROM"]
fn vb_get_cart_rom(sim: *mut VB, size: *mut u32) -> *mut c_void;
#[link_name = "vbGetPixels"]
fn vb_get_pixels(
sim: *mut VB,
left: *mut c_void,
left_stride_x: c_int,
left_stride_y: c_int,
right: *mut c_void,
right_stride_x: c_int,
right_stride_y: c_int,
);
#[link_name = "vbGetSamples"]
fn vb_get_samples(
sim: *mut VB,
typ_: *mut VBDataType,
capacity: *mut c_uint,
position: *mut c_uint,
) -> *mut c_void;
#[link_name = "vbGetUserData"]
fn vb_get_user_data(sim: *mut VB) -> *mut c_void;
#[link_name = "vbInit"]
fn vb_init(sim: *mut VB) -> *mut VB;
#[link_name = "vbReset"]
fn vb_reset(sim: *mut VB);
#[link_name = "vbSetCartRAM"]
fn vb_set_cart_ram(sim: *mut VB, sram: *mut c_void, size: u32) -> c_int;
#[link_name = "vbSetCartROM"]
fn vb_set_cart_rom(sim: *mut VB, rom: *mut c_void, size: u32) -> c_int;
#[link_name = "vbSetFrameCallback"]
fn vb_set_frame_callback(sim: *mut VB, on_frame: OnFrame);
#[link_name = "vbSetKeys"]
fn vb_set_keys(sim: *mut VB, keys: u16) -> u16;
#[link_name = "vbSetOption"]
fn vb_set_option(sim: *mut VB, key: VBOption, value: c_int);
#[link_name = "vbSetPeer"]
fn vb_set_peer(sim: *mut VB, peer: *mut VB);
#[link_name = "vbSetSamples"]
fn vb_set_samples(
sim: *mut VB,
samples: *mut c_void,
typ_: VBDataType,
capacity: c_uint,
) -> c_int;
#[link_name = "vbSetUserData"]
fn vb_set_user_data(sim: *mut VB, tag: *mut c_void);
#[link_name = "vbSizeOf"]
fn vb_size_of() -> usize;
}
extern "C" fn on_frame(sim: *mut VB) -> i32 {
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let data: &mut VBState = unsafe { &mut *vb_get_user_data(sim).cast() };
data.frame_seen = true;
1
}
const AUDIO_CAPACITY_SAMPLES: usize = 834 * 4;
const AUDIO_CAPACITY_FLOATS: usize = AUDIO_CAPACITY_SAMPLES * 2;
pub const EXPECTED_FRAME_SIZE: usize = 834 * 2;
struct VBState {
frame_seen: bool,
}
#[repr(transparent)]
pub struct Sim {
sim: *mut VB,
}
// SAFETY: the memory pointed to by sim is valid
unsafe impl Send for Sim {}
impl Sim {
pub fn new() -> Self {
// init the VB instance itself
let size = unsafe { vb_size_of() };
// allocate a vec of u64 so that this memory is 8-byte aligned
let memory = vec![0u64; size.div_ceil(4)];
let sim: *mut VB = Box::into_raw(memory.into_boxed_slice()).cast();
unsafe { vb_init(sim) };
unsafe { vb_set_option(sim, VBOption::PseudoHalt, 1) };
unsafe { vb_reset(sim) };
// set up userdata
let state = VBState { frame_seen: false };
unsafe { vb_set_user_data(sim, Box::into_raw(Box::new(state)).cast()) };
unsafe { vb_set_frame_callback(sim, on_frame) };
// set up audio buffer
let audio_buffer = vec![0.0f32; AUDIO_CAPACITY_FLOATS];
let samples: *mut c_void = Box::into_raw(audio_buffer.into_boxed_slice()).cast();
unsafe { vb_set_samples(sim, samples, VBDataType::F32, AUDIO_CAPACITY_SAMPLES as u32) };
Sim { sim }
}
pub fn reset(&mut self) {
unsafe { vb_reset(self.sim) };
}
pub fn load_cart(&mut self, mut rom: Vec<u8>, mut sram: Vec<u8>) -> Result<()> {
self.unload_cart();
rom.shrink_to_fit();
sram.shrink_to_fit();
let size = rom.len() as u32;
let rom = Box::into_raw(rom.into_boxed_slice()).cast();
let status = unsafe { vb_set_cart_rom(self.sim, rom, size) };
if status != 0 {
let _: Vec<u8> =
unsafe { Vec::from_raw_parts(rom.cast(), size as usize, size as usize) };
return Err(anyhow!("Invalid ROM size of {} bytes", size));
}
let size = sram.len() as u32;
let sram = Box::into_raw(sram.into_boxed_slice()).cast();
let status = unsafe { vb_set_cart_ram(self.sim, sram, size) };
if status != 0 {
let _: Vec<u8> =
unsafe { Vec::from_raw_parts(sram.cast(), size as usize, size as usize) };
return Err(anyhow!("Invalid SRAM size of {} bytes", size));
}
Ok(())
}
fn unload_cart(&mut self) {
let mut size = 0;
let rom = unsafe { vb_get_cart_rom(self.sim, &mut size) };
unsafe { vb_set_cart_rom(self.sim, ptr::null_mut(), 0) };
if !rom.is_null() {
let _: Vec<u8> =
unsafe { Vec::from_raw_parts(rom.cast(), size as usize, size as usize) };
}
let sram = unsafe { vb_get_cart_ram(self.sim, &mut size) };
unsafe { vb_set_cart_ram(self.sim, ptr::null_mut(), 0) };
if !sram.is_null() {
let _: Vec<u8> =
unsafe { Vec::from_raw_parts(sram.cast(), size as usize, size as usize) };
}
}
pub fn read_sram(&mut self, buffer: &mut [u8]) {
let mut size = 0;
let sram = unsafe { vb_get_cart_ram(self.sim, &mut size) };
if sram.is_null() {
return;
}
let bytes = unsafe { slice::from_raw_parts(sram.cast(), size as usize) };
buffer.copy_from_slice(bytes);
}
pub fn link(&mut self, peer: &mut Sim) {
unsafe { vb_set_peer(self.sim, peer.sim) };
}
pub fn unlink(&mut self) {
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
}
pub fn emulate(&mut self) {
let mut cycles = 20_000_000;
unsafe { vb_emulate(self.sim, &mut cycles) };
}
pub fn emulate_many(sims: &mut [Sim]) {
let mut cycles = 20_000_000;
let count = sims.len() as c_uint;
let sims = sims.as_mut_ptr().cast();
unsafe { vb_emulate_ex(sims, count, &mut cycles) };
}
pub fn read_pixels(&mut self, buffers: &mut [u8]) -> bool {
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let data: &mut VBState = unsafe { &mut *vb_get_user_data(self.sim).cast() };
if !data.frame_seen {
return false;
}
data.frame_seen = false;
// the buffer must be big enough for our data
assert!(buffers.len() >= 384 * 224 * 2);
unsafe {
vb_get_pixels(
self.sim,
buffers.as_mut_ptr().cast(),
2,
384 * 2,
buffers.as_mut_ptr().offset(1).cast(),
2,
384 * 2,
);
};
true
}
pub fn read_samples(&mut self, samples: &mut Vec<f32>, weight: f32) {
let mut position = 0;
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), &mut position) };
// SAFETY: position is an offset in a buffer of (f32, f32). so, position * 2 is an offset in a buffer of f32.
let read_samples: &[f32] =
unsafe { slice::from_raw_parts(ptr.cast(), position as usize * 2) };
samples.resize(read_samples.len(), 0.0);
for (index, sample) in read_samples.iter().enumerate() {
samples[index] += sample * weight;
}
unsafe {
vb_set_samples(
self.sim,
ptr,
VBDataType::F32,
AUDIO_CAPACITY_SAMPLES as u32,
)
};
}
pub fn set_keys(&mut self, keys: VBKey) {
unsafe { vb_set_keys(self.sim, keys.bits()) };
}
}
impl Drop for Sim {
fn drop(&mut self) {
let ptr =
unsafe { vb_get_samples(self.sim, ptr::null_mut(), ptr::null_mut(), ptr::null_mut()) };
// SAFETY: the audio buffer originally came from a Vec<u32>
let floats: Vec<f32> = unsafe {
Vec::from_raw_parts(ptr.cast(), AUDIO_CAPACITY_FLOATS, AUDIO_CAPACITY_FLOATS)
};
drop(floats);
// SAFETY: the *mut VB owns its userdata.
// There is no way for the userdata to be null or otherwise invalid.
let ptr: *mut VBState = unsafe { vb_get_user_data(self.sim).cast() };
// SAFETY: we made this pointer ourselves, we can for sure free it
unsafe { drop(Box::from_raw(ptr)) };
// If we're linked to another sim, unlink from them.
unsafe { vb_set_peer(self.sim, ptr::null_mut()) };
let len = unsafe { vb_size_of() }.div_ceil(4);
// SAFETY: the sim's memory originally came from a Vec<u64>
let bytes: Vec<u64> = unsafe { Vec::from_raw_parts(self.sim.cast(), len, len) };
drop(bytes);
}
}

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// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
var x: f32;
var y: f32;
switch in_vertex_index {
case 0u, 3u: {
x = -1.0;
y = 1.0;
}
case 1u: {
x = -1.0;
y = -1.0;
}
case 2u, 4u: {
x = 1.0;
y = -1.0;
}
default: {
x = 1.0;
y = 1.0;
}
}
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.tex_coords = vec2<f32>((x + 1.0) / 2.0, (1.0 - y) / 2.0);
return out;
}
// Fragment shader
@group(0) @binding(0)
var u_texture: texture_2d<f32>;
@group(0) @binding(1)
var u_sampler: sampler;
struct Colors {
left: vec4<f32>,
right: vec4<f32>,
};
@group(0) @binding(2)
var<uniform> colors: Colors;
@fragment
fn fs_lefteye(in: VertexOutput) -> @location(0) vec4<f32> {
let brt = textureSample(u_texture, u_sampler, in.tex_coords);
return colors.left * brt[0];
}
@fragment
fn fs_righteye(in: VertexOutput) -> @location(0) vec4<f32> {
let brt = textureSample(u_texture, u_sampler, in.tex_coords);
return colors.left * brt[1];
}
@fragment
fn fs_anaglyph(in: VertexOutput) -> @location(0) vec4<f32> {
let brt = textureSample(u_texture, u_sampler, in.tex_coords);
return colors.left * brt[0] + colors.right * brt[1];
}
@fragment
fn fs_sidebyside(in: VertexOutput) -> @location(0) vec4<f32> {
var point = in.tex_coords;
point.x = (point.x * 2.0) % 1.0;
let brt = textureSample(u_texture, u_sampler, point);
if in.tex_coords.x < 0.5 {
return colors.left * brt[0];
} else {
return colors.left * brt[1];
};
}

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use std::{
sync::{
atomic::{AtomicU64, Ordering},
mpsc, Arc, Mutex, MutexGuard,
},
thread,
};
use anyhow::{bail, Result};
use itertools::Itertools as _;
use wgpu::{
Device, Extent3d, ImageCopyTexture, ImageDataLayout, Origin3d, Queue, Texture,
TextureDescriptor, TextureFormat, TextureUsages, TextureView, TextureViewDescriptor,
};
#[derive(Debug)]
pub struct TextureSink {
buffers: Arc<BufferPool>,
sink: mpsc::Sender<u64>,
}
impl TextureSink {
pub fn new(device: &Device, queue: Arc<Queue>) -> (Self, TextureView) {
let texture = Self::create_texture(device);
let view = texture.create_view(&TextureViewDescriptor::default());
let buffers = Arc::new(BufferPool::new());
let (sink, source) = mpsc::channel();
let bufs = buffers.clone();
thread::spawn(move || {
let mut local_buf = vec![0; 384 * 224 * 2];
while let Ok(id) = source.recv() {
{
let Some(bytes) = bufs.read(id) else {
continue;
};
local_buf.copy_from_slice(bytes.as_slice());
}
Self::write_texture(&queue, &texture, local_buf.as_slice());
}
});
let sink = Self { buffers, sink };
(sink, view)
}
pub fn queue_render(&mut self, bytes: &[u8]) -> Result<()> {
let id = {
let (mut buf, id) = self.buffers.write()?;
buf.copy_from_slice(bytes);
id
};
self.sink.send(id)?;
Ok(())
}
fn create_texture(device: &Device) -> Texture {
let desc = TextureDescriptor {
label: Some("eyes"),
size: Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: TextureFormat::Rg8Unorm,
usage: TextureUsages::COPY_SRC
| TextureUsages::COPY_DST
| TextureUsages::TEXTURE_BINDING,
view_formats: &[TextureFormat::Rg8Unorm],
};
device.create_texture(&desc)
}
fn write_texture(queue: &Queue, texture: &Texture, bytes: &[u8]) {
let texture = ImageCopyTexture {
texture,
mip_level: 0,
origin: Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
};
let size = Extent3d {
width: 384,
height: 224,
depth_or_array_layers: 1,
};
let data_layout = ImageDataLayout {
offset: 0,
bytes_per_row: Some(384 * 2),
rows_per_image: Some(224),
};
queue.write_texture(texture, bytes, data_layout, size);
}
}
#[derive(Debug)]
struct BufferPool {
buffers: [Buffer; 3],
}
impl BufferPool {
fn new() -> Self {
Self {
buffers: std::array::from_fn(|i| Buffer::new(i as u64)),
}
}
fn read(&self, id: u64) -> Option<MutexGuard<'_, Vec<u8>>> {
let buf = self
.buffers
.iter()
.find(|buf| buf.id.load(Ordering::Acquire) == id)?;
buf.data.lock().ok()
}
fn write(&self) -> Result<(MutexGuard<'_, Vec<u8>>, u64)> {
let (min, max) = self
.buffers
.iter()
.minmax_by_key(|buf| buf.id.load(Ordering::Acquire))
.into_option()
.unwrap();
let Ok(lock) = min.data.lock() else {
bail!("lock was poisoned")
};
let id = max.id.load(Ordering::Acquire) + 1;
min.id.store(id, Ordering::Release);
Ok((lock, id))
}
}
#[derive(Debug)]
struct Buffer {
data: Mutex<Vec<u8>>,
id: AtomicU64,
}
impl Buffer {
fn new(id: u64) -> Self {
Self {
data: Mutex::new(vec![0; 384 * 224 * 2]),
id: AtomicU64::new(id),
}
}
}

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use std::{
collections::{hash_map::Entry, HashMap},
fmt::Display,
str::FromStr,
sync::{Arc, RwLock},
};
use anyhow::anyhow;
use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
use serde::{Deserialize, Serialize};
use winit::keyboard::{KeyCode, PhysicalKey};
use crate::{
emulator::{SimId, VBKey},
persistence::Persistence,
};
#[derive(Clone, PartialEq, Eq, Hash)]
struct DeviceId(u16, u16);
impl FromStr for DeviceId {
type Err = anyhow::Error;
fn from_str(s: &str) -> Result<Self, Self::Err> {
let mut ids = s.split("-");
let vendor_id: u16 = ids.next().ok_or(anyhow!("missing vendor id"))?.parse()?;
let product_id: u16 = ids.next().ok_or(anyhow!("missing product id"))?.parse()?;
Ok(Self(vendor_id, product_id))
}
}
impl Display for DeviceId {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.write_fmt(format_args!("{}-{}", self.0, self.1))
}
}
#[derive(Clone)]
pub struct GamepadInfo {
pub id: GamepadId,
pub name: String,
device_id: DeviceId,
pub bound_to: Option<SimId>,
}
pub trait Mappings {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
fn clear_mappings(&mut self, key: VBKey);
fn clear_all_mappings(&mut self);
fn use_default_mappings(&mut self);
}
#[derive(Serialize, Deserialize)]
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
default_buttons: HashMap<Code, VBKey>,
default_axes: HashMap<Code, (VBKey, VBKey)>,
}
impl GamepadMapping {
fn for_gamepad(gamepad: &Gamepad) -> Self {
let mut default_buttons = HashMap::new();
let mut default_button = |btn: Button, key: VBKey| {
if let Some(code) = gamepad.button_code(btn) {
default_buttons.insert(code, key);
}
};
default_button(Button::South, VBKey::A);
default_button(Button::West, VBKey::B);
default_button(Button::RightTrigger, VBKey::RT);
default_button(Button::LeftTrigger, VBKey::LT);
default_button(Button::Start, VBKey::STA);
default_button(Button::Select, VBKey::SEL);
let mut default_axes = HashMap::new();
let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
if let Some(code) = gamepad.axis_code(axis) {
default_axes.insert(code, (neg, pos));
}
};
default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
Self {
buttons: default_buttons.clone(),
axes: default_axes.clone(),
default_buttons,
default_axes,
}
}
pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
let entry = self.buttons.entry(code).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.0 = entry.0.union(key);
}
pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.1 = entry.1.union(key);
}
fn save_mappings(&self) -> PersistedGamepadMapping {
fn flatten<V: Copy>(values: &HashMap<Code, V>) -> Vec<(Code, V)> {
values.iter().map(|(k, v)| (*k, *v)).collect()
}
PersistedGamepadMapping {
buttons: flatten(&self.buttons),
axes: flatten(&self.axes),
default_buttons: flatten(&self.default_buttons),
default_axes: flatten(&self.default_axes),
}
}
fn from_mappings(mappings: &PersistedGamepadMapping) -> Self {
fn unflatten<V: Copy>(values: &[(Code, V)]) -> HashMap<Code, V> {
values.iter().map(|(k, v)| (*k, *v)).collect()
}
Self {
buttons: unflatten(&mappings.buttons),
axes: unflatten(&mappings.axes),
default_buttons: unflatten(&mappings.default_buttons),
default_axes: unflatten(&mappings.default_axes),
}
}
}
impl Mappings for GamepadMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (axis, (left_keys, right_keys)) in &self.axes {
for key in left_keys.iter() {
results.entry(key).or_default().push(format!("-{axis}"));
}
for key in right_keys.iter() {
results.entry(key).or_default().push(format!("+{axis}"));
}
}
for (button, keys) in &self.buttons {
for key in keys.iter() {
results.entry(key).or_default().push(format!("{button}"));
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.axes.retain(|_, (left, right)| {
*left = left.difference(key);
*right = right.difference(key);
!(left.is_empty() && right.is_empty())
});
self.buttons.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.axes.clear();
self.buttons.clear();
}
fn use_default_mappings(&mut self) {
self.axes = self.default_axes.clone();
self.buttons = self.default_buttons.clone();
}
}
#[derive(Default)]
pub struct InputMapping {
keys: HashMap<PhysicalKey, VBKey>,
gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
}
impl InputMapping {
pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
self.keys.get(key).copied()
}
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.buttons.get(code).copied()
}
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.axes.get(code).copied()
}
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
fn save_mappings(&self) -> PersistedKeyboardMapping {
PersistedKeyboardMapping {
keys: self.keys.iter().map(|(k, v)| (*k, *v)).collect(),
}
}
fn restore_mappings(&mut self, persisted: &PersistedKeyboardMapping) {
self.keys = persisted.keys.iter().map(|(k, v)| (*k, *v)).collect();
}
}
impl Mappings for InputMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
for key in keys.iter() {
results.entry(key).or_default().push(name.clone());
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
fn clear_all_mappings(&mut self) {
self.keys.clear();
}
fn use_default_mappings(&mut self) {
self.keys.clear();
let mut default_key = |code, key| {
self.keys.insert(PhysicalKey::Code(code), key);
};
default_key(KeyCode::KeyA, VBKey::SEL);
default_key(KeyCode::KeyS, VBKey::STA);
default_key(KeyCode::KeyD, VBKey::B);
default_key(KeyCode::KeyF, VBKey::A);
default_key(KeyCode::KeyE, VBKey::LT);
default_key(KeyCode::KeyR, VBKey::RT);
default_key(KeyCode::KeyI, VBKey::RU);
default_key(KeyCode::KeyJ, VBKey::RL);
default_key(KeyCode::KeyK, VBKey::RD);
default_key(KeyCode::KeyL, VBKey::RR);
default_key(KeyCode::ArrowUp, VBKey::LU);
default_key(KeyCode::ArrowLeft, VBKey::LL);
default_key(KeyCode::ArrowDown, VBKey::LD);
default_key(KeyCode::ArrowRight, VBKey::LR);
}
}
#[derive(Clone)]
pub struct MappingProvider {
persistence: Persistence,
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
}
impl MappingProvider {
pub fn new(persistence: Persistence) -> Self {
let mut sim_mappings = HashMap::new();
let mut device_mappings = HashMap::new();
let mut p1_mappings = InputMapping::default();
let mut p2_mappings = InputMapping::default();
if let Ok(persisted) = persistence.load_config::<PersistedInputMappings>("mappings") {
p1_mappings.restore_mappings(&persisted.p1_keyboard);
p2_mappings.restore_mappings(&persisted.p2_keyboard);
for (device_id, mappings) in persisted.gamepads {
let Ok(device_id) = device_id.parse::<DeviceId>() else {
continue;
};
let gamepad = GamepadMapping::from_mappings(&mappings);
device_mappings.insert(device_id, Arc::new(RwLock::new(gamepad)));
}
} else {
p1_mappings.use_default_mappings();
}
sim_mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
sim_mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
Self {
persistence,
device_mappings: Arc::new(RwLock::new(device_mappings)),
gamepad_info: Arc::new(RwLock::new(HashMap::new())),
sim_mappings,
}
}
pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
self.sim_mappings.get(&sim_id).unwrap()
}
pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
let lock = self.gamepad_info.read().unwrap();
let device_id = lock.get(&gamepad_id)?.device_id.clone();
drop(lock);
let lock = self.device_mappings.read().unwrap();
lock.get(&device_id).cloned()
}
pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),
gamepad.product_id().unwrap_or_default(),
);
let mut lock = self.device_mappings.write().unwrap();
let mappings = match lock.entry(device_id.clone()) {
Entry::Vacant(entry) => {
let mappings = GamepadMapping::for_gamepad(gamepad);
entry.insert(Arc::new(RwLock::new(mappings)))
}
Entry::Occupied(entry) => entry.into_mut(),
}
.clone();
drop(lock);
let mut lock = self.gamepad_info.write().unwrap();
let bound_to = SimId::values()
.into_iter()
.find(|sim_id| lock.values().all(|info| info.bound_to != Some(*sim_id)));
if let Entry::Vacant(entry) = lock.entry(gamepad.id()) {
let info = GamepadInfo {
id: *entry.key(),
name: gamepad.name().to_string(),
device_id,
bound_to,
};
entry.insert(info);
}
drop(lock);
if let Some(sim_id) = bound_to {
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad.id(), mappings);
}
}
pub fn handle_gamepad_disconnect(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.remove(&gamepad_id) else {
return;
};
if let Some(sim_id) = info.bound_to {
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.remove(&gamepad_id);
}
}
pub fn assign_gamepad(&self, gamepad_id: GamepadId, sim_id: SimId) {
self.unassign_gamepad(gamepad_id);
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.get_mut(&gamepad_id) else {
return;
};
info.bound_to = Some(sim_id);
let device_id = info.device_id.clone();
drop(lock);
let Some(device_mappings) = self
.device_mappings
.write()
.unwrap()
.get(&device_id)
.cloned()
else {
return;
};
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad_id, device_mappings);
}
pub fn unassign_gamepad(&self, gamepad_id: GamepadId) {
let mut lock = self.gamepad_info.write().unwrap();
let Some(info) = lock.get_mut(&gamepad_id) else {
return;
};
if let Some(sim_id) = info.bound_to {
let mut sim_mapping = self.for_sim(sim_id).write().unwrap();
sim_mapping.gamepads.remove(&gamepad_id);
}
info.bound_to = None;
}
pub fn gamepad_info(&self) -> Vec<GamepadInfo> {
self.gamepad_info
.read()
.unwrap()
.values()
.cloned()
.collect()
}
pub fn save(&self) {
let p1_keyboard = self.for_sim(SimId::Player1).read().unwrap().save_mappings();
let p2_keyboard = self.for_sim(SimId::Player2).read().unwrap().save_mappings();
let mut gamepads = HashMap::new();
for (device_id, gamepad) in self.device_mappings.read().unwrap().iter() {
let mapping = gamepad.read().unwrap().save_mappings();
gamepads.insert(device_id.to_string(), mapping);
}
let persisted = PersistedInputMappings {
p1_keyboard,
p2_keyboard,
gamepads,
};
let _ = self.persistence.save_config("mappings", &persisted);
}
}
#[derive(Serialize, Deserialize)]
struct PersistedInputMappings {
p1_keyboard: PersistedKeyboardMapping,
p2_keyboard: PersistedKeyboardMapping,
gamepads: HashMap<String, PersistedGamepadMapping>,
}
#[derive(Serialize, Deserialize)]
struct PersistedKeyboardMapping {
keys: Vec<(PhysicalKey, VBKey)>,
}
#[derive(Serialize, Deserialize)]
struct PersistedGamepadMapping {
buttons: Vec<(Code, VBKey)>,
axes: Vec<(Code, (VBKey, VBKey))>,
default_buttons: Vec<(Code, VBKey)>,
default_axes: Vec<(Code, (VBKey, VBKey))>,
}

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// hide console in release mode
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
use std::{path::PathBuf, process, time::SystemTime};
use anyhow::Result;
use app::Application;
use clap::Parser;
use emulator::EmulatorBuilder;
use thread_priority::{ThreadBuilder, ThreadPriority};
use winit::event_loop::{ControlFlow, EventLoop};
mod app;
mod audio;
mod controller;
mod emulator;
mod graphics;
mod input;
mod persistence;
mod window;
#[derive(Parser)]
struct Args {
rom: Option<PathBuf>,
}
fn set_panic_handler() {
std::panic::set_hook(Box::new(|info| {
let mut message = String::new();
if let Some(msg) = info.payload().downcast_ref::<&str>() {
message += &format!("{}\n", msg);
} else if let Some(msg) = info.payload().downcast_ref::<String>() {
message += &format!("{}\n", msg);
}
if let Some(location) = info.location() {
message += &format!(
" in file '{}' at line {}\n",
location.file(),
location.line()
);
}
let backtrace = std::backtrace::Backtrace::force_capture();
message += &format!("stack trace:\n{:#}\n", backtrace);
eprint!("{}", message);
let Some(project_dirs) = directories::ProjectDirs::from("com", "virtual-boy", "Lemur")
else {
return;
};
let data_dir = project_dirs.data_dir();
if std::fs::create_dir_all(data_dir).is_err() {
return;
}
let timestamp = SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.unwrap()
.as_millis();
let logfile_name = format!("crash-{}.txt", timestamp);
let _ = std::fs::write(data_dir.join(logfile_name), message);
}));
}
#[cfg(windows)]
fn set_process_priority_to_high() -> Result<()> {
use windows::Win32::{Foundation, System::Threading};
let process = unsafe { Threading::GetCurrentProcess() };
unsafe { Threading::SetPriorityClass(process, Threading::HIGH_PRIORITY_CLASS)? };
unsafe { Foundation::CloseHandle(process)? };
Ok(())
}
fn main() -> Result<()> {
set_panic_handler();
#[cfg(windows)]
set_process_priority_to_high()?;
let args = Args::parse();
let (mut builder, client) = EmulatorBuilder::new();
if let Some(path) = args.rom {
builder = builder.with_rom(&path);
}
ThreadBuilder::default()
.name("Emulator".to_owned())
.priority(ThreadPriority::Max)
.spawn_careless(move || {
let mut emulator = match builder.build() {
Ok(e) => e,
Err(err) => {
eprintln!("Error initializing emulator: {err}");
process::exit(1);
}
};
emulator.run();
})?;
let event_loop = EventLoop::with_user_event().build().unwrap();
event_loop.set_control_flow(ControlFlow::Poll);
let proxy = event_loop.create_proxy();
event_loop.run_app(&mut Application::new(client, proxy))?;
Ok(())
}

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use std::{fs, path::PathBuf};
use anyhow::{bail, Result};
use directories::ProjectDirs;
use serde::{Deserialize, Serialize};
#[derive(Clone)]
pub struct Persistence {
dirs: Option<Dirs>,
}
impl Persistence {
pub fn new() -> Self {
Self { dirs: init_dirs() }
}
pub fn save_config<T: Serialize>(&self, file: &str, data: &T) -> Result<()> {
if let Some(dirs) = self.dirs.as_ref() {
let bytes = serde_json::to_vec_pretty(data)?;
let filename = dirs.config_dir.join(file).with_extension("json");
fs::write(&filename, bytes)?;
}
Ok(())
}
pub fn load_config<T: for<'a> Deserialize<'a>>(&self, file: &str) -> Result<T> {
let Some(dirs) = self.dirs.as_ref() else {
bail!("config directory not found");
};
let filename = dirs.config_dir.join(file).with_extension("json");
let bytes = fs::read(filename)?;
Ok(serde_json::from_slice(&bytes)?)
}
}
#[derive(Clone)]
struct Dirs {
config_dir: PathBuf,
}
fn init_dirs() -> Option<Dirs> {
let dirs = ProjectDirs::from("com", "virtual-boy", "Lemur")?;
let config_dir = dirs.config_dir().to_path_buf();
fs::create_dir_all(&config_dir).ok()?;
Some(Dirs { config_dir })
}

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pub use about::AboutWindow;
use egui::{Context, ViewportBuilder, ViewportId};
pub use game::GameWindow;
pub use input::InputWindow;
use winit::event::KeyEvent;
mod about;
mod game;
mod game_screen;
mod input;
pub trait AppWindow {
fn viewport_id(&self) -> ViewportId;
fn initial_viewport(&self) -> ViewportBuilder;
fn show(&mut self, ctx: &Context);
fn on_init(&mut self, render_state: &egui_wgpu::RenderState) {
let _ = render_state;
}
fn on_destroy(&mut self) {}
fn handle_key_event(&mut self, event: &KeyEvent) {
let _ = event;
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let _ = event;
}
}

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use egui::{CentralPanel, Context, Image, ViewportBuilder, ViewportId};
use super::AppWindow;
pub struct AboutWindow;
impl AppWindow for AboutWindow {
fn viewport_id(&self) -> ViewportId {
ViewportId::from_hash_of("About")
}
fn initial_viewport(&self) -> ViewportBuilder {
ViewportBuilder::default()
.with_title("About Lemur")
.with_inner_size((300.0, 200.0))
}
fn show(&mut self, ctx: &Context) {
CentralPanel::default().show(ctx, |ui| {
ui.vertical_centered(|ui| {
ui.label("Lemur Virtual Boy Emulator");
ui.label(format!("Version {}", env!("CARGO_PKG_VERSION")));
ui.hyperlink("https://git.virtual-boy.com/PVB/lemur");
let logo = Image::new(egui::include_image!("../../assets/lemur-256x256.png"))
.max_width(256.0)
.maintain_aspect_ratio(true);
ui.add(logo);
});
});
}
}

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use std::sync::mpsc;
use crate::{
app::UserEvent,
emulator::{EmulatorClient, EmulatorCommand, SimId},
persistence::Persistence,
};
use egui::{
ecolor::HexColor, menu, Align2, Button, CentralPanel, Color32, Context, Direction, Frame,
Layout, Response, Sense, TopBottomPanel, Ui, Vec2, ViewportBuilder, ViewportCommand,
ViewportId, WidgetText, Window,
};
use egui_toast::{Toast, Toasts};
use serde::{Deserialize, Serialize};
use winit::event_loop::EventLoopProxy;
use super::{
game_screen::{DisplayMode, GameScreen},
AppWindow,
};
const COLOR_PRESETS: [[Color32; 2]; 3] = [
[
Color32::from_rgb(0xff, 0x00, 0x00),
Color32::from_rgb(0x00, 0xc6, 0xf0),
],
[
Color32::from_rgb(0x00, 0xb4, 0x00),
Color32::from_rgb(0xc8, 0x00, 0xff),
],
[
Color32::from_rgb(0xb4, 0x9b, 0x00),
Color32::from_rgb(0x00, 0x00, 0xff),
],
];
pub struct GameWindow {
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
persistence: Persistence,
sim_id: SimId,
config: GameConfig,
screen: Option<GameScreen>,
messages: Option<mpsc::Receiver<Toast>>,
color_picker: Option<ColorPickerState>,
}
impl GameWindow {
pub fn new(
client: EmulatorClient,
proxy: EventLoopProxy<UserEvent>,
persistence: Persistence,
sim_id: SimId,
) -> Self {
let config = load_config(&persistence, sim_id);
Self {
client,
proxy,
persistence,
sim_id,
config,
screen: None,
messages: None,
color_picker: None,
}
}
fn show_menu(&mut self, ctx: &Context, ui: &mut Ui) {
ui.menu_button("ROM", |ui| {
if ui.button("Open ROM").clicked() {
let rom = rfd::FileDialog::new()
.add_filter("Virtual Boy ROMs", &["vb", "vbrom"])
.pick_file();
if let Some(path) = rom {
self.client
.send_command(EmulatorCommand::LoadGame(SimId::Player1, path));
}
ui.close_menu();
}
if ui.button("Quit").clicked() {
ctx.send_viewport_cmd(ViewportCommand::Close);
}
});
ui.menu_button("Emulation", |ui| {
let has_game = self.client.has_game(self.sim_id);
if self.client.is_running(self.sim_id) {
if ui.add_enabled(has_game, Button::new("Pause")).clicked() {
self.client.send_command(EmulatorCommand::Pause);
ui.close_menu();
}
} else if ui.add_enabled(has_game, Button::new("Resume")).clicked() {
self.client.send_command(EmulatorCommand::Resume);
ui.close_menu();
}
if ui.add_enabled(has_game, Button::new("Reset")).clicked() {
self.client
.send_command(EmulatorCommand::Reset(self.sim_id));
ui.close_menu();
}
});
ui.menu_button("Options", |ui| self.show_options_menu(ctx, ui));
ui.menu_button("Multiplayer", |ui| {
if self.sim_id == SimId::Player1
&& !self.client.has_player_2()
&& ui.button("Open Player 2").clicked()
{
self.client
.send_command(EmulatorCommand::StartSecondSim(None));
self.proxy.send_event(UserEvent::OpenPlayer2).unwrap();
ui.close_menu();
}
if self.client.has_player_2() {
let linked = self.client.are_sims_linked();
if linked && ui.button("Unlink").clicked() {
self.client.send_command(EmulatorCommand::Unlink);
ui.close_menu();
}
if !linked && ui.button("Link").clicked() {
self.client.send_command(EmulatorCommand::Link);
ui.close_menu();
}
}
});
ui.menu_button("About", |ui| {
self.proxy.send_event(UserEvent::OpenAbout).unwrap();
ui.close_menu();
});
}
fn show_options_menu(&mut self, ctx: &Context, ui: &mut Ui) {
ui.menu_button("Video", |ui| {
ui.menu_button("Screen Size", |ui| {
let current_dims = ctx.input(|i| i.viewport().inner_rect.unwrap());
let current_dims = current_dims.max - current_dims.min;
for scale in 1..=4 {
let label = format!("x{scale}");
let scale = scale as f32;
let dims = {
let Vec2 { x, y } = self.config.display_mode.proportions();
Vec2::new(x * scale, y * scale + 22.0)
};
if ui
.selectable_button((current_dims - dims).length() < 1.0, label)
.clicked()
{
ctx.send_viewport_cmd(ViewportCommand::InnerSize(dims));
ui.close_menu();
}
}
});
ui.menu_button("Display Mode", |ui| {
let old_proportions = self.config.display_mode.proportions();
let mut changed = false;
let mut display_mode = self.config.display_mode;
changed |= ui
.selectable_option(&mut display_mode, DisplayMode::Anaglyph, "Anaglyph")
.clicked();
changed |= ui
.selectable_option(&mut display_mode, DisplayMode::LeftEye, "Left Eye")
.clicked();
changed |= ui
.selectable_option(&mut display_mode, DisplayMode::RightEye, "Right Eye")
.clicked();
changed |= ui
.selectable_option(&mut display_mode, DisplayMode::SideBySide, "Side by Side")
.clicked();
if !changed {
return;
}
let current_dims = {
let viewport = ctx.input(|i| i.viewport().inner_rect.unwrap());
viewport.max - viewport.min
};
let new_proportions = display_mode.proportions();
let scale = new_proportions / old_proportions;
if scale != Vec2::new(1.0, 1.0) {
ctx.send_viewport_cmd(ViewportCommand::InnerSize(current_dims * scale));
}
self.update_config(|c| {
c.display_mode = display_mode;
c.dimensions = current_dims * scale;
});
ui.close_menu();
});
ui.menu_button("Colors", |ui| {
for preset in COLOR_PRESETS {
if ui.color_pair_button(preset[0], preset[1]).clicked() {
self.update_config(|c| c.colors = preset);
ui.close_menu();
}
}
ui.with_layout(ui.layout().with_cross_align(egui::Align::Center), |ui| {
if ui.button("Custom").clicked() {
let color_str = |color: Color32| {
format!("{:02x}{:02x}{:02x}", color.r(), color.g(), color.b())
};
let is_running = self.client.is_running(self.sim_id);
if is_running {
self.client.send_command(EmulatorCommand::Pause);
}
let color_codes = [
color_str(self.config.colors[0]),
color_str(self.config.colors[1]),
];
self.color_picker = Some(ColorPickerState {
color_codes,
just_opened: true,
unpause_on_close: is_running,
});
ui.close_menu();
}
});
});
});
ui.menu_button("Audio", |ui| {
let p1_enabled = self.client.is_audio_enabled(SimId::Player1);
let p2_enabled = self.client.is_audio_enabled(SimId::Player2);
if ui.selectable_button(p1_enabled, "Player 1").clicked() {
self.client
.send_command(EmulatorCommand::SetAudioEnabled(!p1_enabled, p2_enabled));
ui.close_menu();
}
if ui.selectable_button(p2_enabled, "Player 2").clicked() {
self.client
.send_command(EmulatorCommand::SetAudioEnabled(p1_enabled, !p2_enabled));
ui.close_menu();
}
});
ui.menu_button("Input", |ui| {
if ui.button("Bind Inputs").clicked() {
self.proxy.send_event(UserEvent::OpenInput).unwrap();
ui.close_menu();
}
});
}
fn show_color_picker(&mut self, ui: &mut Ui) {
let mut colors = self.config.colors;
let Some(state) = self.color_picker.as_mut() else {
return;
};
let (open, updated) = ui
.horizontal(|ui| {
let left_color = ui.color_picker(&mut colors[0], &mut state.color_codes[0]);
if state.just_opened {
left_color.request_focus();
state.just_opened = false;
}
let right_color = ui.color_picker(&mut colors[1], &mut state.color_codes[1]);
let open = left_color.has_focus() || right_color.has_focus();
let updated = left_color.changed() || right_color.changed();
(open, updated)
})
.inner;
if !open {
if state.unpause_on_close {
self.client.send_command(EmulatorCommand::Resume);
}
self.color_picker = None;
}
if updated {
self.update_config(|c| c.colors = colors);
}
}
fn update_config(&mut self, update: impl FnOnce(&mut GameConfig)) {
let mut new_config = self.config.clone();
update(&mut new_config);
if self.config != new_config {
let _ = self
.persistence
.save_config(config_filename(self.sim_id), &new_config);
}
self.config = new_config;
}
}
fn config_filename(sim_id: SimId) -> &'static str {
match sim_id {
SimId::Player1 => "config_p1",
SimId::Player2 => "config_p2",
}
}
fn load_config(persistence: &Persistence, sim_id: SimId) -> GameConfig {
if let Ok(config) = persistence.load_config(config_filename(sim_id)) {
return config;
}
GameConfig {
display_mode: DisplayMode::Anaglyph,
colors: COLOR_PRESETS[0],
dimensions: DisplayMode::Anaglyph.proportions() + Vec2::new(0.0, 22.0),
}
}
impl AppWindow for GameWindow {
fn viewport_id(&self) -> ViewportId {
match self.sim_id {
SimId::Player1 => ViewportId::ROOT,
SimId::Player2 => ViewportId::from_hash_of("Player2"),
}
}
fn initial_viewport(&self) -> ViewportBuilder {
ViewportBuilder::default()
.with_title("Lemur")
.with_inner_size(self.config.dimensions)
}
fn show(&mut self, ctx: &Context) {
let dimensions = {
let bounds = ctx.input(|i| i.viewport().inner_rect.unwrap());
bounds.max - bounds.min
};
self.update_config(|c| c.dimensions = dimensions);
let mut toasts = Toasts::new()
.anchor(Align2::LEFT_BOTTOM, (10.0, 10.0))
.direction(Direction::BottomUp);
if let Some(messages) = self.messages.as_mut() {
while let Ok(toast) = messages.try_recv() {
toasts.add(toast);
}
}
TopBottomPanel::top("menubar")
.exact_height(22.0)
.show(ctx, |ui| {
menu::bar(ui, |ui| {
self.show_menu(ctx, ui);
});
});
if self.color_picker.is_some() {
Window::new("Color Picker")
.title_bar(false)
.resizable(false)
.anchor(Align2::CENTER_CENTER, Vec2::ZERO)
.show(ctx, |ui| {
self.show_color_picker(ui);
});
}
let frame = Frame::central_panel(&ctx.style()).fill(Color32::BLACK);
CentralPanel::default().frame(frame).show(ctx, |ui| {
if let Some(screen) = self.screen.as_mut() {
screen.update(self.config.display_mode, self.config.colors);
ui.add(screen);
}
});
toasts.show(ctx);
}
fn on_init(&mut self, render_state: &egui_wgpu::RenderState) {
let (screen, sink) = GameScreen::init(render_state);
let (message_sink, message_source) = mpsc::channel();
self.client.send_command(EmulatorCommand::ConnectToSim(
self.sim_id,
sink,
message_sink,
));
self.screen = Some(screen);
self.messages = Some(message_source);
}
fn on_destroy(&mut self) {
if self.sim_id == SimId::Player2 {
self.client.send_command(EmulatorCommand::StopSecondSim);
}
}
}
trait UiExt {
fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response;
fn selectable_option<T: Eq>(
&mut self,
current_value: &mut T,
selected_value: T,
text: impl Into<WidgetText>,
) -> Response {
let response = self.selectable_button(*current_value == selected_value, text);
if response.clicked() {
*current_value = selected_value;
}
response
}
fn color_pair_button(&mut self, left: Color32, right: Color32) -> Response;
fn color_picker(&mut self, color: &mut Color32, hex: &mut String) -> Response;
}
impl UiExt for Ui {
fn selectable_button(&mut self, selected: bool, text: impl Into<WidgetText>) -> Response {
self.style_mut().visuals.widgets.inactive.bg_fill = Color32::TRANSPARENT;
self.style_mut().visuals.widgets.hovered.bg_fill = Color32::TRANSPARENT;
self.style_mut().visuals.widgets.active.bg_fill = Color32::TRANSPARENT;
let mut selected = selected;
self.checkbox(&mut selected, text)
}
fn color_pair_button(&mut self, left: Color32, right: Color32) -> Response {
let button_size = Vec2::new(60.0, 20.0);
let (rect, response) = self.allocate_at_least(button_size, Sense::click());
let center_x = rect.center().x;
let left_rect = rect.with_max_x(center_x);
self.painter().rect_filled(left_rect, 0.0, left);
let right_rect = rect.with_min_x(center_x);
self.painter().rect_filled(right_rect, 0.0, right);
let style = self.style().interact(&response);
self.painter().rect_stroke(rect, 0.0, style.fg_stroke);
response
}
fn color_picker(&mut self, color: &mut Color32, hex: &mut String) -> Response {
self.allocate_ui_with_layout(
Vec2::new(100.0, 130.0),
Layout::top_down_justified(egui::Align::Center),
|ui| {
let (rect, _) = ui.allocate_at_least(Vec2::new(100.0, 100.0), Sense::hover());
ui.painter().rect_filled(rect, 0.0, *color);
let resp = ui.text_edit_singleline(hex);
if resp.changed() {
if let Ok(new_color) = HexColor::from_str_without_hash(hex) {
*color = new_color.color();
}
}
resp
},
)
.inner
}
}
struct ColorPickerState {
color_codes: [String; 2],
just_opened: bool,
unpause_on_close: bool,
}
#[derive(Serialize, Deserialize, Clone, PartialEq, Eq)]
struct GameConfig {
display_mode: DisplayMode,
colors: [Color32; 2],
dimensions: Vec2,
}

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use std::{collections::HashMap, sync::Arc};
use egui::{Color32, Rgba, Vec2, Widget};
use serde::{Deserialize, Serialize};
use wgpu::{util::DeviceExt as _, BindGroup, BindGroupLayout, Buffer, RenderPipeline};
use crate::graphics::TextureSink;
pub struct GameScreen {
bind_group: Arc<BindGroup>,
color_buffer: Arc<Buffer>,
display_mode: DisplayMode,
colors: Colors,
}
impl GameScreen {
fn init_pipeline(render_state: &egui_wgpu::RenderState) {
let device = &render_state.device;
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("texture bind group layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let shader = device.create_shader_module(wgpu::include_wgsl!("../game.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let create_render_pipeline = |entry_point: &str| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point,
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Bgra8Unorm,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
};
let mut render_pipelines = HashMap::new();
render_pipelines.insert(DisplayMode::Anaglyph, create_render_pipeline("fs_anaglyph"));
render_pipelines.insert(DisplayMode::LeftEye, create_render_pipeline("fs_lefteye"));
render_pipelines.insert(DisplayMode::RightEye, create_render_pipeline("fs_righteye"));
render_pipelines.insert(
DisplayMode::SideBySide,
create_render_pipeline("fs_sidebyside"),
);
render_state
.renderer
.write()
.callback_resources
.insert(SharedGameScreenResources {
render_pipelines,
bind_group_layout,
});
}
pub fn init(render_state: &egui_wgpu::RenderState) -> (Self, TextureSink) {
Self::init_pipeline(render_state);
let device = &render_state.device;
let queue = &render_state.queue;
let (sink, texture_view) = TextureSink::new(device, queue.clone());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor::default());
let colors = Colors::new(
Color32::from_rgb(0xff, 0x00, 0x00),
Color32::from_rgb(0x00, 0xc6, 0xf0),
);
let color_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("colors"),
contents: bytemuck::bytes_of(&colors),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let renderer = render_state.renderer.read();
let resources: &SharedGameScreenResources = renderer.callback_resources.get().unwrap();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bind group"),
layout: &resources.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: color_buffer.as_entire_binding(),
},
],
});
(
Self {
bind_group: Arc::new(bind_group),
color_buffer: Arc::new(color_buffer),
display_mode: DisplayMode::Anaglyph,
colors,
},
sink,
)
}
pub fn update(&mut self, display_mode: DisplayMode, colors: [Color32; 2]) {
self.display_mode = display_mode;
self.colors = Colors::new(colors[0], colors[1]);
}
}
impl Widget for &mut GameScreen {
fn ui(self, ui: &mut egui::Ui) -> egui::Response {
let response = ui.allocate_rect(ui.clip_rect(), egui::Sense::hover());
let callback = egui_wgpu::Callback::new_paint_callback(
response.rect,
GameScreenCallback {
bind_group: self.bind_group.clone(),
color_buffer: self.color_buffer.clone(),
display_mode: self.display_mode,
colors: self.colors,
},
);
ui.painter().add(callback);
response
}
}
struct GameScreenCallback {
bind_group: Arc<BindGroup>,
color_buffer: Arc<Buffer>,
display_mode: DisplayMode,
colors: Colors,
}
impl egui_wgpu::CallbackTrait for GameScreenCallback {
fn prepare(
&self,
_device: &wgpu::Device,
queue: &wgpu::Queue,
_screen_descriptor: &egui_wgpu::ScreenDescriptor,
_egui_encoder: &mut wgpu::CommandEncoder,
_callback_resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
queue.write_buffer(&self.color_buffer, 0, bytemuck::bytes_of(&self.colors));
vec![]
}
fn paint(
&self,
info: egui::PaintCallbackInfo,
render_pass: &mut wgpu::RenderPass<'static>,
callback_resources: &egui_wgpu::CallbackResources,
) {
let resources: &SharedGameScreenResources = callback_resources.get().unwrap();
let viewport = info.viewport_in_pixels();
let left = viewport.left_px as f32;
let top = viewport.top_px as f32;
let width = viewport.width_px as f32;
let height = viewport.height_px as f32;
let aspect_ratio = {
let proportions = self.display_mode.proportions();
proportions.x / proportions.y
};
let w = width.min(height * aspect_ratio);
let h = height.min(width / aspect_ratio);
let x = left + (width - w) / 2.0;
let y = top + (height - h) / 2.0;
let pipeline = resources
.render_pipelines
.get(&self.display_mode)
.unwrap_or_else(|| panic!("Unrecognized display mode {:?}", self.display_mode));
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.set_viewport(x, y, w, h, 0.0, 1.0);
render_pass.draw(0..6, 0..1);
}
}
struct SharedGameScreenResources {
render_pipelines: HashMap<DisplayMode, RenderPipeline>,
bind_group_layout: BindGroupLayout,
}
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
struct Colors {
left: Rgba,
right: Rgba,
}
impl Colors {
fn new(left: Color32, right: Color32) -> Self {
Self {
left: left.into(),
right: right.into(),
}
}
}
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Serialize, Deserialize)]
pub enum DisplayMode {
Anaglyph,
LeftEye,
RightEye,
SideBySide,
}
impl DisplayMode {
pub fn proportions(self) -> Vec2 {
match self {
Self::SideBySide => Vec2::new(768.0, 224.0),
_ => Vec2::new(384.0, 224.0),
}
}
}

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src/window/input.rs Normal file
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use egui::{
Button, CentralPanel, Context, Label, Layout, TopBottomPanel, Ui, ViewportBuilder, ViewportId,
};
use egui_extras::{Column, TableBuilder};
use gilrs::{EventType, GamepadId};
use std::sync::RwLock;
use crate::{
emulator::{SimId, VBKey},
input::{MappingProvider, Mappings},
};
use super::AppWindow;
pub struct InputWindow {
mappings: MappingProvider,
now_binding: Option<VBKey>,
active_tab: InputTab,
}
const KEY_NAMES: [(VBKey, &str); 14] = [
(VBKey::LU, "Up"),
(VBKey::LD, "Down"),
(VBKey::LL, "Left"),
(VBKey::LR, "Right"),
(VBKey::SEL, "Select"),
(VBKey::STA, "Start"),
(VBKey::B, "B"),
(VBKey::A, "A"),
(VBKey::LT, "L-Trigger"),
(VBKey::RT, "R-Trigger"),
(VBKey::RU, "R-Up"),
(VBKey::RD, "R-Down"),
(VBKey::RL, "R-Left"),
(VBKey::RR, "R-Right"),
];
impl InputWindow {
pub fn new(mappings: MappingProvider) -> Self {
Self {
mappings,
now_binding: None,
active_tab: InputTab::Player1,
}
}
fn show_bindings<T: Mappings>(
&mut self,
ui: &mut Ui,
mappings: &RwLock<T>,
bind_message: &str,
) {
ui.horizontal(|ui| {
if ui.button("Use defaults").clicked() {
mappings.write().unwrap().use_default_mappings();
self.mappings.save();
self.now_binding = None;
}
if ui.button("Clear all").clicked() {
mappings.write().unwrap().clear_all_mappings();
self.mappings.save();
self.now_binding = None;
}
});
ui.separator();
let mut names = {
let mapping = mappings.read().unwrap();
mapping.mapping_names()
};
TableBuilder::new(ui)
.column(Column::remainder())
.column(Column::remainder())
.cell_layout(Layout::left_to_right(egui::Align::Center))
.body(|mut body| {
for keys in KEY_NAMES.chunks_exact(2) {
body.row(20.0, |mut row| {
for (key, name) in keys {
let binding = names.remove(key).map(|mut s| {
s.sort();
s.join(", ")
});
row.col(|ui| {
let size = ui.available_size_before_wrap();
let width = size.x;
let height = size.y;
ui.add_sized((width * 0.2, height), Label::new(*name));
let label_text = if self.now_binding == Some(*key) {
bind_message
} else {
binding.as_deref().unwrap_or("")
};
if ui
.add_sized((width * 0.6, height), Button::new(label_text))
.clicked()
{
self.now_binding = Some(*key);
}
if ui
.add_sized(ui.available_size(), Button::new("Clear"))
.clicked()
{
let mut mapping = mappings.write().unwrap();
mapping.clear_mappings(*key);
drop(mapping);
self.mappings.save();
self.now_binding = None;
}
});
}
});
}
});
}
fn show_key_bindings(&mut self, ui: &mut Ui, sim_id: SimId) {
let mappings = self.mappings.for_sim(sim_id).clone();
self.show_bindings(ui, &mappings, "Press any key");
}
fn show_gamepads(&mut self, ui: &mut Ui) {
let mut gamepads = self.mappings.gamepad_info();
gamepads.sort_by_key(|g| usize::from(g.id));
if gamepads.is_empty() {
ui.label("No gamepads connected.");
return;
}
for (index, gamepad) in gamepads.into_iter().enumerate() {
ui.horizontal(|ui| {
ui.label(format!("Gamepad {index}: {}", gamepad.name));
let mut bound_to = gamepad.bound_to;
let mut rebind = false;
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player1), "Player 1")
.changed();
rebind |= ui
.selectable_value(&mut bound_to, Some(SimId::Player2), "Player 2")
.changed();
rebind |= ui.selectable_value(&mut bound_to, None, "Nobody").changed();
if rebind {
match bound_to {
Some(sim_id) => self.mappings.assign_gamepad(gamepad.id, sim_id),
None => self.mappings.unassign_gamepad(gamepad.id),
}
}
ui.separator();
if ui.button("Rebind").clicked() {
self.active_tab = InputTab::RebindGamepad(gamepad.id);
}
});
}
}
fn show_gamepad_bindings(&mut self, ui: &mut Ui, gamepad_id: GamepadId) {
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
self.active_tab = InputTab::Gamepads;
return;
};
self.show_bindings(ui, &mappings, "Press any input");
}
}
impl AppWindow for InputWindow {
fn viewport_id(&self) -> ViewportId {
ViewportId::from_hash_of("input")
}
fn initial_viewport(&self) -> ViewportBuilder {
ViewportBuilder::default()
.with_title("Bind Inputs")
.with_inner_size((600.0, 400.0))
}
fn show(&mut self, ctx: &Context) {
TopBottomPanel::top("options").show(ctx, |ui| {
ui.horizontal(|ui| {
let old_active_tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, InputTab::Player1, "Player 1");
ui.selectable_value(&mut self.active_tab, InputTab::Player2, "Player 2");
ui.selectable_value(&mut self.active_tab, InputTab::Gamepads, "Gamepads");
if matches!(self.active_tab, InputTab::RebindGamepad(_)) {
let tab = self.active_tab;
ui.selectable_value(&mut self.active_tab, tab, "Rebind Gamepad");
}
if old_active_tab != self.active_tab {
self.now_binding = None;
}
});
});
CentralPanel::default().show(ctx, |ui| {
match self.active_tab {
InputTab::Player1 => self.show_key_bindings(ui, SimId::Player1),
InputTab::Player2 => self.show_key_bindings(ui, SimId::Player2),
InputTab::Gamepads => self.show_gamepads(ui),
InputTab::RebindGamepad(id) => self.show_gamepad_bindings(ui, id),
};
});
}
fn handle_key_event(&mut self, event: &winit::event::KeyEvent) {
if !event.state.is_pressed() {
return;
}
let sim_id = match self.active_tab {
InputTab::Player1 => SimId::Player1,
InputTab::Player2 => SimId::Player2,
_ => {
return;
}
};
let Some(vb) = self.now_binding.take() else {
return;
};
let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
mappings.add_keyboard_mapping(vb, event.physical_key);
drop(mappings);
self.mappings.save();
}
fn handle_gamepad_event(&mut self, event: &gilrs::Event) {
let InputTab::RebindGamepad(gamepad_id) = self.active_tab else {
return;
};
if gamepad_id != event.id {
return;
}
let Some(mappings) = self.mappings.for_gamepad(gamepad_id) else {
return;
};
let Some(vb) = self.now_binding else {
return;
};
match event.event {
EventType::ButtonPressed(_, code) => {
let mut mapping = mappings.write().unwrap();
mapping.add_button_mapping(vb, code);
self.now_binding.take();
}
EventType::AxisChanged(_, value, code) => {
if value < -0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_neg_mapping(vb, code);
self.now_binding.take();
}
if value > 0.75 {
let mut mapping = mappings.write().unwrap();
mapping.add_axis_pos_mapping(vb, code);
self.now_binding.take();
}
}
_ => {}
}
}
}
#[derive(Clone, Copy, PartialEq, Eq)]
enum InputTab {
Player1,
Player2,
Gamepads,
RebindGamepad(GamepadId),
}