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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
51 changed files with 7961 additions and 40792 deletions

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

9
.gitignore vendored
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@ -1,4 +1,5 @@
/shrooms-vb
/shrooms-vb.exe
.vscode
output
/lemur
/lemur.exe
.vscode
output
/target

4402
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
Install the following dependencies:
- `gcc` (or MinGW on Windows) (or whatever, just set `CC`)
- `pkg-config`
- sdl2
- `cargo`
Run
```sh
make build
cargo build --release
```
## Dependencies
The executable will be in `target/release/lemur[.exe]`
This program uses a vendored version of [nuklear](https://github.com/Immediate-Mode-UI/Nuklear/tree/6566d9075d5fed48af014c93f87c4aed8c4bd21c) for GUIs.
## 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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#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;
extern const uint8_t _binary_assets_selawk_bin_start;
extern const uint8_t _binary_assets_selawk_bin_end;
const uint8_t *SELAWIK = &_binary_assets_selawk_bin_start;
#define SELAWIK_LEN (&_binary_assets_selawk_bin_end - &_binary_assets_selawk_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;
}
void audioDestroy(AudioContext *aud) {
SDL_CloseAudioDevice(aud->id);
}
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;
}

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

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cli.h
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#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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#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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#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

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#include "emulation.h"
#include <stdlib.h>
static int onFrame(VB *sim) {
SimContext *ctx = vbGetUserData(sim);
ctx->hasFrame = true;
return 1;
}
int emuInit(EmulationContext *emu) {
emu->sim = malloc(vbSizeOf());
vbInit(emu->sim);
emu->ctx = malloc(sizeof(SimContext));
emu->ctx->hasFrame = false;
emu->ctx->currentSample = 0;
vbSetSamples(emu->sim, emu->ctx->samples[emu->ctx->currentSample], VB_S16, 834);
vbSetUserData(emu->sim, emu->ctx);
vbSetFrameCallback(emu->sim, &onFrame);
return 0;
}
void emuDestroy(EmulationContext *emu) {
uint8_t *rom = vbGetCartROM(emu->sim, NULL);
SimContext *ctx = vbGetUserData(emu->sim);
if (rom) free(rom);
if (ctx) free(ctx);
free(emu->sim);
}
void emuLoadGame(EmulationContext *emu, uint8_t *rom, uint32_t romSize) {
uint8_t *oldRom = vbGetCartROM(emu->sim, NULL);
if (oldRom) free(oldRom);
vbSetCartROM(emu->sim, rom, romSize);
vbReset(emu->sim);
}
void emuReset(EmulationContext *emu) {
vbReset(emu->sim);
}
bool emuIsGameLoaded(EmulationContext *emu) {
return vbGetCartROM(emu->sim, NULL) != NULL;
}
#define MAX_STEP_CLOCKS 20000000
void emuTick(EmulationContext *emu) {
uint32_t clocks = MAX_STEP_CLOCKS;
vbEmulate(emu->sim, &clocks);
}
bool emuReadPixels(EmulationContext *emu, uint8_t *left, uint8_t *right) {
if (!emu->ctx->hasFrame) {
return false;
}
emu->ctx->hasFrame = false;
vbGetPixels(emu->sim, left, 1, 384, right, 1, 384);
return true;
}
void emuReadSamples(EmulationContext *emu, void **data, uint32_t *bytes) {
uint32_t samplePairs;
*data = vbGetSamples(emu->sim, NULL, NULL, &samplePairs);
*bytes = samplePairs * 4;
emu->ctx->currentSample += 1;
emu->ctx->currentSample %= 2;
vbSetSamples(emu->sim, emu->ctx->samples[emu->ctx->currentSample], VB_S16, 834);
}
void emuSetKeys(EmulationContext *emu, uint16_t keys) {
vbSetKeys(emu->sim, keys);
}

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#ifndef SHROOMS_VB_NATIVE_EMULATION_
#define SHROOMS_VB_NATIVE_EMULATION_
#include "shrooms-vb-core/core/vb.h"
#include <stdbool.h>
#include <stdint.h>
typedef struct SimContext {
bool hasFrame;
uint32_t samples[2][834];
uint32_t currentSample;
} SimContext;
typedef struct EmulationContext {
VB *sim;
SimContext *ctx;
} EmulationContext;
int emuInit(EmulationContext *emu);
void emuDestroy(EmulationContext *emu);
void emuLoadGame(EmulationContext *emu, uint8_t *rom, uint32_t romSize);
void emuReset(EmulationContext *emu);
bool emuIsGameLoaded(EmulationContext *emu);
void emuTick(EmulationContext *emu);
bool emuReadPixels(EmulationContext *emu, uint8_t *left, uint8_t *right);
void emuReadSamples(EmulationContext *emu, void **data, uint32_t *bytes);
void emuSetKeys(EmulationContext *emu, uint16_t keys);
#endif

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external/nuklear.h vendored

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/*
* Nuklear - 4.9.4 - public domain
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_SDL_RENDERER_H_
#define NK_SDL_RENDERER_H_
#ifndef NK_SDL_RENDERER_SDL_H
#define NK_SDL_RENDERER_SDL_H <SDL.h>
#endif
#include NK_SDL_RENDERER_SDL_H
NK_API struct nk_context* nk_sdl_init(SDL_Window *win, SDL_Renderer *renderer);
NK_API void nk_sdl_font_stash_begin(struct nk_font_atlas **atlas);
NK_API void nk_sdl_font_stash_end(void);
NK_API int nk_sdl_handle_event(SDL_Event *evt);
NK_API void nk_sdl_render(enum nk_anti_aliasing);
NK_API void nk_sdl_shutdown(void);
NK_API void nk_sdl_handle_grab(void);
#if SDL_COMPILEDVERSION < SDL_VERSIONNUM(2, 0, 22)
/* Metal API does not support cliprects with negative coordinates or large
* dimensions. The issue is fixed in SDL2 with version 2.0.22 but until
* that version is released, the NK_SDL_CLAMP_CLIP_RECT flag can be used to
* ensure the cliprect is itself clipped to the viewport.
* See discussion at https://discourse.libsdl.org/t/rendergeometryraw-producing-different-results-in-metal-vs-opengl/34953
*/
#define NK_SDL_CLAMP_CLIP_RECT
#endif
#endif /* NK_SDL_RENDERER_H_ */
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_SDL_RENDERER_IMPLEMENTATION
#include <string.h>
#include <stdlib.h>
struct nk_sdl_device {
struct nk_buffer cmds;
struct nk_draw_null_texture tex_null;
SDL_Texture *font_tex;
};
struct nk_sdl_vertex {
float position[2];
float uv[2];
nk_byte col[4];
};
static struct nk_sdl {
SDL_Window *win;
SDL_Renderer *renderer;
struct nk_sdl_device ogl;
struct nk_context ctx;
struct nk_font_atlas atlas;
Uint64 time_of_last_frame;
} sdl;
NK_INTERN void
nk_sdl_device_upload_atlas(const void *image, int width, int height)
{
struct nk_sdl_device *dev = &sdl.ogl;
SDL_Texture *g_SDLFontTexture = SDL_CreateTexture(sdl.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (g_SDLFontTexture == NULL) {
SDL_Log("error creating texture");
return;
}
SDL_UpdateTexture(g_SDLFontTexture, NULL, image, 4 * width);
SDL_SetTextureBlendMode(g_SDLFontTexture, SDL_BLENDMODE_BLEND);
dev->font_tex = g_SDLFontTexture;
}
NK_API void
nk_sdl_render(enum nk_anti_aliasing AA)
{
/* setup global state */
struct nk_sdl_device *dev = &sdl.ogl;
{
SDL_Rect saved_clip;
#ifdef NK_SDL_CLAMP_CLIP_RECT
SDL_Rect viewport;
#endif
SDL_bool clipping_enabled;
int vs = sizeof(struct nk_sdl_vertex);
size_t vp = offsetof(struct nk_sdl_vertex, position);
size_t vt = offsetof(struct nk_sdl_vertex, uv);
size_t vc = offsetof(struct nk_sdl_vertex, col);
/* convert from command queue into draw list and draw to screen */
const struct nk_draw_command *cmd;
const nk_draw_index *offset = NULL;
struct nk_buffer vbuf, ebuf;
/* fill converting configuration */
struct nk_convert_config config;
static const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_sdl_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_sdl_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
Uint64 now = SDL_GetTicks64();
sdl.ctx.delta_time_seconds = (float)(now - sdl.time_of_last_frame) / 1000;
sdl.time_of_last_frame = now;
NK_MEMSET(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_sdl_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_sdl_vertex);
config.tex_null = dev->tex_null;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
/* convert shapes into vertexes */
nk_buffer_init_default(&vbuf);
nk_buffer_init_default(&ebuf);
nk_convert(&sdl.ctx, &dev->cmds, &vbuf, &ebuf, &config);
/* iterate over and execute each draw command */
offset = (const nk_draw_index*)nk_buffer_memory_const(&ebuf);
clipping_enabled = SDL_RenderIsClipEnabled(sdl.renderer);
SDL_RenderGetClipRect(sdl.renderer, &saved_clip);
#ifdef NK_SDL_CLAMP_CLIP_RECT
SDL_RenderGetViewport(sdl.renderer, &viewport);
#endif
nk_draw_foreach(cmd, &sdl.ctx, &dev->cmds)
{
if (!cmd->elem_count) continue;
{
SDL_Rect r;
r.x = cmd->clip_rect.x;
r.y = cmd->clip_rect.y;
r.w = cmd->clip_rect.w;
r.h = cmd->clip_rect.h;
#ifdef NK_SDL_CLAMP_CLIP_RECT
if (r.x < 0) {
r.w += r.x;
r.x = 0;
}
if (r.y < 0) {
r.h += r.y;
r.y = 0;
}
if (r.h > viewport.h) {
r.h = viewport.h;
}
if (r.w > viewport.w) {
r.w = viewport.w;
}
#endif
SDL_RenderSetClipRect(sdl.renderer, &r);
}
{
const void *vertices = nk_buffer_memory_const(&vbuf);
SDL_RenderGeometryRaw(sdl.renderer,
(SDL_Texture *)cmd->texture.ptr,
(const float*)((const nk_byte*)vertices + vp), vs,
(const SDL_Color*)((const nk_byte*)vertices + vc), vs,
(const float*)((const nk_byte*)vertices + vt), vs,
(vbuf.needed / vs),
(void *) offset, cmd->elem_count, 2);
offset += cmd->elem_count;
}
}
SDL_RenderSetClipRect(sdl.renderer, &saved_clip);
if (!clipping_enabled) {
SDL_RenderSetClipRect(sdl.renderer, NULL);
}
nk_clear(&sdl.ctx);
nk_buffer_clear(&dev->cmds);
nk_buffer_free(&vbuf);
nk_buffer_free(&ebuf);
}
}
static void
nk_sdl_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
{
const char *text = SDL_GetClipboardText();
if (text) nk_textedit_paste(edit, text, nk_strlen(text));
(void)usr;
}
static void
nk_sdl_clipboard_copy(nk_handle usr, const char *text, int len)
{
char *str = 0;
(void)usr;
if (!len) return;
str = (char*)malloc((size_t)len+1);
if (!str) return;
memcpy(str, text, (size_t)len);
str[len] = '\0';
SDL_SetClipboardText(str);
free(str);
}
NK_API struct nk_context*
nk_sdl_init(SDL_Window *win, SDL_Renderer *renderer)
{
#ifndef NK_SDL_CLAMP_CLIP_RECT
SDL_RendererInfo info;
SDL_version runtimeVer;
/* warn for cases where NK_SDL_CLAMP_CLIP_RECT should have been set but isn't */
SDL_GetRendererInfo(renderer, &info);
SDL_GetVersion(&runtimeVer);
if (strncmp("metal", info.name, 5) == 0 &&
SDL_VERSIONNUM(runtimeVer.major, runtimeVer.minor, runtimeVer.patch) < SDL_VERSIONNUM(2, 0, 22))
{
SDL_LogWarn(
SDL_LOG_CATEGORY_APPLICATION,
"renderer is using Metal API but runtime SDL version %d.%d.%d is older than compiled version %d.%d.%d, "
"which may cause issues with rendering",
runtimeVer.major, runtimeVer.minor, runtimeVer.patch,
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL
);
}
#endif
sdl.win = win;
sdl.renderer = renderer;
sdl.time_of_last_frame = SDL_GetTicks64();
nk_init_default(&sdl.ctx, 0);
sdl.ctx.clip.copy = nk_sdl_clipboard_copy;
sdl.ctx.clip.paste = nk_sdl_clipboard_paste;
sdl.ctx.clip.userdata = nk_handle_ptr(0);
nk_buffer_init_default(&sdl.ogl.cmds);
return &sdl.ctx;
}
NK_API void
nk_sdl_font_stash_begin(struct nk_font_atlas **atlas)
{
nk_font_atlas_init_default(&sdl.atlas);
nk_font_atlas_begin(&sdl.atlas);
*atlas = &sdl.atlas;
}
NK_API void
nk_sdl_font_stash_end(void)
{
const void *image; int w, h;
image = nk_font_atlas_bake(&sdl.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
nk_sdl_device_upload_atlas(image, w, h);
nk_font_atlas_end(&sdl.atlas, nk_handle_ptr(sdl.ogl.font_tex), &sdl.ogl.tex_null);
if (sdl.atlas.default_font)
nk_style_set_font(&sdl.ctx, &sdl.atlas.default_font->handle);
}
NK_API void
nk_sdl_handle_grab(void)
{
struct nk_context *ctx = &sdl.ctx;
if (ctx->input.mouse.grab) {
SDL_SetRelativeMouseMode(SDL_TRUE);
} else if (ctx->input.mouse.ungrab) {
/* better support for older SDL by setting mode first; causes an extra mouse motion event */
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_WarpMouseInWindow(sdl.win, (int)ctx->input.mouse.prev.x, (int)ctx->input.mouse.prev.y);
} else if (ctx->input.mouse.grabbed) {
ctx->input.mouse.pos.x = ctx->input.mouse.prev.x;
ctx->input.mouse.pos.y = ctx->input.mouse.prev.y;
}
}
NK_API int
nk_sdl_handle_event(SDL_Event *evt)
{
struct nk_context *ctx = &sdl.ctx;
switch(evt->type)
{
case SDL_KEYUP: /* KEYUP & KEYDOWN share same routine */
case SDL_KEYDOWN:
{
int down = evt->type == SDL_KEYDOWN;
const Uint8* state = SDL_GetKeyboardState(0);
switch(evt->key.keysym.sym)
{
case SDLK_RSHIFT: /* RSHIFT & LSHIFT share same routine */
case SDLK_LSHIFT: nk_input_key(ctx, NK_KEY_SHIFT, down); break;
case SDLK_DELETE: nk_input_key(ctx, NK_KEY_DEL, down); break;
case SDLK_RETURN: nk_input_key(ctx, NK_KEY_ENTER, down); break;
case SDLK_TAB: nk_input_key(ctx, NK_KEY_TAB, down); break;
case SDLK_BACKSPACE: nk_input_key(ctx, NK_KEY_BACKSPACE, down); break;
case SDLK_HOME: nk_input_key(ctx, NK_KEY_TEXT_START, down);
nk_input_key(ctx, NK_KEY_SCROLL_START, down); break;
case SDLK_END: nk_input_key(ctx, NK_KEY_TEXT_END, down);
nk_input_key(ctx, NK_KEY_SCROLL_END, down); break;
case SDLK_PAGEDOWN: nk_input_key(ctx, NK_KEY_SCROLL_DOWN, down); break;
case SDLK_PAGEUP: nk_input_key(ctx, NK_KEY_SCROLL_UP, down); break;
case SDLK_z: nk_input_key(ctx, NK_KEY_TEXT_UNDO, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_r: nk_input_key(ctx, NK_KEY_TEXT_REDO, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_c: nk_input_key(ctx, NK_KEY_COPY, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_v: nk_input_key(ctx, NK_KEY_PASTE, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_x: nk_input_key(ctx, NK_KEY_CUT, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_b: nk_input_key(ctx, NK_KEY_TEXT_LINE_START, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_e: nk_input_key(ctx, NK_KEY_TEXT_LINE_END, down && state[SDL_SCANCODE_LCTRL]); break;
case SDLK_UP: nk_input_key(ctx, NK_KEY_UP, down); break;
case SDLK_DOWN: nk_input_key(ctx, NK_KEY_DOWN, down); break;
case SDLK_LEFT:
if (state[SDL_SCANCODE_LCTRL])
nk_input_key(ctx, NK_KEY_TEXT_WORD_LEFT, down);
else nk_input_key(ctx, NK_KEY_LEFT, down);
break;
case SDLK_RIGHT:
if (state[SDL_SCANCODE_LCTRL])
nk_input_key(ctx, NK_KEY_TEXT_WORD_RIGHT, down);
else nk_input_key(ctx, NK_KEY_RIGHT, down);
break;
}
}
return 1;
case SDL_MOUSEBUTTONUP: /* MOUSEBUTTONUP & MOUSEBUTTONDOWN share same routine */
case SDL_MOUSEBUTTONDOWN:
{
int down = evt->type == SDL_MOUSEBUTTONDOWN;
const int x = evt->button.x, y = evt->button.y;
switch(evt->button.button)
{
case SDL_BUTTON_LEFT:
if (evt->button.clicks > 1)
nk_input_button(ctx, NK_BUTTON_DOUBLE, x, y, down);
nk_input_button(ctx, NK_BUTTON_LEFT, x, y, down); break;
case SDL_BUTTON_MIDDLE: nk_input_button(ctx, NK_BUTTON_MIDDLE, x, y, down); break;
case SDL_BUTTON_RIGHT: nk_input_button(ctx, NK_BUTTON_RIGHT, x, y, down); break;
}
}
return 1;
case SDL_MOUSEMOTION:
if (ctx->input.mouse.grabbed) {
int x = (int)ctx->input.mouse.prev.x, y = (int)ctx->input.mouse.prev.y;
nk_input_motion(ctx, x + evt->motion.xrel, y + evt->motion.yrel);
}
else nk_input_motion(ctx, evt->motion.x, evt->motion.y);
return 1;
case SDL_TEXTINPUT:
{
nk_glyph glyph;
memcpy(glyph, evt->text.text, NK_UTF_SIZE);
nk_input_glyph(ctx, glyph);
}
return 1;
case SDL_MOUSEWHEEL:
nk_input_scroll(ctx,nk_vec2((float)evt->wheel.x,(float)evt->wheel.y));
return 1;
}
return 0;
}
NK_API
void nk_sdl_shutdown(void)
{
struct nk_sdl_device *dev = &sdl.ogl;
nk_font_atlas_clear(&sdl.atlas);
nk_free(&sdl.ctx);
SDL_DestroyTexture(dev->font_tex);
/* glDeleteTextures(1, &dev->font_tex); */
nk_buffer_free(&dev->cmds);
memset(&sdl, 0, sizeof(sdl));
}
#endif /* NK_SDL_RENDERER_IMPLEMENTATION */

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/* SPDX-License-Identifier: Zlib
Copyright (c) 2014 - 2024 Guillaume Vareille http://ysengrin.com
____________________________________________________________________
| |
| 100% compatible C C++ -> You can rename tinfiledialogs.c as .cpp |
|____________________________________________________________________|
********* TINY FILE DIALOGS OFFICIAL WEBSITE IS ON SOURCEFORGE *********
_________
/ \ tinyfiledialogs.h v3.18.2 [Jun 8, 2024]
|tiny file| Unique header file created [November 9, 2014]
| dialogs |
\____ ___/ http://tinyfiledialogs.sourceforge.net
\| git clone http://git.code.sf.net/p/tinyfiledialogs/code tinyfd
____________________________________________
| |
| email: tinyfiledialogs at ysengrin.com |
|____________________________________________|
________________________________________________________________________________
| ____________________________________________________________________________ |
| | | |
| | - in tinyfiledialogs, char is UTF-8 by default (since v3.6) | |
| | | |
| | on windows: | |
| | - for UTF-16, use the wchar_t functions at the bottom of the header file | |
| | | |
| | - _wfopen() requires wchar_t | |
| | - fopen() uses char but expects ASCII or MBCS (not UTF-8) | |
| | - if you want char to be MBCS: set tinyfd_winUtf8 to 0 | |
| | | |
| | - alternatively, tinyfiledialogs provides | |
| | functions to convert between UTF-8, UTF-16 and MBCS | |
| |____________________________________________________________________________| |
|________________________________________________________________________________|
If you like tinyfiledialogs, please upvote my stackoverflow answer
https://stackoverflow.com/a/47651444
- License -
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
__________________________________________
| ______________________________________ |
| | | |
| | DO NOT USE USER INPUT IN THE DIALOGS | |
| |______________________________________| |
|__________________________________________|
*/
#ifndef TINYFILEDIALOGS_H
#define TINYFILEDIALOGS_H
#ifdef __cplusplus
extern "C" {
#endif
/******************************************************************************************************/
/**************************************** UTF-8 on Windows ********************************************/
/******************************************************************************************************/
#ifdef _WIN32
/* On windows, if you want to use UTF-8 ( instead of the UTF-16/wchar_t functions at the end of this file )
Make sure your code is really prepared for UTF-8 (on windows, functions like fopen() expect MBCS and not UTF-8) */
extern int tinyfd_winUtf8; /* on windows char strings can be 1:UTF-8(default) or 0:MBCS */
/* for MBCS change this to 0, in tinyfiledialogs.c or in your code */
/* Here are some functions to help you convert between UTF-16 UTF-8 MBSC */
char * tinyfd_utf8toMbcs(char const * aUtf8string);
char * tinyfd_utf16toMbcs(wchar_t const * aUtf16string);
wchar_t * tinyfd_mbcsTo16(char const * aMbcsString);
char * tinyfd_mbcsTo8(char const * aMbcsString);
wchar_t * tinyfd_utf8to16(char const * aUtf8string);
char * tinyfd_utf16to8(wchar_t const * aUtf16string);
#endif
/******************************************************************************************************/
/******************************************************************************************************/
/******************************************************************************************************/
/************* 3 funtions for C# (you don't need this in C or C++) : */
char const * tinyfd_getGlobalChar(char const * aCharVariableName); /* returns NULL on error */
int tinyfd_getGlobalInt(char const * aIntVariableName); /* returns -1 on error */
int tinyfd_setGlobalInt(char const * aIntVariableName, int aValue); /* returns -1 on error */
/* aCharVariableName: "tinyfd_version" "tinyfd_needs" "tinyfd_response"
aIntVariableName : "tinyfd_verbose" "tinyfd_silent" "tinyfd_allowCursesDialogs"
"tinyfd_forceConsole" "tinyfd_assumeGraphicDisplay" "tinyfd_winUtf8"
**************/
extern char tinyfd_version[8]; /* contains tinyfd current version number */
extern char tinyfd_needs[]; /* info about requirements */
extern int tinyfd_verbose; /* 0 (default) or 1 : on unix, prints the command line calls */
extern int tinyfd_silent; /* 1 (default) or 0 : on unix, hide errors and warnings from called dialogs */
/** Curses dialogs are difficult to use and counter-intuitive.
On windows they are only ascii and still uses the unix backslash ! **/
extern int tinyfd_allowCursesDialogs; /* 0 (default) or 1 */
extern int tinyfd_forceConsole; /* 0 (default) or 1 */
/* for unix & windows: 0 (graphic mode) or 1 (console mode).
0: try to use a graphic solution, if it fails then it uses console mode.
1: forces all dialogs into console mode even when an X server is present.
if enabled, it can use the package Dialog or dialog.exe.
on windows it only make sense for console applications */
extern int tinyfd_assumeGraphicDisplay; /* 0 (default) or 1 */
/* some systems don't set the environment variable DISPLAY even when a graphic display is present.
set this to 1 to tell tinyfiledialogs to assume the existence of a graphic display */
extern char tinyfd_response[1024];
/* if you pass "tinyfd_query" as aTitle,
the functions will not display the dialogs
but will return 0 for console mode, 1 for graphic mode.
tinyfd_response is then filled with the retain solution.
possible values for tinyfd_response are (all lowercase)
for graphic mode:
windows_wchar windows applescript kdialog zenity zenity3 yad matedialog
shellementary qarma python2-tkinter python3-tkinter python-dbus
perl-dbus gxmessage gmessage xmessage xdialog gdialog dunst
for console mode:
dialog whiptail basicinput no_solution */
void tinyfd_beep(void);
int tinyfd_notifyPopup(
char const * aTitle, /* NULL or "" */
char const * aMessage, /* NULL or "" may contain \n \t */
char const * aIconType); /* "info" "warning" "error" */
/* return has only meaning for tinyfd_query */
int tinyfd_messageBox(
char const * aTitle , /* NULL or "" */
char const * aMessage , /* NULL or "" may contain \n \t */
char const * aDialogType , /* "ok" "okcancel" "yesno" "yesnocancel" */
char const * aIconType , /* "info" "warning" "error" "question" */
int aDefaultButton ) ;
/* 0 for cancel/no , 1 for ok/yes , 2 for no in yesnocancel */
char * tinyfd_inputBox(
char const * aTitle , /* NULL or "" */
char const * aMessage , /* NULL or "" (\n and \t have no effect) */
char const * aDefaultInput ) ; /* NULL = passwordBox, "" = inputbox */
/* returns NULL on cancel */
char * tinyfd_saveFileDialog(
char const * aTitle , /* NULL or "" */
char const * aDefaultPathAndOrFile , /* NULL or "" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (1 in the following example) */
char const * const * aFilterPatterns , /* NULL or char const * lFilterPatterns[1]={"*.txt"} */
char const * aSingleFilterDescription ) ; /* NULL or "text files" */
/* returns NULL on cancel */
char * tinyfd_openFileDialog(
char const * aTitle, /* NULL or "" */
char const * aDefaultPathAndOrFile, /* NULL or "" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (2 in the following example) */
char const * const * aFilterPatterns, /* NULL or char const * lFilterPatterns[2]={"*.png","*.jpg"}; */
char const * aSingleFilterDescription, /* NULL or "image files" */
int aAllowMultipleSelects ) ; /* 0 or 1 */
/* in case of multiple files, the separator is | */
/* returns NULL on cancel */
char * tinyfd_selectFolderDialog(
char const * aTitle, /* NULL or "" */
char const * aDefaultPath); /* NULL or "" */
/* returns NULL on cancel */
char * tinyfd_colorChooser(
char const * aTitle, /* NULL or "" */
char const * aDefaultHexRGB, /* NULL or "" or "#FF0000" */
unsigned char const aDefaultRGB[3] , /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
unsigned char aoResultRGB[3] ) ; /* unsigned char lResultRGB[3]; */
/* aDefaultRGB is used only if aDefaultHexRGB is absent */
/* aDefaultRGB and aoResultRGB can be the same array */
/* returns NULL on cancel */
/* returns the hexcolor as a string "#FF0000" */
/* aoResultRGB also contains the result */
/************ WINDOWS ONLY SECTION ************************/
#ifdef _WIN32
/* windows only - utf-16 version */
int tinyfd_notifyPopupW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
wchar_t const * aIconType); /* L"info" L"warning" L"error" */
/* windows only - utf-16 version */
int tinyfd_messageBoxW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" may contain \n \t */
wchar_t const * aDialogType, /* L"ok" L"okcancel" L"yesno" */
wchar_t const * aIconType, /* L"info" L"warning" L"error" L"question" */
int aDefaultButton ); /* 0 for cancel/no , 1 for ok/yes */
/* returns 0 for cancel/no , 1 for ok/yes */
/* windows only - utf-16 version */
wchar_t * tinyfd_inputBoxW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aMessage, /* NULL or L"" (\n nor \t not respected) */
wchar_t const * aDefaultInput); /* NULL passwordBox, L"" inputbox */
/* windows only - utf-16 version */
wchar_t * tinyfd_saveFileDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
int aNumOfFilterPatterns, /* 0 (1 in the following example) */
wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[1]={L"*.txt"} */
wchar_t const * aSingleFilterDescription); /* NULL or L"text files" */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_openFileDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPathAndOrFile, /* NULL or L"" , ends with / to set only a directory */
int aNumOfFilterPatterns , /* 0 (2 in the following example) */
wchar_t const * const * aFilterPatterns, /* NULL or wchar_t const * lFilterPatterns[2]={L"*.png","*.jpg"} */
wchar_t const * aSingleFilterDescription, /* NULL or L"image files" */
int aAllowMultipleSelects ) ; /* 0 or 1 */
/* in case of multiple files, the separator is | */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_selectFolderDialogW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultPath); /* NULL or L"" */
/* returns NULL on cancel */
/* windows only - utf-16 version */
wchar_t * tinyfd_colorChooserW(
wchar_t const * aTitle, /* NULL or L"" */
wchar_t const * aDefaultHexRGB, /* NULL or L"#FF0000" */
unsigned char const aDefaultRGB[3], /* unsigned char lDefaultRGB[3] = { 0 , 128 , 255 }; */
unsigned char aoResultRGB[3]); /* unsigned char lResultRGB[3]; */
/* returns the hexcolor as a string L"#FF0000" */
/* aoResultRGB also contains the result */
/* aDefaultRGB is used only if aDefaultHexRGB is NULL */
/* aDefaultRGB and aoResultRGB can be the same array */
/* returns NULL on cancel */
#endif /*_WIN32 */
#ifdef __cplusplus
} /*extern "C"*/
#endif
#endif /* TINYFILEDIALOGS_H */
/*
________________________________________________________________________________
| ____________________________________________________________________________ |
| | | |
| | on windows: | |
| | - for UTF-16, use the wchar_t functions at the bottom of the header file | |
| | - _wfopen() requires wchar_t | |
| | | |
| | - in tinyfiledialogs, char is UTF-8 by default (since v3.6) | |
| | - but fopen() expects MBCS (not UTF-8) | |
| | - if you want char to be MBCS: set tinyfd_winUtf8 to 0 | |
| | | |
| | - alternatively, tinyfiledialogs provides | |
| | functions to convert between UTF-8, UTF-16 and MBCS | |
| |____________________________________________________________________________| |
|________________________________________________________________________________|
- This is not for ios nor android (it works in termux though).
- The files can be renamed with extension ".cpp" as the code is 100% compatible C C++
(just comment out << extern "C" >> in the header file)
- Windows is fully supported from XP to 10 (maybe even older versions)
- C# & LUA via dll, see files in the folder EXTRAS
- OSX supported from 10.4 to latest (maybe even older versions)
- Do not use " and ' as the dialogs will be displayed with a warning
instead of the title, message, etc...
- There's one file filter only, it may contain several patterns.
- If no filter description is provided,
the list of patterns will become the description.
- On windows link against Comdlg32.lib and Ole32.lib
(on windows the no linking claim is a lie)
- On unix: it tries command line calls, so no such need (NO LINKING).
- On unix you need one of the following:
applescript, kdialog, zenity, matedialog, shellementary, qarma, yad,
python (2 or 3)/tkinter/python-dbus (optional), Xdialog
or curses dialogs (opens terminal if running without console).
- One of those is already included on most (if not all) desktops.
- In the absence of those it will use gdialog, gxmessage or whiptail
with a textinputbox. If nothing is found, it switches to basic console input,
it opens a console if needed (requires xterm + bash).
- for curses dialogs you must set tinyfd_allowCursesDialogs=1
- You can query the type of dialog that will be used (pass "tinyfd_query" as aTitle)
- String memory is preallocated statically for all the returned values.
- File and path names are tested before return, they should be valid.
- tinyfd_forceConsole=1; at run time, forces dialogs into console mode.
- On windows, console mode only make sense for console applications.
- On windows, console mode is not implemented for wchar_T UTF-16.
- Mutiple selects are not possible in console mode.
- The package dialog must be installed to run in curses dialogs in console mode.
It is already installed on most unix systems.
- On osx, the package dialog can be installed via
http://macappstore.org/dialog or http://macports.org
- On windows, for curses dialogs console mode,
dialog.exe should be copied somewhere on your executable path.
It can be found at the bottom of the following page:
http://andrear.altervista.org/home/cdialog.php
*/

41
main.c
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@ -1,41 +0,0 @@
#include "cli.h"
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdio.h>
#include "ui.h"
int main(int argc, char **argv) {
CLIArgs args;
UIContext *ui;
int status;
bool running = false;
if (parseCLIArgs(argc, argv, &args)) {
return 1;
}
SDL_SetHint(SDL_HINT_VIDEO_HIGHDPI_DISABLED, "0");
SDL_SetHint(SDL_HINT_WINDOWS_DPI_AWARENESS, "system");
if (SDL_Init(SDL_INIT_EVERYTHING)) {
fprintf(stderr, "Error initializing SDL: %s\n", SDL_GetError());
return 1;
}
ui = uiInit();
if (!ui) {
SDL_Quit();
return 1;
}
if (args.filename) {
if (uiLoadGame(ui, args.filename)) {
return 1;
}
running = true;
}
status = uiRun(ui, running);
uiDestroy(ui);
SDL_Quit();
return status;
}

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@ -1,54 +0,0 @@
CC?=gcc
LD?=ld
msys_version := $(if $(findstring Msys, $(shell uname -o)),$(word 1, $(subst ., ,$(shell uname -r))),0)
ifeq ($(msys_version), 0)
PKGFLAGS=$(shell pkg-config sdl2 --cflags --libs)
BINLINKFLAGS=-z noexecstack
else
PKGFLAGS=$(shell pkg-config sdl2 --cflags --libs) -mwindows -mconsole -lcomdlg32 -lole32
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)
EXTOBJS = output/vb.o output/tinyfiledialogs.o
BINOBJS := $(BINFILES:%.bin=output/%.o)
OFILES := $(COBJS) $(EXTOBJS) $(BINOBJS)
output/%.o: %.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core $(PKGFLAGS) \
-O3 -flto=auto -Wno-long-long \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/vb.o: shrooms-vb-core/core/vb.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I shrooms-vb-core/core \
-O3 -flto=auto -fno-strict-aliasing \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/tinyfiledialogs.o: external/tinyfiledialogs.c
@mkdir -p output
@$(CC) -c -o $@ $< -I . \
-I external \
-O3 -flto=auto -fno-strict-aliasing -Wno-cast-function-type \
-Werror -std=c90 -Wall -Wextra -Wpedantic
output/%.o: assets/%.bin
@mkdir -p output
@$(LD) -r -b binary $(BINLINKFLAGS) -o $@ $<
shrooms-vb: $(OFILES)
@$(CC) -o $@ $(OFILES) $(PKGFLAGS) -lm -flto=auto
build: shrooms-vb

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@ -1,3 +0,0 @@
#define NK_IMPLEMENTATION
#define NK_SDL_RENDERER_IMPLEMENTATION
#include "nuklear.h"

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@ -1,17 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_NUKLEAR_
#define SHROOMS_VB_NATIVE_NUKLEAR_
#define NK_INCLUDE_FIXED_TYPES
#define NK_INCLUDE_STANDARD_BOOL
#define NK_INCLUDE_STANDARD_IO
#define NK_INCLUDE_STANDARD_VARARGS
#define NK_INCLUDE_DEFAULT_ALLOCATOR
#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
#define NK_INCLUDE_FONT_BAKING
#define NK_INCLUDE_DEFAULT_FONT
#include "external/nuklear.h"
#define NK_SDL_RENDERER_SDL_H <SDL2/SDL.h>
#include "external/nuklear_sdl_renderer.h"
#endif

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

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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 ae22c95dbee3d0b338168bfdf98143e6eddc6c70
Subproject commit 18b2c589e6cacec5a0bd0f450cedf2f8fe3a2bc8

423
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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));
}
}
}

128
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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));
}
}
}
}

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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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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),
}
}
}

263
src/window/input.rs Normal file
View File

@ -0,0 +1,263 @@
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),
}

218
ui.c
View File

@ -1,218 +0,0 @@
#include "audio.h"
#include "controller.h"
#include "emulation.h"
#include "external/tinyfiledialogs.h"
#include <stdio.h>
#include <stdlib.h>
#include "ui.h"
#include "window.h"
struct UIContext {
EmulationContext emu;
WindowContext win;
AudioContext aud;
ControllerState ctrl;
};
UIContext *uiInit() {
UIContext *ui = malloc(sizeof(UIContext));
if (emuInit(&ui->emu)) {
goto destroy_ui;
}
if (windowInit(&ui->win, "Shrooms VB")) {
goto destroy_emu;
}
if (audioInit(&ui->aud)) {
goto destroy_window;
}
ctrlInit(&ui->ctrl);
return ui;
destroy_window:
windowDestroy(&ui->win);
destroy_emu:
emuDestroy(&ui->emu);
destroy_ui:
free(ui);
return NULL;
}
void uiDestroy(UIContext *ui) {
audioDestroy(&ui->aud);
windowDestroy(&ui->win);
emuDestroy(&ui->emu);
free(ui);
}
int uiLoadGame(UIContext *ui, const char *path) {
FILE *file = fopen(path, "rb");
uint8_t *rom = NULL;
long fileSize;
uint32_t romSize;
int result;
if (!file) {
perror("could not open file");
return -1;
}
if (fseek(file, 0, SEEK_END)) {
perror("could not seek file end");
goto close_file;
}
fileSize = ftell(file);
if (fileSize == -1) {
perror("could not read file size");
goto close_file;
}
if (fseek(file, 0, SEEK_SET)) {
perror("could not seek file start");
goto close_file;
}
romSize = (uint32_t) fileSize;
rom = malloc(romSize);
if (!rom) {
perror("could not allocate ROM");
goto close_file;
}
fread(rom, 1, romSize, file);
if (ferror(file)) {
perror("could not read file");
goto free_rom;
}
result = fclose(file);
file = NULL;
if (result) {
perror("could not close file");
goto free_rom;
}
emuLoadGame(&ui->emu, rom, romSize);
return 0;
free_rom:
free(rom);
close_file:
if (file) fclose(file);
return -1;
}
static const char *MENU_ITEMS[4] = {
"File",
"Emulation",
"Video",
NULL
};
static const char *ROM_EXTENSIONS[2] = {
"*.vb",
NULL
};
typedef enum status_t {
status_paused,
status_running
} status_t;
int uiRun(UIContext *ui, bool running) {
static uint8_t leftEye[384*224] = {0};
static uint8_t rightEye[384*224] = {0};
status_t status = running ? status_running : status_paused;
windowUpdate(&ui->win, leftEye, rightEye);
while (1) {
struct nk_context *ctx;
SDL_Event event;
void *samples;
uint32_t bytes;
ctx = ui->win.nk;
if (status == status_running) {
emuTick(&ui->emu);
}
if (emuReadPixels(&ui->emu, leftEye, rightEye)) {
windowUpdate(&ui->win, leftEye, rightEye);
}
emuReadSamples(&ui->emu, &samples, &bytes);
if (bytes) {
audioUpdate(&ui->aud, samples, bytes);
}
windowDisplayBegin(&ui->win);
/* GUI */
if (windowGuiBegin(&ui->win, "Shrooms VB")) {
windowMenubarBegin(&ui->win, MENU_ITEMS);
if (windowMenuBegin(&ui->win, "File", 100)) {
if (windowMenuItemLabel(&ui->win, "Open ROM")) {
char *file = tinyfd_openFileDialog("Pick a ROM", NULL, 1, ROM_EXTENSIONS, "Virtual Boy ROM files", false);
if (file) {
uiLoadGame(ui, file);
status = status_running;
}
}
if (windowMenuItemLabel(&ui->win, "Quit")) {
SDL_Event QuitEvent;
QuitEvent.type = SDL_QUIT;
QuitEvent.quit.timestamp = SDL_GetTicks();
SDL_PushEvent(&QuitEvent);
}
windowMenuEnd(&ui->win);
}
if (windowMenuBegin(&ui->win, "Emulation", 100)) {
const char *label = status == status_paused ? "Resume" : "Pause";
if (windowMenuItemLabel(&ui->win, label)) {
if (status == status_paused)
status = status_running;
else
status = status_paused;
}
if (windowMenuItemLabel(&ui->win, "Reset")) {
emuReset(&ui->emu);
status = emuIsGameLoaded(&ui->emu) ? status_running : status_paused;
}
windowMenuEnd(&ui->win);
}
if (windowMenuBegin(&ui->win, "Video", 100)) {
float multiplier = windowGetScreenSizeMultiplier(&ui->win);
if (windowMenuItemLabelChecked(&ui->win, "x1", multiplier == 1.0f)) {
windowSetScreenSizeMultiplier(&ui->win, 1.0f);
}
if (windowMenuItemLabelChecked(&ui->win, "x2", multiplier == 2.0f)) {
windowSetScreenSizeMultiplier(&ui->win, 2.0f);
}
if (windowMenuItemLabelChecked(&ui->win, "x3", multiplier == 3.0f)) {
windowSetScreenSizeMultiplier(&ui->win, 3.0f);
}
if (windowMenuItemLabelChecked(&ui->win, "x4", multiplier == 4.0f)) {
windowSetScreenSizeMultiplier(&ui->win, 4.0f);
}
windowMenuEnd(&ui->win);
}
windowMenubarEnd(&ui->win);
}
windowGuiEnd(&ui->win);
windowDisplayEnd(&ui->win);
nk_input_begin(ctx);
while (SDL_PollEvent(&event)) {
nk_sdl_handle_event(&event);
if (event.type == SDL_QUIT) {
return 0;
}
if (event.type == SDL_KEYDOWN) {
ctrlKeyDown(&ui->ctrl, event.key.keysym.sym);
}
if (event.type == SDL_KEYUP) {
ctrlKeyUp(&ui->ctrl, event.key.keysym.sym);
}
}
nk_input_end(ctx);
emuSetKeys(&ui->emu, ctrlKeys(&ui->ctrl));
}
}

13
ui.h
View File

@ -1,13 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_UI_
#define SHROOMS_VB_NATIVE_UI_
#include <stdbool.h>
typedef struct UIContext UIContext;
UIContext *uiInit();
void uiDestroy(UIContext *ui);
int uiLoadGame(UIContext *ui, const char *path);
int uiRun(UIContext *ui, bool running);
#endif

291
window.c
View File

@ -1,291 +0,0 @@
#include "assets.h"
#include "nuklear.h"
#include <string.h>
#include "window.h"
#define MENU_HEIGHT 20
#define SCREEN_WIDTH 384
#define SCREEN_HEIGHT 224
static void setColorTable(struct nk_color *table) {
table[NK_COLOR_TEXT] = nk_rgb(40, 40, 40);
table[NK_COLOR_WINDOW] = nk_rgb(255, 255, 255);
table[NK_COLOR_HEADER] = nk_rgb(40, 40, 40);
table[NK_COLOR_BORDER] = nk_rgb(175, 175, 175);
table[NK_COLOR_BUTTON] = nk_rgb(255, 255, 255);
table[NK_COLOR_BUTTON_HOVER] = nk_rgb(215, 215, 215);
table[NK_COLOR_BUTTON_ACTIVE] = nk_rgb(175, 175, 175);
table[NK_COLOR_TOGGLE] = nk_rgb(100, 100, 100);
table[NK_COLOR_TOGGLE_HOVER] = nk_rgb(120, 120, 120);
table[NK_COLOR_TOGGLE_CURSOR] = nk_rgb(45, 45, 45);
table[NK_COLOR_SELECT] = nk_rgb(45, 45, 45);
table[NK_COLOR_SELECT_ACTIVE] = nk_rgb(35, 35, 35);
table[NK_COLOR_SLIDER] = nk_rgb(38, 38, 38);
table[NK_COLOR_SLIDER_CURSOR] = nk_rgb(100, 100, 100);
table[NK_COLOR_SLIDER_CURSOR_HOVER] = nk_rgb(120, 120, 120);
table[NK_COLOR_SLIDER_CURSOR_ACTIVE] = nk_rgb(150, 150, 150);
table[NK_COLOR_PROPERTY] = nk_rgb(38, 38, 38);
table[NK_COLOR_EDIT] = nk_rgb(38, 38, 38);
table[NK_COLOR_EDIT_CURSOR] = nk_rgb(175, 175, 175);
table[NK_COLOR_COMBO] = nk_rgb(45, 45, 45);
table[NK_COLOR_CHART] = nk_rgb(120, 120, 120);
table[NK_COLOR_CHART_COLOR] = nk_rgb(45, 45, 45);
table[NK_COLOR_CHART_COLOR_HIGHLIGHT] = nk_rgb(255, 0, 0);
table[NK_COLOR_SCROLLBAR] = nk_rgb(40, 40, 40);
table[NK_COLOR_SCROLLBAR_CURSOR] = nk_rgb(100, 100, 100);
table[NK_COLOR_SCROLLBAR_CURSOR_HOVER] = nk_rgb(120, 120, 120);
table[NK_COLOR_SCROLLBAR_CURSOR_ACTIVE] = nk_rgb(150, 150, 150);
table[NK_COLOR_TAB_HEADER] = nk_rgb(40, 40, 40);
table[NK_COLOR_KNOB] = nk_rgb(38, 38, 38);
table[NK_COLOR_KNOB_CURSOR] = nk_rgb(100, 100, 100);
table[NK_COLOR_KNOB_CURSOR_HOVER] = nk_rgb(120, 120, 120);
table[NK_COLOR_KNOB_CURSOR_ACTIVE] = nk_rgb(150, 150, 150);
}
static void applyStyles(struct nk_context *ctx, float scaleX, float scaleY) {
struct nk_color table[NK_COLOR_COUNT];
setColorTable(table);
nk_style_from_table(ctx, table);
ctx->style.window.padding = nk_vec2(0, 0);
ctx->style.window.spacing = nk_vec2(0, 0);
ctx->style.window.menu_padding = nk_vec2(0, 0);
ctx->style.window.menu_border = 0;
ctx->style.menu_button.hover = nk_style_item_color(table[NK_COLOR_BUTTON_HOVER]);
ctx->style.menu_button.active = nk_style_item_color(table[NK_COLOR_BUTTON_ACTIVE]);
ctx->style.menu_button.padding = nk_vec2(2 * scaleX, 2 * scaleY);
ctx->style.contextual_button.padding = nk_vec2(20 * scaleX, 4 * scaleY);
}
/* scale the window for High-DPI displays */
static void scaleWindow(WindowContext *win) {
int renderW, renderH;
int oldWindowX, oldWindowY;
int newWindowX, newWindowY;
int oldWindowW, oldWindowH;
int newWindowW, newWindowH;
float scaleX, scaleY;
float hdpi, vdpi;
SDL_GetRendererOutputSize(win->renderer, &renderW, &renderH);
SDL_GetWindowPosition(win->window, &oldWindowX, &oldWindowY);
SDL_GetWindowSize(win->window, &oldWindowW, &oldWindowH);
SDL_GetDisplayDPI(SDL_GetWindowDisplayIndex(win->window), NULL, &hdpi, &vdpi);
scaleX = (float)(renderW) / (float)(oldWindowW);
scaleY = (float)(renderH) / (float)(oldWindowH);
win->screenScaleX = (hdpi / 96) * scaleX;
win->screenScaleY = (vdpi / 96) * scaleY;
newWindowW = SCREEN_WIDTH * win->screenSizeMultiplier * (hdpi / 96) / scaleX;
newWindowH = (SCREEN_HEIGHT * win->screenSizeMultiplier + MENU_HEIGHT) * (vdpi / 96) / scaleY;
newWindowX = oldWindowX - (newWindowW - oldWindowW) / 2;
newWindowY = oldWindowY - (newWindowH - oldWindowH) / 2;
if (newWindowX < 0) newWindowX = 0;
if (newWindowY < 0) newWindowY = 0;
SDL_SetWindowSize(win->window, newWindowW, newWindowH);
SDL_SetWindowPosition(win->window, newWindowX, newWindowY);
}
int windowInit(WindowContext *win, const char *title) {
win->screenSizeMultiplier = 1.0f;
win->window = SDL_CreateWindow(title,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT + MENU_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (!win->window) {
fprintf(stderr, "Error creating window: %s\n", SDL_GetError());
return -1;
}
win->renderer = SDL_CreateRenderer(win->window, -1, 0);
if (!win->renderer) {
fprintf(stderr, "Error creating renderer: %s\n", SDL_GetError());
goto cleanup_window;
}
win->leftEye = SDL_CreateTexture(win->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!win->leftEye) {
fprintf(stderr, "Error creating left eye texture: %s\n", SDL_GetError());
goto cleanup_renderer;
}
SDL_SetTextureColorMod(win->leftEye, 0xff, 0, 0);
win->rightEye = SDL_CreateTexture(win->renderer, SDL_PIXELFORMAT_RGB24, SDL_TEXTUREACCESS_STREAMING, 384, 224);
if (!win->rightEye) {
fprintf(stderr, "Error creating right eye texture: %s\n", SDL_GetError());
goto cleanup_left_eye;
}
SDL_SetTextureColorMod(win->rightEye, 0, 0xc6, 0xf0);
SDL_SetTextureBlendMode(win->rightEye, SDL_BLENDMODE_ADD);
scaleWindow(win);
win->nk = nk_sdl_init(win->window, win->renderer);
applyStyles(win->nk, win->screenScaleX, win->screenScaleY);
/* tell nuklear the mouse moved somewhere so it doesn't think we're hovering in the top left */
nk_input_motion(win->nk, 1024, 1024);
{
struct nk_font_atlas *atlas;
struct nk_font_config config = nk_font_config(0);
config.pixel_snap = 1;
config.oversample_h = 8;
config.oversample_v = 8;
nk_sdl_font_stash_begin(&atlas);
win->font = nk_font_atlas_add_from_memory(atlas, (void*) SELAWIK, SELAWIK_LEN, 13 * win->screenScaleY, &config);
nk_sdl_font_stash_end();
nk_style_set_font(win->nk, &win->font->handle);
}
return 0;
cleanup_left_eye:
SDL_DestroyTexture(win->leftEye);
cleanup_renderer:
SDL_DestroyRenderer(win->renderer);
cleanup_window:
SDL_DestroyWindow(win->window);
return -1;
}
void windowDestroy(WindowContext *win) {
SDL_DestroyTexture(win->rightEye);
SDL_DestroyTexture(win->leftEye);
SDL_DestroyRenderer(win->renderer);
SDL_DestroyWindow(win->window);
}
float windowGetScreenSizeMultiplier(WindowContext *win) {
return win->screenSizeMultiplier;
}
void windowSetScreenSizeMultiplier(WindowContext *win, float multiplier) {
win->screenSizeMultiplier = multiplier;
scaleWindow(win);
applyStyles(win->nk, win->screenScaleX, win->screenScaleY);
}
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;
}
}
}
}
static void updateEye(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 windowUpdate(WindowContext *win, const uint8_t *left, const uint8_t *right) {
updateEye(win->leftEye, left);
updateEye(win->rightEye, right);
}
int windowScaleX(WindowContext *win, int x) {
return x * win->screenScaleX;
}
int windowScaleY(WindowContext *win, int y) {
return y * win->screenScaleY;
}
int windowGetMenuHeight(WindowContext *win) {
return (MENU_HEIGHT + 2) * win->screenScaleY;
}
int windowGetScreenHeight(WindowContext *win) {
return SCREEN_HEIGHT * win->screenSizeMultiplier * win->screenScaleY;
}
void windowDisplayBegin(WindowContext *win) {
SDL_Rect dst;
dst.x = 0;
dst.y = MENU_HEIGHT * win->screenScaleY;
dst.w = SCREEN_WIDTH * win->screenSizeMultiplier * win->screenScaleX;
dst.h = SCREEN_HEIGHT * win->screenSizeMultiplier * win->screenScaleY;
SDL_RenderClear(win->renderer);
SDL_RenderCopy(win->renderer, win->leftEye, NULL, &dst);
SDL_RenderCopy(win->renderer, win->rightEye, NULL, &dst);
}
void windowDisplayEnd(WindowContext *win) {
nk_sdl_render(NK_ANTI_ALIASING_ON);
SDL_RenderPresent(win->renderer);
}
bool windowGuiBegin(WindowContext *win, const char *title) {
return nk_begin(win->nk, title,
nk_rect(0, 0, SCREEN_WIDTH * win->screenSizeMultiplier * win->screenScaleX, MENU_HEIGHT * win->screenScaleY),
NK_WINDOW_NO_SCROLLBAR | NK_WINDOW_BACKGROUND);
}
void windowGuiEnd(WindowContext *win) {
nk_end(win->nk);
}
void windowMenubarBegin(WindowContext *win, const char **items) {
const char **item;
nk_menubar_begin(win->nk);
nk_layout_row_template_begin(win->nk, MENU_HEIGHT * win->screenScaleY);
for (item = items; *item != NULL; item++) {
struct nk_user_font *handle;
int len;
float width;
handle = &win->font->handle;
len = nk_strlen(*item);
width = handle->width(handle->userdata, handle->height, *item, len) + (16 * win->screenScaleX);
nk_layout_row_template_push_static(win->nk, width);
}
nk_layout_row_template_end(win->nk);
}
void windowMenubarEnd(WindowContext *win) {
nk_menubar_end(win->nk);
}
bool windowMenuBegin(WindowContext *win, const char *label, int width) {
if (!nk_menu_begin_label(win->nk, label, NK_TEXT_ALIGN_CENTERED, nk_vec2(windowScaleX(win, width), windowGetScreenHeight(win)))) {
return false;
}
nk_layout_row_dynamic(win->nk, windowGetMenuHeight(win), 1);
return true;
}
void windowMenuEnd(WindowContext *win) {
nk_menu_end(win->nk);
}
bool windowMenuItemLabel(WindowContext *win, const char *label) {
return nk_menu_item_label(win->nk, label, NK_TEXT_ALIGN_LEFT);
}
bool windowMenuItemLabelChecked(WindowContext *win, const char *label, bool checked) {
char buffer[80];
bool result;
if (!checked) {
return windowMenuItemLabel(win, label);
}
strcpy(buffer, " * ");
strncpy(buffer + 5, label, 74);
buffer[79] = '\0';
nk_style_push_vec2(win->nk, &win->nk->style.contextual_button.padding, nk_vec2(4 * win->screenScaleX, 4 * win->screenScaleY));
result = nk_menu_item_label(win->nk, buffer, NK_TEXT_ALIGN_LEFT);
nk_style_pop_vec2(win->nk);
return result;
}

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@ -1,41 +0,0 @@
#ifndef SHROOMS_VB_NATIVE_WINDOW_
#define SHROOMS_VB_NATIVE_WINDOW_
#include <SDL2/SDL.h>
#include "nuklear.h"
typedef struct WindowContext {
SDL_Window *window;
float screenSizeMultiplier;
float screenScaleX, screenScaleY;
SDL_Renderer *renderer;
SDL_Texture *leftEye;
SDL_Texture *rightEye;
struct nk_context *nk;
struct nk_font *font;
} WindowContext;
int windowInit(WindowContext *win, const char *title);
void windowDestroy(WindowContext *win);
float windowGetScreenSizeMultiplier(WindowContext *win);
void windowSetScreenSizeMultiplier(WindowContext *win, float multiplier);
void windowUpdate(WindowContext *win, const uint8_t *left, const uint8_t *right);
int windowScaleX(WindowContext *win, int x);
int windowScaleY(WindowContext *win, int y);
int windowGetMenuHeight(WindowContext *win);
int windowGetScreenHeight(WindowContext *win);
void windowDisplayBegin(WindowContext *win);
void windowDisplayEnd(WindowContext *win);
bool windowGuiBegin(WindowContext *win, const char *title);
void windowGuiEnd(WindowContext *win);
void windowMenubarBegin(WindowContext *win, const char **items);
void windowMenubarEnd(WindowContext *win);
bool windowMenuBegin(WindowContext *win, const char *label, int width);
void windowMenuEnd(WindowContext *win);
bool windowMenuItemLabel(WindowContext *win, const char *label);
bool windowMenuItemLabelChecked(WindowContext *win, const char *label, bool checked);
#endif