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February 6, 2022 14:54
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| use std::cell::RefCell; | |
| use std::collections::HashMap; | |
| use std::rc::Rc; | |
| use glutin_window::GlutinWindow as Window; | |
| use graphics::{clear, Transformed}; | |
| use graphics::Context; | |
| use image::{ImageBuffer, Rgba}; | |
| use opengl_graphics::{GlGraphics, GlyphCache, OpenGL, Texture, TextureSettings}; | |
| use piston::{Button, PressEvent}; | |
| use piston::event_loop::{Events, EventSettings}; | |
| use piston::input::{RenderArgs, RenderEvent, UpdateArgs, UpdateEvent}; | |
| use piston::window::WindowSettings; | |
| use crate::{Cpu, State}; | |
| use crate::display::{EMU_HEIGHT, EMU_WIDTH}; | |
| use crate::display::draw_debug::draw_debug; | |
| use crate::display::draw_pixels::draw_pixels; | |
| fn get_scaled_context(c: Context) -> Context { | |
| let size = c.get_view_size(); | |
| let x_scaler = size[0] / EMU_WIDTH as f64; | |
| let y_scaler = size[1] / EMU_HEIGHT as f64; | |
| c.scale(x_scaler, y_scaler) | |
| } | |
| pub struct NesSystem { | |
| window: Window, | |
| gl: GlGraphics, | |
| state: Rc<RefCell<State>>, | |
| cpu: Rc<RefCell<Cpu>>, | |
| debug: bool | |
| } | |
| pub trait Game { | |
| fn new(state: Rc<RefCell<State>>, cpu: Rc<RefCell<Cpu>>, debug: bool) -> NesSystem { | |
| let opengl = OpenGL::V3_2; | |
| let window: Window = WindowSettings::new("IronNES", [EMU_WIDTH * 3, EMU_HEIGHT * 3]) | |
| .graphics_api(opengl) | |
| .exit_on_esc(true) | |
| .build() | |
| .unwrap(); | |
| let gl = GlGraphics::new(opengl); | |
| NesSystem { | |
| window, | |
| gl, | |
| state, | |
| cpu, | |
| debug | |
| } | |
| } | |
| fn render(&mut self, | |
| args: RenderArgs, | |
| d_img: &mut ImageBuffer<Rgba<u8>, Vec<u8>>, | |
| texture: &mut Texture, | |
| disassembly: &mut HashMap<u16, String> | |
| ); | |
| fn start<U, F>(&mut self,settings: EventSettings, update: U, button: F) | |
| where U: Fn(UpdateArgs), F: Fn(Button); | |
| } | |
| impl Game for NesSystem { | |
| fn render(&mut self, | |
| args: RenderArgs, | |
| mut d_img: &mut ImageBuffer<Rgba<u8>, Vec<u8>>, | |
| mut texture: &mut Texture, | |
| disassembly: &mut HashMap<u16, String> | |
| ) { | |
| let state = self.state.as_ref().borrow(); | |
| let cpu = self.cpu.as_ref().borrow(); | |
| let mut glyphs: GlyphCache = GlyphCache::new("assets/PixelEmulator-xq08.ttf", (), TextureSettings::new()).unwrap(); | |
| let debug = self.debug; | |
| self.gl.draw(args.viewport(), |c, gl| { | |
| //Clear the screen | |
| clear([0.0, 0.0, 1.0, 1.0], gl); | |
| let context = get_scaled_context(c); | |
| if debug { | |
| draw_debug(&*state, &*cpu, c, &mut glyphs, disassembly, gl); | |
| } else { | |
| draw_pixels(&*state, d_img, texture, context, gl); | |
| } | |
| }); | |
| } | |
| fn start<U, F>(&mut self,settings: EventSettings, update: U, button: F) | |
| where U: Fn(UpdateArgs), F: Fn(Button) { | |
| let mut events = Events::new(settings); | |
| let mut d_img = ImageBuffer::from_fn(EMU_WIDTH, EMU_HEIGHT, |x, y| { | |
| image::Rgba([255, 255, 255, 255]) | |
| }); | |
| let mut texture = Texture::from_image(&d_img, &TextureSettings::new()); | |
| let mut disassembly = self.cpu.as_ref().borrow_mut().disassemble(); | |
| // Main loop | |
| while let Some(e) = events.next(&mut self.window) { | |
| if let Some(args) = e.press_args() { | |
| button(args); | |
| } | |
| if let Some(args) = e.render_args() { | |
| self.render(args, &mut d_img, &mut texture, &mut disassembly); | |
| } else if let Some(args) = e.update_args() { | |
| update(args); | |
| } | |
| } | |
| } | |
| } |
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