all repos — mgba @ a635f4de4db88f8fddd4464225edb925bde8da95

mGBA Game Boy Advance Emulator

src/main.c (view raw)

  1#include "debugger.h"
  2#include "gba-thread.h"
  3#include "gba.h"
  4#include "renderers/video-software.h"
  5
  6#include <SDL.h>
  7#ifdef __APPLE__
  8#include <OpenGL/gl.h>
  9#else
 10#include <GL/gl.h>
 11#endif
 12
 13#include <fcntl.h>
 14#include <errno.h>
 15#include <signal.h>
 16#include <sys/time.h>
 17#include <unistd.h>
 18
 19struct GLSoftwareRenderer {
 20	struct GBAVideoSoftwareRenderer d;
 21
 22	GLuint tex;
 23};
 24
 25static int _GBASDLInit(struct GLSoftwareRenderer* renderer);
 26static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer);
 27static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer);
 28static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event);
 29
 30static const GLint _glVertices[] = {
 31	0, 0,
 32	256, 0,
 33	256, 256,
 34	0, 256
 35};
 36
 37static const GLint _glTexCoords[] = {
 38	0, 0,
 39	1, 0,
 40	1, 1,
 41	0, 1
 42};
 43
 44int main(int argc, char** argv) {
 45	const char* fname = "test.rom";
 46	if (argc > 1) {
 47		fname = argv[1];
 48	}
 49	int fd = open(fname, O_RDONLY);
 50	if (fd < 0) {
 51		return 1;
 52	}
 53
 54	sigset_t signals;
 55	sigaddset(&signals, SIGINT);
 56	sigaddset(&signals, SIGTRAP);
 57	pthread_sigmask(SIG_BLOCK, &signals, 0);
 58
 59	struct GBAThread context;
 60	struct GLSoftwareRenderer renderer;
 61	GBAVideoSoftwareRendererCreate(&renderer.d);
 62
 63	if (!_GBASDLInit(&renderer)) {
 64		return 1;
 65	}
 66
 67	context.fd = fd;
 68	context.renderer = &renderer.d.d;
 69	GBAThreadStart(&context);
 70
 71	_GBASDLRunloop(&context, &renderer);
 72
 73	GBAThreadJoin(&context);
 74	close(fd);
 75
 76	_GBASDLDeinit(&renderer);
 77
 78	return 0;
 79}
 80
 81static int _GBASDLInit(struct GLSoftwareRenderer* renderer) {
 82	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
 83		return 0;
 84	}
 85
 86	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
 87	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
 88	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
 89	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
 90	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
 91	SDL_SetVideoMode(240, 160, 32, SDL_OPENGL);
 92
 93	renderer->d.outputBuffer = malloc(256 * 256 * 4);
 94	renderer->d.outputBufferStride = 256;
 95	glGenTextures(1, &renderer->tex);
 96	glBindTexture(GL_TEXTURE_2D, renderer->tex);
 97	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
 98	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 99	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
100	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
101	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
102
103	glViewport(0, 0, 240, 160);
104
105	return 1;
106}
107
108static void _GBASDLRunloop(struct GBAThread* context, struct GLSoftwareRenderer* renderer) {
109	SDL_Event event;
110
111	int err;
112	glEnable(GL_TEXTURE_2D);
113	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
114	glEnableClientState(GL_VERTEX_ARRAY);
115	glVertexPointer(2, GL_INT, 0, _glVertices);
116	glTexCoordPointer(2, GL_INT, 0, _glTexCoords);
117	glMatrixMode (GL_PROJECTION);
118	glLoadIdentity();
119	glOrtho(0, 240, 160, 0, 0, 1);
120	while (context->started) {
121		pthread_mutex_lock(&renderer->d.mutex);
122		if (renderer->d.d.framesPending) {
123			renderer->d.d.framesPending = 0;
124			pthread_mutex_unlock(&renderer->d.mutex);
125			glBindTexture(GL_TEXTURE_2D, renderer->tex);
126			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, renderer->d.outputBuffer);
127			glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
128
129			SDL_GL_SwapBuffers();
130			pthread_mutex_lock(&renderer->d.mutex);
131			pthread_cond_broadcast(&renderer->d.downCond);
132			pthread_mutex_unlock(&renderer->d.mutex);
133		} else {
134			while (!renderer->d.d.framesPending) {
135				struct timeval tv;
136				struct timespec ts;
137				gettimeofday(&tv, 0);
138				ts.tv_sec = tv.tv_sec;
139				ts.tv_nsec = tv.tv_usec * 1000 + 800000;
140				int err = pthread_cond_timedwait(&renderer->d.upCond, &renderer->d.mutex, &ts);
141				if (err == ETIMEDOUT) {
142					break;
143				}
144			}
145			pthread_mutex_unlock(&renderer->d.mutex);
146		}
147		while (SDL_PollEvent(&event)) {
148			switch (event.type) {
149			case SDL_QUIT:
150				// FIXME: this isn't thread-safe
151				context->debugger->state = DEBUGGER_EXITING;
152				break;
153			case SDL_KEYDOWN:
154			case SDL_KEYUP:
155				_GBASDLHandleKeypress(context, &event.key);
156				break;
157			}
158		}
159	}
160}
161
162static void _GBASDLDeinit(struct GLSoftwareRenderer* renderer) {
163	free(renderer->d.outputBuffer);
164
165	SDL_Quit();
166}
167
168static void _GBASDLHandleKeypress(struct GBAThread* context, const struct SDL_KeyboardEvent* event) {
169	enum GBAKey key = 0;
170	switch (event->keysym.sym) {
171	case SDLK_z:
172		key = GBA_KEY_A;
173		break;
174	case SDLK_x:
175		key = GBA_KEY_B;
176		break;
177	case SDLK_a:
178		key = GBA_KEY_L;
179		break;
180	case SDLK_s:
181		key = GBA_KEY_R;
182		break;
183	case SDLK_RETURN:
184		key = GBA_KEY_START;
185		break;
186	case SDLK_BACKSPACE:
187		key = GBA_KEY_SELECT;
188		break;
189	case SDLK_UP:
190		key = GBA_KEY_UP;
191		break;
192	case SDLK_DOWN:
193		key = GBA_KEY_DOWN;
194		break;
195	case SDLK_LEFT:
196		key = GBA_KEY_LEFT;
197		break;
198	case SDLK_RIGHT:
199		key = GBA_KEY_RIGHT;
200		break;
201	case SDLK_TAB:
202		context->renderer->turbo = !context->renderer->turbo;
203		return;
204	default:
205		return;
206	}
207
208	if (event->type == SDL_KEYDOWN) {
209		context->activeKeys |= 1 << key;
210	} else {
211		context->activeKeys &= ~(1 << key);
212	}
213}