#include "gbscreen.h" #include "sm83.h" #include "mem.h" //#include "zx_ula.h" #include #include "ui_window.h" #include "debug.h" #include "ui.h" namespace gbscreen { uint32_t palette[4] = { //0xFFFFFF, 0xFF0000, 0x00FF00, 0x0000FF 0xFFFFFF, 0xAAAAAA, 0x555555, 0x000000 }; SDL_Window *win = nullptr; SDL_Renderer *ren = nullptr; SDL_Texture *tex = nullptr; SDL_Texture *uitex = nullptr; uint32_t t_states_total = 70224; uint32_t t_states_per_scanline = 456; uint32_t vsync_lines = 10; uint8_t zoom = 2; bool fullscreen = false; bool full_refresh = true; int fullscreen_scale = 1; SDL_Rect dest_rect; //uint32_t time=0; uint32_t t_screen = 0; uint8_t gb_pixels[160*144]; uint8_t *ptr_pixel = gb_pixels; uint16_t dots_in_scanline = 0; uint8_t line_buffer[160]; bool eventHandler(SDL_Event *e) { if (e->type==SDL_WINDOWEVENT) { if (e->window.event==SDL_WINDOWEVENT_CLOSE) { return false; } else if ((e->window.event==SDL_WINDOWEVENT_SHOWN) || (e->window.event==SDL_WINDOWEVENT_EXPOSED)) { redraw(); } } if (!debug::debugging()) { if (debug::paused()) { if (e->type == SDL_KEYDOWN) { if (e->key.keysym.scancode==SDL_SCANCODE_ESCAPE) { const uint8_t dt = sm83::step(); debug::cont(); gbscreen::refresh(dt); } } } else { if (e->type == SDL_KEYDOWN) { if (e->key.keysym.scancode==SDL_SCANCODE_ESCAPE) { debug::pause(); gbscreen::redraw(); } else if (e->key.keysym.scancode==SDL_SCANCODE_F1) { gbscreen::decZoom(); } else if (e->key.keysym.scancode==SDL_SCANCODE_F2) { gbscreen::incZoom(); } else if (e->key.keysym.scancode==SDL_SCANCODE_F3) { gbscreen::toggleFullscreen(); } else if (e->key.keysym.scancode==SDL_SCANCODE_F6) { //zx_tape::play(); } else if (e->key.keysym.scancode==SDL_SCANCODE_F7) { //zx_tape::rewind(); } } } } if (e->type == SDL_MOUSEMOTION) { SDL_ShowCursor(true); } return true; } void reinit() { if (win) ui::window::unregisterWindow(SDL_GetWindowID(win)); if (tex) SDL_DestroyTexture(tex); if (uitex) SDL_DestroyTexture(uitex); if (ren) SDL_DestroyRenderer(ren); if (win) SDL_DestroyWindow(win); const int z = fullscreen ? 1 : zoom; win = SDL_CreateWindow("Gameboy Screen", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 160*z, 144*z, fullscreen?SDL_WINDOW_FULLSCREEN_DESKTOP:SDL_WINDOW_SHOWN); ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED); tex = SDL_CreateTexture(ren, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 160, 144); uitex = ui::createtexture(ren); ui::window::registerWindow(SDL_GetWindowID(win), eventHandler); if (fullscreen) { int w, h; SDL_GetWindowSize(win, &w, &h); fullscreen_scale = h/144; dest_rect.w = 160 * fullscreen_scale; dest_rect.h = 144 * fullscreen_scale; dest_rect.x = (w - dest_rect.w)/2; dest_rect.y = (h - dest_rect.h)/2; } else { dest_rect.x = dest_rect.y = 0; dest_rect.w = 160 * zoom; dest_rect.h = 144 * zoom; } focus(); } void init(int mode) { reinit(); } void focus() { if (win) { SDL_RaiseWindow(win); redraw(); } } void fill_line_buffer(uint8_t LY) { const uint8_t LCDC = mem::readMem(0xff40); const uint8_t SCY = mem::readMem(0xff42); const uint8_t SCX = mem::readMem(0xff43); const uint16_t ty = uint8_t(SCY+LY) >> 3; const uint8_t ly = uint8_t(SCY+LY) & 0x7; uint16_t tx = SCX >> 3; uint8_t ox = SCX & 0x7; uint16_t base_tilemap_address = LCDC&0x8 ? 0x9c00 : 0x9800; int pi = 0; while(true) { uint16_t tilemap_address = base_tilemap_address + tx + (ty<<5); uint16_t tile = mem::readMem(tilemap_address); uint16_t base_tile_address = 0x8000; if ( ((LCDC&0x10)==0) && (tile<128) ) base_tile_address = 0x9000; uint16_t tile_address = base_tile_address + (tile<<4) + (ly*2); uint8_t a = mem::readMem(tile_address); uint8_t b = mem::readMem(tile_address+1); for (int i=0; i<8; ++i) { if (ox==0) { line_buffer[pi++] = (a&0x80 ? 1 : 0) + (b&0x80 ? 2 : 0 ); } else { ox--; } a=a<<1; b=b<<1; if (pi==160) return; } tx = (tx+1)&0x1f; } } void refresh(const uint32_t dt, const bool full) { const uint8_t LCDC = mem::readMem(0xff40); if ((LCDC&0x80)==0) return; uint8_t STAT = mem::readMem(0xff41); uint8_t LY = mem::readMem(0xff44); const uint8_t LYC = mem::readMem(0xff45); for (int i=0;i=t_states_total) { t_screen=0; ptr_pixel = gb_pixels; redraw(); if (!full) sm83::interrupt(INTERRUPT_VBLANK); } } mem::writeMem(0xff41, STAT); mem::writeMem(0xff44, LY); } void fullrefresh() { /*uint32_t tmp = t_screen; t_screen = 0; uint8_t * tmp_ptr = ptr_pixel; ptr_pixel = gb_pixels; refresh(t_states_total, true); ptr_pixel = tmp_ptr; t_screen = tmp;*/ } void debugrefresh(const uint32_t dt) { if (full_refresh) fullrefresh(); else refresh(dt); } void redraw(const bool present) { //if (zx_tape::getplaying() && zx_tape::getOption(ZXTAPE_OPTION_FAST_LOAD)) return; ui::setrenderer(ren, uitex); Uint32* pixels; int pitch; SDL_LockTexture(tex, NULL, (void**)&pixels, &pitch); for (int i=0; i<160*144;++i) *(pixels++) = palette[gb_pixels[i]]; SDL_UnlockTexture(tex); if (fullscreen) { SDL_SetRenderDrawColor(ren, 0, 0, 0, 255); SDL_RenderClear(ren); } // Pintem la textura a pantalla SDL_RenderCopy(ren, tex, NULL, &dest_rect); if (present) SDL_RenderPresent(ren); else { SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawColor(ren, 0, 0, 0, 128); SDL_Rect rect {0,0,160*zoom,144*zoom}; if (fullscreen) SDL_GetWindowSize(win, &rect.w, &rect.h); SDL_RenderFillRect(ren, &rect); } } void present() { SDL_RenderPresent(ren); } void setTitle(const char* title) { char tmp[256]; strcpy(tmp, "Gameboy Screen"); strcat(tmp, title); SDL_SetWindowTitle(win, tmp); } void setZoom(const int value) { if (value < 1) return; SDL_DisplayMode dm; SDL_GetCurrentDisplayMode(0, &dm); if (160*value > dm.w) return; if (144*value > dm.h) return; zoom = value; reinit(); } void incZoom() { setZoom(zoom+1); } void decZoom() { setZoom(zoom-1); } void toggleFullscreen() { fullscreen = !fullscreen; reinit(); } const bool getFullscreen() { return fullscreen; } void toggleFullRefresh() { full_refresh = !full_refresh; } const bool getFullRefresh() { return full_refresh; } SDL_Renderer *getrenderer() { return ren; } }