ref: 6dfa7018710a2ac9f152f52261ed2cd7866fcb14
dir: /main.c/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdbool.h>
#include <SDL.h>
#ifdef _WIN32
#include <direct.h>
#else
#include <sys/stat.h>
#include <sys/types.h>
#endif
#include <math.h>
#include "snes/snes.h"
#include "tracing.h"
#include "types.h"
#include "variables.h"
#include "zelda_rtl.h"
#include "config.h"
extern Ppu *GetPpuForRendering();
extern Dsp *GetDspForRendering();
extern Snes *g_snes;
extern uint8 g_emulated_ram[0x20000];
bool g_run_without_emu = false;
static int g_input1_state;
static bool g_display_perf;
static int g_curr_fps;
void PatchRom(uint8 *rom);
void SetSnes(Snes *snes);
void RunAudioPlayer();
void CopyStateAfterSnapshotRestore(bool is_reset);
void SaveLoadSlot(int cmd, int which);
void PatchCommand(char cmd);
bool RunOneFrame(Snes *snes, int input_state, bool turbo);
static bool LoadRom(const char *name, Snes *snes);
static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer);
static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen);
static void HandleInput(int keyCode, int modCode, bool pressed);
static void HandleGamepadInput(int button, bool pressed);
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value);
static void OpenOneGamepad(int i);
static inline int IntMin(int a, int b) { return a < b ? a : b; }
static inline int IntMax(int a, int b) { return a > b ? a : b; }
enum {
kRenderWidth = 512,
kRenderHeight = 480,
kDefaultZoom = 2,
};
static uint32 g_win_flags = SDL_WINDOW_RESIZABLE;
static SDL_Window *g_window;
static SDL_Renderer *g_renderer;
static uint8 g_paused, g_turbo = true;
static int current_zoom = kDefaultZoom;
static uint8 g_gamepad_buttons;
void NORETURN Die(const char *error) {
fprintf(stderr, "Error: %s\n", error);
exit(1);
}
void SetButtonState(int button, bool pressed) {
// set key in constroller
if (pressed) {
g_input1_state |= 1 << button;
} else {
g_input1_state &= ~(1 << button);
}
}
void DoZoom(int zoom_step) {
int screen = SDL_GetWindowDisplayIndex(g_window);
if (screen < 0) screen = 0;
int max_zoom = kDefaultZoom * 5;
SDL_Rect bounds;
int bt = -1, bl, bb, br;
// note this takes into effect Windows display scaling, i.e., resolution is divided by scale factor
if (SDL_GetDisplayUsableBounds(screen, &bounds) == 0) {
// this call may take a while before it is reported by Windows (or not at all in my testing)
if (SDL_GetWindowBordersSize(g_window, &bt, &bl, &bb, &br) != 0) {
// guess based on Windows 10/11 defaults
bl = br = bb = 1;
bt = 31;
}
// Allow a zoom level slightly above the max that fits on screen
int mw = (bounds.w - bl - br + (kRenderWidth / kDefaultZoom) / 4) / (kRenderWidth / kDefaultZoom);
int mh = (bounds.h - bt - bb + (kRenderHeight / kDefaultZoom) / 4) / (kRenderHeight / kDefaultZoom);
max_zoom = IntMin(mw, mh);
}
int new_zoom = IntMax(IntMin(current_zoom + zoom_step, max_zoom), 1);
current_zoom = new_zoom;
int w = new_zoom * (kRenderWidth / kDefaultZoom);
int h = new_zoom * (kRenderHeight / kDefaultZoom);
//SDL_RenderSetLogicalSize(g_renderer, w, h);
SDL_SetWindowSize(g_window, w, h);
if (bt >= 0) {
// Center the window on top of the mouse
int mx, my;
SDL_GetGlobalMouseState(&mx, &my);
int wx = IntMax(IntMin(mx - w / 2, bounds.x + bounds.w - bl - br - w), bounds.x + bl);
int wy = IntMax(IntMin(my - h / 2, bounds.y + bounds.h - bt - bb - h), bounds.y + bt);
SDL_SetWindowPosition(g_window, wx, wy);
} else {
SDL_SetWindowPosition(g_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
static SDL_HitTestResult HitTestCallback(SDL_Window *win, const SDL_Point *area, void *data) {
uint32 flags = SDL_GetWindowFlags(win);
return (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 &&
(SDL_GetModState() & KMOD_CTRL) != 0 ? SDL_HITTEST_DRAGGABLE : SDL_HITTEST_NORMAL;
}
enum {
kSampleRate = 44100,
kSnesSamplesPerBlock = (534 * kSampleRate) / 32000,
};
#undef main
int main(int argc, char** argv) {
ParseConfigFile();
AfterConfigParse();
// set up SDL
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Failed to init SDL: %s\n", SDL_GetError());
return 1;
}
SDL_Window* window = SDL_CreateWindow("Zelda3", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, kRenderWidth, kRenderHeight, g_win_flags);
if(window == NULL) {
printf("Failed to create window: %s\n", SDL_GetError());
return 1;
}
g_window = window;
SDL_SetWindowHitTest(window, HitTestCallback, NULL);
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(renderer == NULL) {
printf("Failed to create renderer: %s\n", SDL_GetError());
return 1;
}
g_renderer = renderer;
SDL_RenderSetLogicalSize(renderer, 512, 480);
SDL_Texture* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STREAMING, kRenderWidth, kRenderHeight);
if(texture == NULL) {
printf("Failed to create texture: %s\n", SDL_GetError());
return 1;
}
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
SDL_AudioSpec want, have;
SDL_AudioDeviceID device;
SDL_memset(&want, 0, sizeof(want));
want.freq = kSampleRate;
want.format = AUDIO_S16;
want.channels = 2;
want.samples = 2048;
want.callback = NULL; // use queue
device = SDL_OpenAudioDevice(NULL, 0, &want, &have, 0);
if(device == 0) {
printf("Failed to open audio device: %s\n", SDL_GetError());
return 1;
}
int16_t* audioBuffer = (int16_t * )malloc(kSnesSamplesPerBlock * 2 * sizeof(int16));
SDL_PauseAudioDevice(device, 0);
Snes *snes = snes_init(g_emulated_ram), *snes_run = NULL;
if (argc >= 2 && !g_run_without_emu) {
// init snes, load rom
bool loaded = LoadRom(argv[1], snes);
if (!loaded) {
puts("No rom loaded");
return 1;
}
snes_run = snes;
} else {
snes_reset(snes, true);
}
#if defined(_WIN32)
_mkdir("saves");
#else
mkdir("saves", 755);
#endif
SetSnes(snes);
ZeldaInitialize();
ZeldaReadSram(snes);
for (int i = 0; i < SDL_NumJoysticks(); i++)
OpenOneGamepad(i);
bool running = true;
SDL_Event event;
uint32 lastTick = SDL_GetTicks();
uint32 curTick = 0;
uint32 frameCtr = 0;
while(running) {
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_CONTROLLERDEVICEADDED:
OpenOneGamepad(event.cdevice.which);
break;
case SDL_CONTROLLERAXISMOTION:
HandleGamepadAxisInput(event.caxis.which, event.caxis.axis, event.caxis.value);
break;
case SDL_CONTROLLERBUTTONDOWN:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
break;
case SDL_CONTROLLERBUTTONUP:
HandleGamepadInput(event.cbutton.button, event.cbutton.state == SDL_PRESSED);
break;
case SDL_MOUSEWHEEL:
if ((g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 && event.wheel.y != 0 && SDL_GetModState() & KMOD_CTRL)
DoZoom(event.wheel.y > 0 ? 1 : -1);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == SDL_BUTTON_LEFT && event.button.state == SDL_PRESSED && event.button.clicks == 2) {
if ((g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == 0 && SDL_GetModState() & KMOD_SHIFT) {
g_win_flags ^= SDL_WINDOW_BORDERLESS;
SDL_SetWindowBordered(g_window, (g_win_flags & SDL_WINDOW_BORDERLESS) == 0);
}
}
break;
case SDL_KEYDOWN:
HandleInput(event.key.keysym.sym, event.key.keysym.mod, true);
break;
case SDL_KEYUP:
HandleInput(event.key.keysym.sym, event.key.keysym.mod, false);
break;
case SDL_QUIT:
running = false;
break;
}
}
if (g_paused) {
SDL_Delay(16);
continue;
}
// Clear gamepad inputs when joypad directional inputs to avoid wonkiness
int inputs = g_input1_state;
if (g_input1_state & 0xf0)
g_gamepad_buttons = 0;
bool is_turbo = RunOneFrame(snes_run, g_input1_state | g_gamepad_buttons, (frameCtr++ & 0x7f) != 0 && g_turbo);
if (is_turbo)
continue;
if (g_display_perf) {
static float history[64], average;
static int history_pos;
uint64 before = SDL_GetPerformanceCounter();
ZeldaDrawPpuFrame();
uint64 after = SDL_GetPerformanceCounter();
float v = (double)SDL_GetPerformanceFrequency() / (after - before);
average += v - history[history_pos];
history[history_pos] = v;
history_pos = (history_pos + 1) & 63;
g_curr_fps = average * (1.0f / 64);
} else {
ZeldaDrawPpuFrame();
}
PlayAudio(snes_run, device, audioBuffer);
RenderScreen(window, renderer, texture, (g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0);
SDL_RenderPresent(renderer); // vsyncs to 60 FPS
// if vsync isn't working, delay manually
curTick = SDL_GetTicks();
static const uint8 delays[3] = { 17, 17, 16 }; // 60 fps
#if 1
lastTick += delays[frameCtr % 3];
if (lastTick > curTick) {
uint32 delta = lastTick - curTick;
if (delta > 500) {
lastTick = curTick - 500;
delta = 500;
}
SDL_Delay(delta);
} else if (curTick - lastTick > 500) {
lastTick = curTick;
}
#endif
}
// clean snes
snes_free(snes);
// clean sdl
SDL_PauseAudioDevice(device, 1);
SDL_CloseAudioDevice(device);
free(audioBuffer);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
static void PlayAudio(Snes *snes, SDL_AudioDeviceID device, int16 *audioBuffer) {
// generate enough samples
if (snes) {
while (snes->apu->dsp->sampleOffset < 534)
apu_cycle(snes->apu);
snes->apu->dsp->sampleOffset = 0;
}
dsp_getSamples(GetDspForRendering(), audioBuffer, kSnesSamplesPerBlock);
for (int i = 0; i < 10; i++) {
if (SDL_GetQueuedAudioSize(device) <= kSnesSamplesPerBlock * 4 * 6) {
// don't queue audio if buffer is still filled
SDL_QueueAudio(device, audioBuffer, kSnesSamplesPerBlock * 4);
return;
}
SDL_Delay(1);
}
}
static void RenderDigit(uint32 *dst, int digit, uint32 color) {
static const uint8 kFont[] = {
0x1c, 0x36, 0x63, 0x63, 0x63, 0x63, 0x63, 0x63, 0x36, 0x1c,
0x18, 0x1c, 0x1e, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x7e,
0x3e, 0x63, 0x60, 0x30, 0x18, 0x0c, 0x06, 0x03, 0x63, 0x7f,
0x3e, 0x63, 0x60, 0x60, 0x3c, 0x60, 0x60, 0x60, 0x63, 0x3e,
0x30, 0x38, 0x3c, 0x36, 0x33, 0x7f, 0x30, 0x30, 0x30, 0x78,
0x7f, 0x03, 0x03, 0x03, 0x3f, 0x60, 0x60, 0x60, 0x63, 0x3e,
0x1c, 0x06, 0x03, 0x03, 0x3f, 0x63, 0x63, 0x63, 0x63, 0x3e,
0x7f, 0x63, 0x60, 0x60, 0x30, 0x18, 0x0c, 0x0c, 0x0c, 0x0c,
0x3e, 0x63, 0x63, 0x63, 0x3e, 0x63, 0x63, 0x63, 0x63, 0x3e,
0x3e, 0x63, 0x63, 0x63, 0x7e, 0x60, 0x60, 0x60, 0x30, 0x1e,
};
const uint8 *p = kFont + digit * 10;
for (int y = 0; y < 10; y++, dst += 512) {
int v = *p++;
for (int x = 0; v; x++, v>>=1) {
if (v & 1)
dst[x] = color;
}
}
}
static void RenderNumber(uint32 *dst, int n) {
char buf[32], *s;
int i;
sprintf(buf, "%d", n);
for (s = buf, i = 2; *s; s++, i += 8)
RenderDigit(dst + 513 + i, *s - '0', 0x40404000);
for (s = buf, i = 2; *s; s++, i += 8)
RenderDigit(dst + i, *s - '0', 0xffffff00);
}
static void RenderScreen(SDL_Window *window, SDL_Renderer *renderer, SDL_Texture *texture, bool fullscreen) {
void* pixels = NULL;
int pitch = 0;
if(SDL_LockTexture(texture, NULL, &pixels, &pitch) != 0) {
printf("Failed to lock texture: %s\n", SDL_GetError());
return;
}
ppu_putPixels(GetPpuForRendering(), (uint8_t*) pixels);
if (g_display_perf)
RenderNumber((uint32 *)pixels + 512*2, g_curr_fps);
SDL_UnlockTexture(texture);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
}
static void HandleCommand(uint32 j, bool pressed) {
if (j <= kKeys_Controls_Last) {
static const uint8 kKbdRemap[12] = { 4, 5, 6, 7, 2, 3, 8, 0, 9, 1, 10, 11 };
SetButtonState(kKbdRemap[j], pressed);
return;
}
if (!pressed)
return;
if (j <= kKeys_Load_Last) {
SaveLoadSlot(kSaveLoad_Load, j - kKeys_Load);
} else if (j <= kKeys_Save_Last) {
SaveLoadSlot(kSaveLoad_Save, j - kKeys_Save);
} else if (j <= kKeys_Replay_Last) {
SaveLoadSlot(kSaveLoad_Replay, j - kKeys_Replay);
} else if (j <= kKeys_LoadRef_Last) {
SaveLoadSlot(kSaveLoad_Load, 256 + j - kKeys_LoadRef);
} else if (j <= kKeys_ReplayRef_Last) {
SaveLoadSlot(kSaveLoad_Replay, 256 + j - kKeys_ReplayRef);
} else {
switch (j) {
case kKeys_CheatLife: PatchCommand('w'); break;
case kKeys_CheatKeys: PatchCommand('o'); break;
case kKeys_ClearKeyLog: PatchCommand('k'); break;
case kKeys_StopReplay: PatchCommand('l'); break;
case kKeys_Fullscreen:
g_win_flags ^= SDL_WINDOW_FULLSCREEN_DESKTOP;
SDL_SetWindowFullscreen(g_window, g_win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP);
break;
case kKeys_Reset:
snes_reset(g_snes, true);
ZeldaReadSram(g_snes);
CopyStateAfterSnapshotRestore(true);
break;
case kKeys_Pause: g_paused = !g_paused; break;
case kKeys_PauseDimmed:
g_paused = !g_paused;
if (g_paused) {
SDL_SetRenderDrawBlendMode(g_renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 159);
SDL_RenderFillRect(g_renderer, NULL);
SDL_RenderPresent(g_renderer);
}
break;
case kKeys_Turbo: g_turbo = !g_turbo; break;
case kKeys_ZoomIn: DoZoom(1); break;
case kKeys_ZoomOut: DoZoom(-1); break;
case kKeys_DisplayPerf: g_display_perf ^= 1; break;
default: assert(0);
}
}
}
static void HandleInput(int keyCode, int keyMod, bool pressed) {
int j = FindCmdForSdlKey(keyCode, keyMod);
if (j >= 0)
HandleCommand(j, pressed);
}
static void OpenOneGamepad(int i) {
if (SDL_IsGameController(i)) {
SDL_GameController *controller = SDL_GameControllerOpen(i);
if (!controller)
fprintf(stderr, "Could not open gamepad %d: %s\n", i, SDL_GetError());
}
}
static void HandleGamepadInput(int button, bool pressed) {
switch (button) {
case SDL_CONTROLLER_BUTTON_A: SetButtonState(0, pressed); break;
case SDL_CONTROLLER_BUTTON_X: SetButtonState(1, pressed); break;
case SDL_CONTROLLER_BUTTON_BACK: SetButtonState(2, pressed); break;
case SDL_CONTROLLER_BUTTON_START: SetButtonState(3, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_UP: SetButtonState(4, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: SetButtonState(5, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: SetButtonState(6, pressed); break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: SetButtonState(7, pressed); break;
case SDL_CONTROLLER_BUTTON_B: SetButtonState(8, pressed); break;
case SDL_CONTROLLER_BUTTON_Y: SetButtonState(9, pressed); break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SetButtonState(10, pressed); break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SetButtonState(11, pressed); break;
}
}
static void HandleGamepadAxisInput(int gamepad_id, int axis, int value) {
static int last_gamepad_id, last_x, last_y;
if (axis == SDL_CONTROLLER_AXIS_LEFTX || axis == SDL_CONTROLLER_AXIS_LEFTY) {
// try to be smart if there's more than one gamepad
if (last_gamepad_id != gamepad_id && (value < -10000 || value > 10000)) {
last_gamepad_id = gamepad_id;
last_x = last_y = 0;
}
*(axis == SDL_CONTROLLER_AXIS_LEFTX ? &last_x : &last_y) = value;
int buttons = 0;
if (last_x * last_x + last_y * last_y >= 10000 * 10000) {
// in the non deadzone part, divide the circle into eight 45 degree
// segments rotated by 22.5 degrees that control which direction to move.
// todo: do this without floats?
static const uint8 kSegmentToButtons[8] = {
1 << 4, // 0 = up
1 << 4 | 1 << 7, // 1 = up, right
1 << 7, // 2 = right
1 << 7 | 1 << 5, // 3 = right, down
1 << 5, // 4 = down
1 << 5 | 1 << 6, // 5 = down, left
1 << 6, // 6 = left
1 << 6 | 1 << 4, // 7 = left, up
};
int angle = (int)(atan2f(last_y, last_x) * (float)(128 / M_PI) + 0.5f);
buttons = kSegmentToButtons[(uint8)(angle + 16 + 64) >> 5];
}
g_gamepad_buttons = buttons;
}
}
static bool LoadRom(const char *name, Snes *snes) {
size_t length = 0;
uint8 *file = ReadFile(name, &length);
if(!file) Die("Failed to read file");
PatchRom(file);
bool result = snes_loadRom(snes, file, (int)length);
free(file);
return result;
}