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Eq)] +pub struct Color(pub u16); + +impl Color { + /// Cria uma cor RGB565 a partir de componentes 8-bit. + pub const fn rgb(r: u8, g: u8, b: u8) -> Self { + let r5 = (r as u16 >> 3) & 0x1F; + let g6 = (g as u16 >> 2) & 0x3F; + let b5 = (b as u16 >> 3) & 0x1F; + + Self((r5 << 11) | (g6 << 5) | b5) + } + + pub const fn from_raw(raw: u16) -> Self { + Self(raw) + } + + pub const fn raw(self) -> u16 { + self.0 + } +} diff --git a/crates/core/src/lib.rs b/crates/core/src/lib.rs index 4a41e16a..9fa88ef4 100644 --- a/crates/core/src/lib.rs +++ b/crates/core/src/lib.rs @@ -1,4 +1,6 @@ pub mod machine; pub mod peripherals; +mod color; pub use machine::Machine; +pub use color::Color; diff --git a/crates/core/src/machine.rs b/crates/core/src/machine.rs index b73f1b15..f8dc2603 100644 --- a/crates/core/src/machine.rs +++ b/crates/core/src/machine.rs @@ -1,7 +1,8 @@ use crate::peripherals::{Gfx, Input, Touch}; +use crate::Color; /// PROMETEU "hardware lógico" (v0). -/// O host alimenta INPUT/TOUCH e chama `tick()` em 60Hz. +/// O Host alimenta INPUT/TOUCH e chama `step_frame()` em 60Hz. pub struct Machine { pub gfx: Gfx, pub input: Input, @@ -22,44 +23,47 @@ impl Machine { } } - /// Um frame lógico do PROMETEU. - /// (Depois isso chamará um "cartucho"; por enquanto é demo hardcoded.) - pub fn tick(&mut self) { + /// "Contrato de frame" do PROMETEU (Template Method sem loop). + /// O Host controla tempo/event loop; o Core define a sequência do frame. + pub fn step_frame(&mut self) { + self.begin_frame(); + self.tick(); // futuro: executa cartucho/VM + self.end_frame(); // present/housekeeping + } + + /// Início do frame: zera flags transitórias. + pub fn begin_frame(&mut self) { self.frame_index += 1; - // Limpa + // Flags transitórias do TOUCH devem durar 1 frame. + self.touch.begin_frame(); + + // Se você quiser input com pressed/released depois: + // self.input.begin_frame(); + } + + /// Lógica do frame (demo hardcoded por enquanto). + pub fn tick(&mut self) { self.gfx.clear(Color::rgb(0x10, 0x10, 0x10)); - // Demo: quadrado que muda de cor se A ou touch estiver pressionado let (x, y) = self.demo_pos(); + let color = if self.input.a_down || self.touch.down { Color::rgb(0x00, 0xFF, 0x00) } else { Color::rgb(0xFF, 0x40, 0x40) }; - self.gfx.fill_rect(x, y, 24, 24, color); - // Present (double buffer) + self.gfx.fill_rect(x, y, 24, 24, color); + } + + /// Final do frame: troca buffers. + pub fn end_frame(&mut self) { self.gfx.present(); } fn demo_pos(&self) -> (i32, i32) { - // Só para mostrar movimento sem input por enquanto. let t = (self.frame_index % 280) as i32; (20 + t, 80) } } - -/// Cor simples em RGBA8888 (0xRRGGBBAA). -/// (Mais tarde, para hardware barato, você pode mudar o formato para RGB565.) -#[derive(Clone, Copy, Debug, Default)] -pub struct Color(pub u32); - -impl Color { - pub const fn rgba(r: u8, g: u8, b: u8, a: u8) -> Self { - Self(((r as u32) << 24) | ((g as u32) << 16) | ((b as u32) << 8) | (a as u32)) - } - pub const fn rgb(r: u8, g: u8, b: u8) -> Self { - Self::rgba(r, g, b, 0xFF) - } -} diff --git a/crates/core/src/peripherals/gfx.rs b/crates/core/src/peripherals/gfx.rs index e7e4ae7c..05436838 100644 --- a/crates/core/src/peripherals/gfx.rs +++ b/crates/core/src/peripherals/gfx.rs @@ -1,10 +1,25 @@ -use crate::machine::Color; +use crate::color::Color; + +#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)] +pub enum BlendMode { + /// dst = src + #[default] + None, + /// dst = (src + dst) / 2 + Half, + /// dst = dst + (src / 2) + HalfPlus, + /// dst = dst - (src / 2) + HalfMinus, + /// dst = dst + src + Full, +} pub struct Gfx { w: usize, h: usize, - front: Vec, - back: Vec, + front: Vec, + back: Vec, } impl Gfx { @@ -22,8 +37,8 @@ impl Gfx { (self.w, self.h) } - /// O buffer que o host deve exibir. - pub fn front_buffer(&self) -> &[u32] { + /// O buffer que o host deve exibir (RGB565). + pub fn front_buffer(&self) -> &[u16] { &self.front } @@ -31,7 +46,16 @@ impl Gfx { self.back.fill(color.0); } - pub fn fill_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { + /// Retângulo com modo de blend. + pub fn fill_rect_blend( + &mut self, + x: i32, + y: i32, + w: i32, + h: i32, + color: Color, + mode: BlendMode, + ) { let fw = self.w as i32; let fh = self.h as i32; @@ -40,16 +64,90 @@ impl Gfx { let x1 = (x + w).clamp(0, fw); let y1 = (y + h).clamp(0, fh); + let src = color.0; + for yy in y0..y1 { let row = (yy as usize) * self.w; for xx in x0..x1 { - self.back[row + (xx as usize)] = color.0; + let idx = row + (xx as usize); + let dst = self.back[idx]; + self.back[idx] = blend_rgb565(dst, src, mode); } } } - /// Double buffer swap. + /// Conveniência: retângulo normal (sem blend). + pub fn fill_rect(&mut self, x: i32, y: i32, w: i32, h: i32, color: Color) { + self.fill_rect_blend(x, y, w, h, color, BlendMode::None); + } + + /// Double buffer swap (O(1), sem cópia de pixels). pub fn present(&mut self) { std::mem::swap(&mut self.front, &mut self.back); } } + +/// Faz blend em RGB565 por canal com saturação. +/// `dst` e `src` são pixels RGB565 (u16). +fn blend_rgb565(dst: u16, src: u16, mode: BlendMode) -> u16 { + match mode { + BlendMode::None => src, + + BlendMode::Half => { + let (dr, dg, db) = unpack_rgb565(dst); + let (sr, sg, sb) = unpack_rgb565(src); + let r = ((dr as u16 + sr as u16) >> 1) as u8; + let g = ((dg as u16 + sg as u16) >> 1) as u8; + let b = ((db as u16 + sb as u16) >> 1) as u8; + pack_rgb565(r, g, b) + } + + BlendMode::HalfPlus => { + let (dr, dg, db) = unpack_rgb565(dst); + let (sr, sg, sb) = unpack_rgb565(src); + + let r = (dr as u16 + ((sr as u16) >> 1)).min(31) as u8; + let g = (dg as u16 + ((sg as u16) >> 1)).min(63) as u8; + let b = (db as u16 + ((sb as u16) >> 1)).min(31) as u8; + + pack_rgb565(r, g, b) + } + + BlendMode::HalfMinus => { + let (dr, dg, db) = unpack_rgb565(dst); + let (sr, sg, sb) = unpack_rgb565(src); + + let r = (dr as i16 - ((sr as i16) >> 1)).max(0) as u8; + let g = (dg as i16 - ((sg as i16) >> 1)).max(0) as u8; + let b = (db as i16 - ((sb as i16) >> 1)).max(0) as u8; + + pack_rgb565(r, g, b) + } + + BlendMode::Full => { + let (dr, dg, db) = unpack_rgb565(dst); + let (sr, sg, sb) = unpack_rgb565(src); + + let r = (dr as u16 + sr as u16).min(31) as u8; + let g = (dg as u16 + sg as u16).min(63) as u8; + let b = (db as u16 + sb as u16).min(31) as u8; + + pack_rgb565(r, g, b) + } + } +} + +/// Extrai canais já na faixa nativa do RGB565: +/// R: 0..31, G: 0..63, B: 0..31 +#[inline(always)] +fn unpack_rgb565(px: u16) -> (u8, u8, u8) { + let r = ((px >> 11) & 0x1F) as u8; + let g = ((px >> 5) & 0x3F) as u8; + let b = (px & 0x1F) as u8; + (r, g, b) +} + +#[inline(always)] +fn pack_rgb565(r: u8, g: u8, b: u8) -> u16 { + ((r as u16 & 0x1F) << 11) | ((g as u16 & 0x3F) << 5) | (b as u16 & 0x1F) +} diff --git a/crates/core/src/peripherals/input.rs b/crates/core/src/peripherals/input.rs index 8b8e21fd..15b0d7f2 100644 --- a/crates/core/src/peripherals/input.rs +++ b/crates/core/src/peripherals/input.rs @@ -11,3 +11,10 @@ pub struct Input { pub start: bool, pub select: bool, } + +impl Input { + pub fn begin_frame(&mut self) { + // No v0, nada a fazer. + // No futuro: a_pressed/a_released, etc. + } +} diff --git a/crates/core/src/peripherals/touch.rs b/crates/core/src/peripherals/touch.rs index 1e2658f2..e7fea20c 100644 --- a/crates/core/src/peripherals/touch.rs +++ b/crates/core/src/peripherals/touch.rs @@ -7,3 +7,11 @@ pub struct Touch { pub x: i32, pub y: i32, } + +impl Touch { + /// Flags transitórias devem durar apenas 1 frame. + pub fn begin_frame(&mut self) { + self.pressed = false; + self.released = false; + } +} diff --git a/crates/host_desktop/Cargo.toml b/crates/host_desktop/Cargo.toml index d0dd8bde..7e78f67c 100644 --- a/crates/host_desktop/Cargo.toml +++ b/crates/host_desktop/Cargo.toml @@ -1,6 +1,9 @@ [package] name = "host_desktop" version = "0.1.0" -edition = "2024" +edition = "2021" [dependencies] +prometeu-core = { path = "../core" } +winit = "0.30.12" +pixels = "0.15.0" \ No newline at end of file diff --git a/crates/host_desktop/src/main.rs b/crates/host_desktop/src/main.rs index e7a11a96..fe573f53 100644 --- a/crates/host_desktop/src/main.rs +++ b/crates/host_desktop/src/main.rs @@ -1,3 +1,264 @@ -fn main() { - println!("Hello, world!"); +use std::time::{Duration, Instant}; + +use pixels::{Pixels, SurfaceTexture}; +use prometeu_core::Machine; +use winit::{ + application::ApplicationHandler, + dpi::LogicalSize, + event::{ElementState, MouseButton, WindowEvent}, + event_loop::{ActiveEventLoop, ControlFlow, EventLoop}, + keyboard::{KeyCode, PhysicalKey}, + window::{Window, WindowAttributes, WindowId}, +}; + +fn main() -> Result<(), Box> { + let event_loop = EventLoop::new()?; + + let mut app = PrometeuApp::new(); + event_loop.run_app(&mut app)?; + + Ok(()) +} + +struct PrometeuApp { + window: Option<&'static Window>, + pixels: Option>, + machine: Machine, + + frame_dt: Duration, + next_frame: Instant, + + mouse_down: bool, + mouse_just_pressed: bool, + mouse_just_released: bool, + mouse_pos_fb: (i32, i32), +} + +impl PrometeuApp { + fn new() -> Self { + Self { + window: None, + pixels: None, + machine: Machine::new(), + + frame_dt: Duration::from_nanos(1_000_000_000 / 60), + next_frame: Instant::now(), + + mouse_down: false, + mouse_just_pressed: false, + mouse_just_released: false, + mouse_pos_fb: (0, 0), + } + } + + fn window(&self) -> &'static Window { + self.window.expect("window not created yet") + } + + // fn pixels_mut(&mut self) -> &mut Pixels<'static> { + // self.pixels.as_mut().expect("pixels not created yet") + // } + + fn resize_surface(&mut self, width: u32, height: u32) { + if let Some(p) = self.pixels.as_mut() { + let _ = p.resize_surface(width, height); + } + } + + fn request_redraw(&self) { + if let Some(w) = self.window.as_ref() { + w.request_redraw(); + } + } + + fn map_key(&mut self, code: KeyCode, is_down: bool) { + match code { + KeyCode::ArrowUp => self.machine.input.up = is_down, + KeyCode::ArrowDown => self.machine.input.down = is_down, + KeyCode::ArrowLeft => self.machine.input.left = is_down, + KeyCode::ArrowRight => self.machine.input.right = is_down, + + // A/B (troque depois como quiser) + KeyCode::KeyZ => self.machine.input.a_down = is_down, + KeyCode::KeyX => self.machine.input.b_down = is_down, + + KeyCode::Enter => self.machine.input.start = is_down, + KeyCode::ShiftLeft | KeyCode::ShiftRight => self.machine.input.select = is_down, + + _ => {} + } + } + + fn update_touch_in_core(&mut self) { + // no desktop, mouse emula touch + self.machine.touch.present = true; + self.machine.touch.x = self.mouse_pos_fb.0; + self.machine.touch.y = self.mouse_pos_fb.1; + + // pressed/released devem durar 1 frame (o core limpa em begin_frame) + self.machine.touch.pressed = self.mouse_just_pressed; + self.machine.touch.released = self.mouse_just_released; + self.machine.touch.down = self.mouse_down; + + self.mouse_just_pressed = false; + self.mouse_just_released = false; + } +} + +impl ApplicationHandler for PrometeuApp { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + let attrs = WindowAttributes::default() + .with_title("PROMETEU - host_desktop") + .with_inner_size(LogicalSize::new(960.0, 540.0)) + .with_min_inner_size(LogicalSize::new(320.0, 180.0)); + + let window = event_loop.create_window(attrs).expect("failed to create window"); + + // 🔥 Leak: Window vira &'static Window (bootstrap) + let window: &'static Window = Box::leak(Box::new(window)); + self.window = Some(window); + + let size = window.inner_size(); + let surface_texture = SurfaceTexture::new(size.width, size.height, window); + + let mut pixels = Pixels::new(Machine::W as u32, Machine::H as u32, surface_texture) + .expect("failed to create Pixels"); + + pixels.frame_mut().fill(0); + + self.pixels = Some(pixels); + + self.next_frame = Instant::now(); + event_loop.set_control_flow(ControlFlow::Poll); + } + + + fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) { + match event { + WindowEvent::CloseRequested => event_loop.exit(), + + WindowEvent::Resized(size) => { + self.resize_surface(size.width, size.height); + } + + WindowEvent::ScaleFactorChanged { .. } => { + let size = self.window().inner_size(); + self.resize_surface(size.width, size.height); + } + + WindowEvent::RedrawRequested => { + // Pegue o Pixels diretamente do campo (não via helper que pega &mut self inteiro) + let pixels = self.pixels.as_mut().expect("pixels not initialized"); + + { + // Borrow mutável do frame (dura só dentro deste bloco) + let frame = pixels.frame_mut(); + + // Borrow imutável do core (campo diferente, ok) + let src = self.machine.gfx.front_buffer(); + + draw_rgb565_to_rgba8(src, frame); + } // <- frame borrow termina aqui + + if pixels.render().is_err() { + event_loop.exit(); + } + } + + + WindowEvent::KeyboardInput { event, .. } => { + if let PhysicalKey::Code(code) = event.physical_key { + let is_down = event.state == ElementState::Pressed; + self.map_key(code, is_down); + } + } + + WindowEvent::CursorMoved { position, .. } => { + self.mouse_pos_fb = window_to_fb(position.x as f32, position.y as f32, self.window()); + } + + WindowEvent::MouseInput { state, button, .. } => { + if button == MouseButton::Left { + match state { + ElementState::Pressed => { + if !self.mouse_down { + self.mouse_down = true; + self.mouse_just_pressed = true; + } + } + ElementState::Released => { + if self.mouse_down { + self.mouse_down = false; + self.mouse_just_released = true; + } + } + } + } + } + + _ => {} + } + } + + fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) { + // Pacing simples a ~60Hz + let now = Instant::now(); + + if now >= self.next_frame { + self.next_frame += self.frame_dt; + + // atualiza touch/input no core + self.update_touch_in_core(); + + // executa 1 frame do PROMETEU + self.machine.step_frame(); + + // pede redraw + self.request_redraw(); + } else { + // dorme pouco para não fritar CPU + let sleep_for = self.next_frame - now; + std::thread::sleep(sleep_for.min(Duration::from_millis(2))); + } + } +} + +/// Mapeamento simples: window coords -> framebuffer coords (stretch). +/// Depois podemos fazer letterbox/aspect-ratio correto. +fn window_to_fb(wx: f32, wy: f32, window: &Window) -> (i32, i32) { + let size = window.inner_size(); + let fb_w = Machine::W as f32; + let fb_h = Machine::H as f32; + + let x = (wx * fb_w / size.width as f32).floor() as i32; + let y = (wy * fb_h / size.height as f32).floor() as i32; + + (x.clamp(0, Machine::W as i32 - 1), y.clamp(0, Machine::H as i32 - 1)) +} + +/// Copia RGB565 (u16) -> RGBA8888 (u8[4]) para o frame do pixels. +/// Formato do pixels: RGBA8. +fn draw_rgb565_to_rgba8(src: &[u16], dst_rgba: &mut [u8]) { + for (i, &px) in src.iter().enumerate() { + let (r8, g8, b8) = rgb565_to_rgb888(px); + let o = i * 4; + dst_rgba[o] = r8; + dst_rgba[o + 1] = g8; + dst_rgba[o + 2] = b8; + dst_rgba[o + 3] = 0xFF; + } +} + +/// Expande RGB565 para RGB888 (replicação de bits altos). +#[inline(always)] +fn rgb565_to_rgb888(px: u16) -> (u8, u8, u8) { + let r5 = ((px >> 11) & 0x1F) as u8; + let g6 = ((px >> 5) & 0x3F) as u8; + let b5 = (px & 0x1F) as u8; + + let r8 = (r5 << 3) | (r5 >> 2); + let g8 = (g6 << 2) | (g6 >> 4); + let b8 = (b5 << 3) | (b5 >> 2); + + (r8, g8, b8) }