273 lines
9.2 KiB
Rust
273 lines
9.2 KiB
Rust
use std::time::{Duration, Instant};
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use pixels::{Pixels, SurfaceTexture};
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use prometeu_core::peripherals::InputSignals;
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use prometeu_core::Machine;
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use winit::{
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application::ApplicationHandler,
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dpi::LogicalSize,
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event::{ElementState, MouseButton, WindowEvent},
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event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowAttributes, WindowId},
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};
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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let event_loop = EventLoop::new()?;
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let mut app = PrometeuApp::new();
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event_loop.run_app(&mut app)?;
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Ok(())
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}
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struct PrometeuApp {
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window: Option<&'static Window>,
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pixels: Option<Pixels<'static>>,
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machine: Machine,
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input_signals: InputSignals,
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frame_target_dt: Duration,
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last_frame_time: Instant,
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accumulator: Duration,
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last_stats_update: Instant,
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frames_since_last_update: u64,
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}
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impl PrometeuApp {
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fn new() -> Self {
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let target_fps = 60;
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Self {
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window: None,
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pixels: None,
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machine: Machine::new(),
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input_signals: InputSignals::default(),
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frame_target_dt: Duration::from_nanos(1_000_000_000 / target_fps),
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last_frame_time: Instant::now(),
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accumulator: Duration::ZERO,
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last_stats_update: Instant::now(),
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frames_since_last_update: 0,
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}
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}
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fn window(&self) -> &'static Window {
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self.window.expect("window not created yet")
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}
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// fn pixels_mut(&mut self) -> &mut Pixels<'static> {
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// self.pixels.as_mut().expect("pixels not created yet")
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// }
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fn resize_surface(&mut self, width: u32, height: u32) {
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if let Some(p) = self.pixels.as_mut() {
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let _ = p.resize_surface(width, height);
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}
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}
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fn request_redraw(&self) {
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if let Some(w) = self.window.as_ref() {
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w.request_redraw();
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}
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}
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}
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impl ApplicationHandler for PrometeuApp {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let attrs = WindowAttributes::default()
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.with_title(format!("PROMETEU | GFX: {:.1} KB | FPS: {:.1} | Frame: {}", 0.0, 0.0, 0))
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.with_inner_size(LogicalSize::new(960.0, 540.0))
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.with_min_inner_size(LogicalSize::new(320.0, 180.0));
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let window = event_loop.create_window(attrs).expect("failed to create window");
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// 🔥 Leak: Window vira &'static Window (bootstrap)
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let window: &'static Window = Box::leak(Box::new(window));
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self.window = Some(window);
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let size = window.inner_size();
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let surface_texture = SurfaceTexture::new(size.width, size.height, window);
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let mut pixels = Pixels::new(Machine::W as u32, Machine::H as u32, surface_texture)
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.expect("failed to create Pixels");
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pixels.frame_mut().fill(0);
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self.pixels = Some(pixels);
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event_loop.set_control_flow(ControlFlow::Poll);
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}
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fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => {
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self.resize_surface(size.width, size.height);
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}
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WindowEvent::ScaleFactorChanged { .. } => {
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let size = self.window().inner_size();
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self.resize_surface(size.width, size.height);
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}
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WindowEvent::RedrawRequested => {
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// Pegue o Pixels diretamente do campo (não via helper que pega &mut self inteiro)
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let pixels = self.pixels.as_mut().expect("pixels not initialized");
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{
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// Borrow mutável do frame (dura só dentro deste bloco)
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let frame = pixels.frame_mut();
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// Borrow imutável do core (campo diferente, ok)
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let src = self.machine.gfx.front_buffer();
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draw_rgb565_to_rgba8(src, frame);
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} // <- frame borrow termina aqui
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if pixels.render().is_err() {
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event_loop.exit();
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}
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}
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WindowEvent::KeyboardInput { event, .. } => {
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if let PhysicalKey::Code(code) = event.physical_key {
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let is_down = event.state == ElementState::Pressed;
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match code {
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KeyCode::ArrowUp => self.input_signals.up_signal = is_down,
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KeyCode::ArrowDown => self.input_signals.down_signal = is_down,
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KeyCode::ArrowLeft => self.input_signals.left_signal = is_down,
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KeyCode::ArrowRight => self.input_signals.right_signal = is_down,
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// A/B (troque depois como quiser)
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KeyCode::KeyA => self.input_signals.a_signal = is_down,
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KeyCode::KeyD => self.input_signals.b_signal = is_down,
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KeyCode::KeyW => self.input_signals.x_signal = is_down,
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KeyCode::KeyS => self.input_signals.y_signal = is_down,
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KeyCode::KeyQ => self.input_signals.l_signal = is_down,
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KeyCode::KeyE => self.input_signals.r_signal = is_down,
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KeyCode::KeyZ => self.input_signals.start_signal = is_down,
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KeyCode::ShiftLeft | KeyCode::ShiftRight => self.input_signals.select_signal = is_down,
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_ => {}
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}
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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let v = window_to_fb(position.x as f32, position.y as f32, self.window());
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self.input_signals.x_pos = v.0;
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self.input_signals.y_pos = v.1;
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}
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WindowEvent::MouseInput { state, button, .. } => {
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if button == MouseButton::Left {
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match state {
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ElementState::Pressed => {
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self.input_signals.f_signal = true;
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}
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ElementState::Released => {
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self.input_signals.f_signal = false;
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}
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}
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}
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}
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_ => {}
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}
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}
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fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
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let now = Instant::now();
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let mut frame_delta = now.duration_since(self.last_frame_time);
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// Limitador para evitar a "espiral da morte" se o SO travar (máximo de 100ms por volta)
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if frame_delta > Duration::from_millis(100) {
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frame_delta = Duration::from_millis(100);
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}
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self.last_frame_time = now;
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self.accumulator += frame_delta;
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// 🔥 O coração do determinismo: consome o tempo em fatias exatas de 60Hz
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while self.accumulator >= self.frame_target_dt {
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self.machine.step_frame(&self.input_signals);
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self.accumulator -= self.frame_target_dt;
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self.frames_since_last_update += 1;
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}
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// Atualiza estatísticas a cada 1 segundo real
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let stats_elapsed = now.duration_since(self.last_stats_update);
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if stats_elapsed >= Duration::from_secs(1) {
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if let Some(window) = self.window {
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let fps = self.frames_since_last_update as f64 / stats_elapsed.as_secs_f64();
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let kb = self.machine.gfx.memory_usage_bytes() as f64 / 1024.0;
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let frame_budget_us = 16666.0;
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let cpu_load = (self.machine.last_frame_cpu_time_us as f64 / frame_budget_us) * 100.0;
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let title = format!(
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"PROMETEU | GFX: {:.1} KB | FPS: {:.1} | Load: {:.1}% | Frame: {}",
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kb, fps, cpu_load, self.machine.frame_index
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);
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window.set_title(&title);
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}
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self.last_stats_update = now;
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self.frames_since_last_update = 0;
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}
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self.request_redraw();
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}
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}
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/// Mapeamento simples: window coords -> framebuffer coords (stretch).
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/// Depois podemos fazer letterbox/aspect-ratio correto.
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fn window_to_fb(wx: f32, wy: f32, window: &Window) -> (i32, i32) {
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let size = window.inner_size();
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let fb_w = Machine::W as f32;
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let fb_h = Machine::H as f32;
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let x = (wx * fb_w / size.width as f32).floor() as i32;
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let y = (wy * fb_h / size.height as f32).floor() as i32;
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(x.clamp(0, Machine::W as i32 - 1), y.clamp(0, Machine::H as i32 - 1))
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}
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/// Copia RGB565 (u16) -> RGBA8888 (u8[4]) para o frame do pixels.
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/// Formato do pixels: RGBA8.
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fn draw_rgb565_to_rgba8(src: &[u16], dst_rgba: &mut [u8]) {
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for (i, &px) in src.iter().enumerate() {
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let (r8, g8, b8) = rgb565_to_rgb888(px);
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let o = i * 4;
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dst_rgba[o] = r8;
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dst_rgba[o + 1] = g8;
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dst_rgba[o + 2] = b8;
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dst_rgba[o + 3] = 0xFF;
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}
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}
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/// Expande RGB565 para RGB888 (replicação de bits altos).
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#[inline(always)]
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fn rgb565_to_rgb888(px: u16) -> (u8, u8, u8) {
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let r5 = ((px >> 11) & 0x1F) as u8;
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let g6 = ((px >> 5) & 0x3F) as u8;
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let b5 = (px & 0x1F) as u8;
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let r8 = (r5 << 3) | (r5 >> 2);
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let g8 = (g6 << 2) | (g6 >> 4);
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let b8 = (b5 << 3) | (b5 >> 2);
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(r8, g8, b8)
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}
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