2026-03-24 13:40:24 +00:00

75 lines
3.0 KiB
Rust

use std::sync::Arc;
use prometeu_hardware_contract::{AssetBridge, AudioBridge, GfxBridge, HardwareBridge, PadBridge, TouchBridge};
use crate::asset::AssetManager;
use crate::audio::Audio;
use crate::gfx::Gfx;
use crate::memory_banks::{MemoryBanks, SoundBankPoolAccess, SoundBankPoolInstaller, TileBankPoolAccess, TileBankPoolInstaller};
use crate::pad::Pad;
use crate::touch::Touch;
/// Aggregate structure for all virtual hardware peripherals.
///
/// This struct represents the "Mainboard" of the PROMETEU console.
/// It acts as a container for all hardware subsystems. In the Prometeu
/// architecture, hardware is decoupled from the OS and VM, allowing
/// for easier testing and different host implementations (Desktop, Web, etc.).
///
/// ### Console Specifications:
/// - **Resolution**: 320x180 (16:9 Aspect Ratio).
/// - **Color Depth**: RGB565 (16-bit).
/// - **Audio**: Stereo, Command-based mixing.
/// - **Input**: 12-button Digital Gamepad + Absolute Touch/Mouse.
pub struct Hardware {
/// The Graphics Processing Unit (GPU). Handles drawing primitives, sprites, and tilemaps.
pub gfx: Gfx,
/// The Sound Processing Unit (SPU). Manages sample playback and volume control.
pub audio: Audio,
/// The standard digital gamepad. Provides state for D-Pad, face buttons, and triggers.
pub pad: Pad,
/// The absolute pointer input device (Mouse/Touchscreen).
pub touch: Touch,
/// The Asset Management system (DMA). Handles loading data into VRAM (TileBanks) and ARAM (SoundBanks).
pub assets: AssetManager,
}
impl HardwareBridge for Hardware {
fn gfx(&self) -> &dyn GfxBridge { &self.gfx }
fn gfx_mut(&mut self) -> &mut dyn GfxBridge { &mut self.gfx }
fn audio(&self) -> &dyn AudioBridge { &self.audio }
fn audio_mut(&mut self) -> &mut dyn AudioBridge { &mut self.audio }
fn pad(&self) -> &dyn PadBridge { &self.pad }
fn pad_mut(&mut self) -> &mut dyn PadBridge { &mut self.pad }
fn touch(&self) -> &dyn TouchBridge { &self.touch }
fn touch_mut(&mut self) -> &mut dyn TouchBridge { &mut self.touch }
fn assets(&self) -> &dyn AssetBridge { &self.assets }
fn assets_mut(&mut self) -> &mut dyn AssetBridge { &mut self.assets }
}
impl Hardware {
/// Internal hardware width in pixels.
pub const W: usize = 320;
/// Internal hardware height in pixels.
pub const H: usize = 180;
/// Creates a fresh hardware instance with default settings.
pub fn new() -> Self {
let memory_banks = Arc::new(MemoryBanks::new());
Self {
gfx: Gfx::new(Self::W, Self::H, Arc::clone(&memory_banks) as Arc<dyn TileBankPoolAccess>),
audio: Audio::new(Arc::clone(&memory_banks) as Arc<dyn SoundBankPoolAccess>),
pad: Pad::default(),
touch: Touch::default(),
assets: AssetManager::new(
vec![],
vec![],
Arc::clone(&memory_banks) as Arc<dyn TileBankPoolInstaller>,
Arc::clone(&memory_banks) as Arc<dyn SoundBankPoolInstaller>,
),
}
}
}