2026-03-24 13:40:09 +00:00

254 lines
8.5 KiB
Rust

use std::time::{Duration, Instant};
use pixels::{Pixels, SurfaceTexture};
use prometeu_core::peripherals::InputSignals;
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<dyn std::error::Error>> {
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<Pixels<'static>>,
machine: Machine,
input_signals: InputSignals,
frame_target_dt: Duration,
next_frame: Instant,
}
impl PrometeuApp {
fn new() -> Self {
Self {
window: None,
pixels: None,
machine: Machine::new(),
input_signals: InputSignals::default(),
frame_target_dt: Duration::from_nanos(1_000_000_000 / 60),
next_frame: Instant::now(),
}
}
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();
}
}
}
impl ApplicationHandler for PrometeuApp {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let attrs = WindowAttributes::default()
.with_title(format!("PROMETEU - host_desktop | GFX Mem: {:.2} KB | Frame: {}", 0.0, 0))
.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;
match code {
KeyCode::ArrowUp => self.input_signals.up_signal = is_down,
KeyCode::ArrowDown => self.input_signals.down_signal = is_down,
KeyCode::ArrowLeft => self.input_signals.left_signal = is_down,
KeyCode::ArrowRight => self.input_signals.right_signal = is_down,
// A/B (troque depois como quiser)
KeyCode::KeyA => self.input_signals.a_signal = is_down,
KeyCode::KeyD => self.input_signals.d_signal = is_down,
KeyCode::KeyW => self.input_signals.w_signal = is_down,
KeyCode::KeyS => self.input_signals.s_signal = is_down,
KeyCode::KeyQ => self.input_signals.q_signal = is_down,
KeyCode::KeyE => self.input_signals.e_signal = is_down,
KeyCode::KeyZ => self.input_signals.start_signal = is_down,
KeyCode::ShiftLeft | KeyCode::ShiftRight => self.input_signals.select_signal = is_down,
_ => {}
}
}
}
WindowEvent::CursorMoved { position, .. } => {
let v = window_to_fb(position.x as f32, position.y as f32, self.window());
self.input_signals.x_pos = v.0;
self.input_signals.y_pos = v.1;
}
WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Left {
match state {
ElementState::Pressed => {
self.input_signals.t_signal = true;
}
ElementState::Released => {
self.input_signals.t_signal = false;
}
}
}
}
_ => {}
}
}
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_target_dt;
// executa 1 frame do PROMETEU
self.machine.step_frame(&self.input_signals);
// temp: atualiza o título da janela a cada 1 segundo (60 frames)
if self.machine.frame_index % 60 == 0 {
if let Some(window) = self.window {
let usage_bytes = self.machine.gfx.memory_usage_bytes();
let kb = usage_bytes as f64 / 1024.0;
let title = format!(
"PROMETEU - host_desktop | GFX Mem: {:.2} KB | Frame: {}",
kb,
self.machine.frame_index);
window.set_title(&title);
}
}
// 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)
}