2026-01-16 13:05:42 +00:00

353 lines
13 KiB
Rust

use crate::audio_mixer::AudioMixer;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use pixels::{Pixels, SurfaceTexture};
use prometeu_core::firmware::Firmware;
use prometeu_core::hardware::{AudioCommand, InputSignals, OUTPUT_SAMPLE_RATE};
use prometeu_core::Hardware;
use ringbuf::traits::{Consumer, Producer, Split};
use ringbuf::HeapRb;
use std::sync::Arc;
use std::time::{Duration, Instant};
use winit::application::ApplicationHandler;
use winit::dpi::LogicalSize;
use winit::event::{ElementState, MouseButton, WindowEvent};
use winit::event_loop::{ActiveEventLoop, ControlFlow};
use winit::keyboard::{KeyCode, PhysicalKey};
use winit::window::{Window, WindowAttributes, WindowId};
pub struct PrometeuRunner {
window: Option<&'static Window>,
pixels: Option<Pixels<'static>>,
hardware: Hardware,
firmware: Firmware,
input_signals: InputSignals,
frame_target_dt: Duration,
last_frame_time: Instant,
accumulator: Duration,
last_stats_update: Instant,
frames_since_last_update: u64,
audio_load_accum_us: u64,
audio_load_samples: u64,
audio_perf_consumer: Option<ringbuf::wrap::CachingCons<Arc<HeapRb<u64>>>>,
audio_producer: Option<ringbuf::wrap::CachingProd<Arc<HeapRb<AudioCommand>>>>,
_audio_stream: Option<cpal::Stream>,
}
impl PrometeuRunner {
pub(crate) fn new() -> Self {
let target_fps = 60;
Self {
window: None,
pixels: None,
hardware: Hardware::new(),
firmware: Firmware::new(),
input_signals: InputSignals::default(),
frame_target_dt: Duration::from_nanos(1_000_000_000 / target_fps),
last_frame_time: Instant::now(),
accumulator: Duration::ZERO,
last_stats_update: Instant::now(),
frames_since_last_update: 0,
audio_load_accum_us: 0,
audio_load_samples: 0,
audio_perf_consumer: None,
audio_producer: None,
_audio_stream: None,
}
}
fn init_audio(&mut self) {
let host = cpal::default_host();
let device = host
.default_output_device()
.expect("no output device available");
let config = cpal::StreamConfig {
channels: 2,
sample_rate: cpal::SampleRate(OUTPUT_SAMPLE_RATE),
buffer_size: cpal::BufferSize::Default,
};
let rb = HeapRb::<AudioCommand>::new(1024);
let (prod, mut cons) = rb.split();
self.audio_producer = Some(prod);
let mut mixer = AudioMixer::new();
// Para passar dados de performance da thread de áudio para a principal
let audio_perf_rb = HeapRb::<u64>::new(64);
let (mut perf_prod, perf_cons) = audio_perf_rb.split();
let stream = device
.build_output_stream(
&config,
move |data: &mut [f32], _: &cpal::OutputCallbackInfo| {
// Consome comandos da ringbuffer
while let Some(cmd) = cons.try_pop() {
mixer.process_command(cmd);
}
// Mixa áudio
mixer.fill_buffer(data);
// Envia tempo de processamento em microssegundos
let _ = perf_prod.try_push(mixer.last_processing_time.as_micros() as u64);
},
|err| eprintln!("audio stream error: {}", err),
None,
)
.expect("failed to build audio stream");
stream.play().expect("failed to play audio stream");
self._audio_stream = Some(stream);
self.audio_perf_consumer = Some(perf_cons);
}
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 PrometeuRunner {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let attrs = WindowAttributes::default()
.with_title(format!(
"PROMETEU | GFX: {:.1} KB | FPS: {:.1} | Load: {:.1}% (C) + {:.1}% (A) | Frame: tick {} logical {}",
0.0, 0.0, 0.0, 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(Hardware::W as u32, Hardware::H as u32, surface_texture)
.expect("failed to create Pixels");
pixels.frame_mut().fill(0);
self.pixels = Some(pixels);
self.init_audio();
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.hardware.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.b_signal = is_down,
KeyCode::KeyW => self.input_signals.x_signal = is_down,
KeyCode::KeyS => self.input_signals.y_signal = is_down,
KeyCode::KeyQ => self.input_signals.l_signal = is_down,
KeyCode::KeyE => self.input_signals.r_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.f_signal = true;
}
ElementState::Released => {
self.input_signals.f_signal = false;
}
}
}
}
_ => {}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let now = Instant::now();
let mut frame_delta = now.duration_since(self.last_frame_time);
// Limitador para evitar a "espiral da morte" se o SO travar (máximo de 100ms por volta)
if frame_delta > Duration::from_millis(100) {
frame_delta = Duration::from_millis(100);
}
self.last_frame_time = now;
self.accumulator += frame_delta;
// 🔥 O coração do determinismo: consome o tempo em fatias exatas de 60Hz
while self.accumulator >= self.frame_target_dt {
self.firmware.step_frame(&self.input_signals, &mut self.hardware);
// Envia comandos de áudio gerados neste frame para a thread de áudio
if let Some(producer) = &mut self.audio_producer {
for cmd in self.hardware.audio.commands.drain(..) {
let _ = producer.try_push(cmd);
}
}
self.accumulator -= self.frame_target_dt;
self.frames_since_last_update += 1;
}
// Drena tempos de performance do áudio
if let Some(cons) = &mut self.audio_perf_consumer {
while let Some(us) = cons.try_pop() {
self.audio_load_accum_us += us;
self.audio_load_samples += 1;
}
}
// Atualiza estatísticas a cada 1 segundo real
let stats_elapsed = now.duration_since(self.last_stats_update);
if stats_elapsed >= Duration::from_secs(1) {
if let Some(window) = self.window {
let fps = self.frames_since_last_update as f64 / stats_elapsed.as_secs_f64();
let kb = self.hardware.gfx.memory_usage_bytes() as f64 / 1024.0;
// comparação fixa sempre contra 60Hz, manter mesmo quando fazer teste de stress na CPU
let frame_budget_us = 16666.0;
let cpu_load_core = (self.firmware.os.last_frame_cpu_time_us as f64 / frame_budget_us) * 100.0;
let cpu_load_audio = if self.audio_load_samples > 0 {
// O load real é (tempo total processando) / (tempo total de parede).
(self.audio_load_accum_us as f64 / stats_elapsed.as_micros() as f64) * 100.0
} else {
0.0
};
let title = format!(
"PROMETEU | GFX: {:.1} KB | FPS: {:.1} | Load: {:.1}% (C) + {:.1}% (A) | Frame: tick {} logical {}",
kb, fps, cpu_load_core, cpu_load_audio, self.firmware.os.tick_index, self.firmware.os.logical_frame_index
);
window.set_title(&title);
}
self.last_stats_update = now;
self.frames_since_last_update = 0;
self.audio_load_accum_us = 0;
self.audio_load_samples = 0;
}
self.request_redraw();
}
}
/// 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 = Hardware::W as f32;
let fb_h = Hardware::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, Hardware::W as i32 - 1), y.clamp(0, Hardware::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)
}