2026-04-13 20:13:16 +01:00

110 lines
3.4 KiB
Rust

use crate::asset::AssetManager;
use crate::audio::Audio;
use crate::gfx::Gfx;
use crate::memory_banks::{
GlyphBankPoolAccess, GlyphBankPoolInstaller, MemoryBanks, SceneBankPoolInstaller,
SoundBankPoolAccess, SoundBankPoolInstaller,
};
use crate::pad::Pad;
use crate::touch::Touch;
use prometeu_hal::cartridge::AssetsPayloadSource;
use prometeu_hal::{AssetBridge, AudioBridge, GfxBridge, HardwareBridge, PadBridge, TouchBridge};
use std::sync::Arc;
/// 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 (GlyphBanks) and ARAM (SoundBanks).
pub assets: AssetManager,
}
impl Default for Hardware {
fn default() -> Self {
Self::new()
}
}
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 GlyphBankPoolAccess>,
),
audio: Audio::new(Arc::clone(&memory_banks) as Arc<dyn SoundBankPoolAccess>),
pad: Pad::default(),
touch: Touch::default(),
assets: AssetManager::new(
vec![],
AssetsPayloadSource::empty(),
Arc::clone(&memory_banks) as Arc<dyn GlyphBankPoolInstaller>,
Arc::clone(&memory_banks) as Arc<dyn SoundBankPoolInstaller>,
Arc::clone(&memory_banks) as Arc<dyn SceneBankPoolInstaller>,
),
}
}
}