mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-07 22:55:40 +12:00
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
#pragma once
|
|
|
|
#include <SDL.h>
|
|
#include <glad/gl.h>
|
|
|
|
#include <filesystem>
|
|
#include <fstream>
|
|
|
|
#include "PICA/gpu.hpp"
|
|
#include "cpu.hpp"
|
|
#include "crypto/aes_engine.hpp"
|
|
#include "io_file.hpp"
|
|
#include "memory.hpp"
|
|
#include "opengl.hpp"
|
|
|
|
enum class ROMType { None, ELF, NCSD };
|
|
|
|
class Emulator {
|
|
CPU cpu;
|
|
GPU gpu;
|
|
Memory memory;
|
|
Kernel kernel;
|
|
Crypto::AESEngine aesEngine;
|
|
|
|
SDL_Window* window;
|
|
SDL_GLContext glContext;
|
|
SDL_GameController* gameController;
|
|
int gameControllerID;
|
|
|
|
// Variables to keep track of whether the user is controlling the 3DS analog stick with their keyboard
|
|
// This is done so when a gamepad is connected, we won't automatically override the 3DS analog stick settings with the gamepad's state
|
|
// And so the user can still use the keyboard to control the analog
|
|
bool keyboardAnalogX = false;
|
|
bool keyboardAnalogY = false;
|
|
|
|
static constexpr u32 width = 400;
|
|
static constexpr u32 height = 240 * 2; // * 2 because 2 screens
|
|
ROMType romType = ROMType::None;
|
|
bool running = true;
|
|
|
|
// Keep the handle for the ROM here to reload when necessary and to prevent deleting it
|
|
// This is currently only used for ELFs, NCSDs use the IOFile API instead
|
|
std::ifstream loadedELF;
|
|
NCSD loadedNCSD;
|
|
|
|
public:
|
|
Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory), memory(cpu.getTicksRef()) {
|
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
|
|
Helpers::panic("Failed to initialize SDL2");
|
|
}
|
|
|
|
// Make SDL use consistent positional button mapping
|
|
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
|
|
if (SDL_Init(SDL_INIT_GAMECONTROLLER) < 0) {
|
|
Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
|
|
}
|
|
|
|
// Request OpenGL 4.1 Core (Max available on MacOS)
|
|
// MacOS gets mad if we don't explicitly demand a core profile
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
|
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
|
window = SDL_CreateWindow("Alber", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL);
|
|
|
|
if (window == nullptr) {
|
|
Helpers::panic("Window creation failed: %s", SDL_GetError());
|
|
}
|
|
|
|
glContext = SDL_GL_CreateContext(window);
|
|
if (glContext == nullptr) {
|
|
Helpers::panic("OpenGL context creation failed: %s", SDL_GetError());
|
|
}
|
|
|
|
if (!gladLoadGL(reinterpret_cast<GLADloadfunc>(SDL_GL_GetProcAddress))) {
|
|
Helpers::panic("OpenGL init failed: %s", SDL_GetError());
|
|
}
|
|
|
|
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
|
|
gameController = SDL_GameControllerOpen(0);
|
|
|
|
if (gameController != nullptr) {
|
|
SDL_Joystick* stick = SDL_GameControllerGetJoystick(gameController);
|
|
gameControllerID = SDL_JoystickInstanceID(stick);
|
|
}
|
|
}
|
|
|
|
reset();
|
|
}
|
|
|
|
void step();
|
|
void render();
|
|
void reset();
|
|
void run();
|
|
void runFrame();
|
|
|
|
bool loadROM(const std::filesystem::path& path);
|
|
bool loadNCSD(const std::filesystem::path& path);
|
|
bool loadELF(const std::filesystem::path& path);
|
|
bool loadELF(std::ifstream& file);
|
|
void initGraphicsContext() { gpu.initGraphicsContext(); }
|
|
};
|