ferretro/src/bin/example.rs

349 lines
11 KiB
Rust

extern crate crossbeam_channel;
extern crate rustro;
extern crate sdl2;
use rustro::retro;
use rustro::retro::ffi::{GameGeometry, SystemInfo, SystemAvInfo};
use rustro::retro::constants::{Input, DeviceIndex, JoypadButton, AnalogAxis};
use std::ffi::CStr;
use std::io::Read;
use std::path::{Path, PathBuf};
use std::pin::Pin;
use std::time::{Duration, Instant};
use structopt::StructOpt;
use sdl2::audio::{AudioCallback, AudioFormat, AudioSpec, AudioSpecDesired, AudioDevice};
use sdl2::controller::{GameController, Button, Axis};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
use sdl2::render::{TextureCreator, WindowCanvas};
use sdl2::video::WindowContext;
struct MyEmulator {
retro: retro::wrapper::LibretroWrapper,
sys_info: SystemInfo,
av_info: SystemAvInfo,
sdl_context: sdl2::Sdl,
// video bits
canvas: WindowCanvas,
pixel_format: sdl2::pixels::PixelFormatEnum,
texture_creator: TextureCreator<WindowContext>,
// audio bits
audio_buffer: Vec<i16>,
audio_spec: AudioSpec,
audio_device: AudioDevice<MySdlAudio>,
audio_sender: crossbeam_channel::Sender<Vec<i16>>,
// input bits
gamepad_subsys: sdl2::GameControllerSubsystem,
gamepads: Vec<GameController>,
}
impl MyEmulator {
pub fn with_core(core: impl AsRef<Path>) -> Pin<Box<Self>> {
let lib = libloading::Library::new(core.as_ref()).unwrap();
let raw_retro = retro::loading::LibretroApi::from_library(lib).unwrap();
let retro = retro::wrapper::LibretroWrapper::from(raw_retro);
let sys_info = retro.as_ref().get_system_info();
let title = format!(
"{} - rust libretro",
unsafe { CStr::from_ptr(sys_info.library_name) }.to_string_lossy()
);
let mut av_info = retro.as_ref().get_system_av_info();
let pixel_format = sdl2::pixels::PixelFormatEnum::ABGR1555;
// HACK: some cores don't report this 'til we get an environ call to set_system_av_info...
// which is too late for this constructor to pass along to SDL.
if av_info.timing.sample_rate == 0.0 {
av_info.timing.sample_rate = 32040.0;
}
// similar hack, this one making sure we don't divide by zero in our frame limiter.
if av_info.timing.fps == 0.0 {
av_info.timing.fps = 60.0;
}
let sdl_context = sdl2::init().unwrap();
let (width, height) = (av_info.geometry.base_width, av_info.geometry.base_height);
let window = sdl_context
.video()
.unwrap()
.window(title.as_str(), width, height)
.opengl()
.build()
.unwrap();
let canvas = window.into_canvas().build().unwrap();
let texture_creator = canvas.texture_creator();
let (audio_sender, audio_receiver) = crossbeam_channel::bounded(2);
let audio = sdl_context.audio().unwrap();
let desired_spec = AudioSpecDesired {
freq: Some(av_info.timing.sample_rate.round() as i32),
channels: Some(2),
samples: None,
};
let mut audio_spec = None;
let audio_device = audio
.open_playback(None, &desired_spec, |spec| {
if spec.format != AudioFormat::S16LSB {
println!("unsupported audio format {:?}", spec.format);
}
audio_spec = Some(spec.clone());
MySdlAudio {
audio_spec: spec,
audio_receiver,
}
})
.unwrap();
let gamepad_subsys = sdl_context.game_controller().unwrap();
let mut gamepads = Vec::new();
for i in 0..gamepad_subsys.num_joysticks().unwrap() {
gamepads.extend(gamepad_subsys.open(i).into_iter());
}
let emu = MyEmulator {
retro,
av_info,
sys_info,
sdl_context,
canvas,
pixel_format,
texture_creator,
audio_buffer: Default::default(),
audio_spec: audio_spec.unwrap(),
audio_device,
audio_sender,
gamepad_subsys,
gamepads,
};
let mut pin_emu = Box::pin(emu);
retro::wrapper::set_handler(pin_emu.as_mut());
pin_emu.retro.as_ref().init();
pin_emu
}
pub fn run(&mut self) {
self.audio_device.resume();
let mut event_pump = self.sdl_context.event_pump().unwrap();
'running: loop {
let frame_begin = Instant::now();
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
_ => {}
}
}
// The rest of the game loop goes here...
self.retro.as_ref().run();
self.canvas.present();
Duration::from_secs_f64(1.0 / self.av_info.timing.fps)
.checked_sub(frame_begin.elapsed())
.map(std::thread::sleep);
}
}
pub fn load_game(&self, rom: impl AsRef<Path>) {
let path = rom.as_ref();
let mut data = None;
let mut v = Vec::new();
if !self.sys_info.need_fullpath {
if let Ok(mut f) = std::fs::File::open(path) {
if f.read_to_end(&mut v).is_ok() {
data = Some(v.as_ref());
}
}
}
self.retro
.as_ref()
.load_game(Some(path), data, None)
.unwrap();
}
fn send_audio_samples(&mut self) {
let stereo_samples = self.audio_spec.samples as usize * 2;
while self.audio_buffer.len() >= stereo_samples {
let remainder = self.audio_buffer.split_off(stereo_samples);
let msg = std::mem::replace(&mut self.audio_buffer, remainder);
let _ = self.audio_sender.try_send(msg);
}
}
}
impl Drop for MyEmulator {
fn drop(&mut self) {
retro::wrapper::unset_handler();
}
}
impl retro::wrapper::Handler for MyEmulator {
fn video_refresh(&mut self, data: &[u8], width: u32, height: u32, pitch: u32) {
let rect = Rect::new(0, 0, width, height);
if let Ok(mut tex) =
self.texture_creator
.create_texture_static(self.pixel_format, width, height)
{
if tex.update(rect, data, pitch as usize).is_ok() {
self.canvas.clear();
self.canvas.copy(&tex, None, None).unwrap();
}
}
}
fn audio_sample(&mut self, left: i16, right: i16) {
self.audio_buffer.push(left);
self.audio_buffer.push(right);
self.send_audio_samples()
}
fn audio_sample_batch(&mut self, stereo_pcm: &[i16]) -> usize {
self.audio_buffer.extend(stereo_pcm);
self.send_audio_samples();
stereo_pcm.len()
}
fn input_poll(&mut self) {
self.gamepad_subsys.update();
}
fn input_state(&mut self, port: u32, device: Input, index: DeviceIndex) -> i16 {
match self.gamepads.get(port as usize) {
Some(gamepad) => {
match device {
Input::Joypad(button) => {
match button_map(&button) {
Some(x) => gamepad.button(x) as i16,
None => match button {
JoypadButton::L2 => gamepad.axis(Axis::TriggerLeft),
JoypadButton::R2 => gamepad.axis(Axis::TriggerRight),
_ => 0,
}
}
}
Input::Analog(axis) => gamepad.axis(axis_map(index, axis)),
_ => 0,
}
}
None => 0,
}
}
fn get_can_dupe(&mut self) -> Option<bool> { Some(true) }
fn set_pixel_format(&mut self, pix_fmt: retro::ffi::PixelFormat) -> bool {
self.pixel_format = match pix_fmt {
retro::ffi::PixelFormat::ARGB1555 => sdl2::pixels::PixelFormatEnum::RGB555,
retro::ffi::PixelFormat::ARGB8888 => sdl2::pixels::PixelFormatEnum::ARGB8888,
retro::ffi::PixelFormat::RGB565 => sdl2::pixels::PixelFormatEnum::RGB565,
};
true
}
fn set_system_av_info(&mut self, av_info: SystemAvInfo) -> bool {
let (width, height) = (av_info.geometry.base_width, av_info.geometry.base_height);
let _ = self.canvas.window_mut().set_size(width, height);
let _ = self.canvas.set_logical_size(width, height);
self.av_info = av_info;
true
}
fn set_geometry(&mut self, geom: GameGeometry) -> bool {
let (width, height) = (geom.base_width, geom.base_height);
let _ = self.canvas.window_mut().set_size(width, height);
let _ = self.canvas.set_logical_size(width, height);
self.av_info.geometry = geom;
true
}
fn log_print(&mut self, level: retro::ffi::LogLevel, msg: &str) {
eprint!("[{:?}] {}", level, msg);
}
}
struct MySdlAudio {
audio_spec: AudioSpec,
audio_receiver: crossbeam_channel::Receiver<Vec<i16>>,
}
impl AudioCallback for MySdlAudio {
type Channel = i16;
fn callback(&mut self, out: &mut [Self::Channel]) {
if self.audio_spec.format == AudioFormat::S16LSB {
if let Ok(samples) = self.audio_receiver.recv() {
out.copy_from_slice(&samples[..out.len()]);
}
}
}
}
pub fn main() -> failure::Fallible<()> {
let opt: Opt = Opt::from_args();
let mut emu = MyEmulator::with_core(&opt.core);
emu.load_game(&opt.rom);
emu.run();
Ok(())
}
#[derive(StructOpt)]
struct Opt {
/// Core module to use.
#[structopt(short, long, parse(from_os_str))]
core: PathBuf,
/// Rom to load using the core.
#[structopt(short, long, parse(from_os_str))]
rom: PathBuf,
}
fn button_map(retro_button: &JoypadButton) -> Option<Button> {
match retro_button {
JoypadButton::B => Some(Button::A),
JoypadButton::Y => Some(Button::X),
JoypadButton::Select => Some(Button::Back),
JoypadButton::Start => Some(Button::Start),
JoypadButton::Up => Some(Button::DPadUp),
JoypadButton::Down => Some(Button::DPadDown),
JoypadButton::Left => Some(Button::DPadLeft),
JoypadButton::Right => Some(Button::DPadRight),
JoypadButton::A => Some(Button::B),
JoypadButton::X => Some(Button::Y),
JoypadButton::L => Some(Button::LeftShoulder),
JoypadButton::R => Some(Button::RightShoulder),
// SDL2 controller API doesn't have L2/R2 as buttons, they're considered axes
JoypadButton::L2 => None,
JoypadButton::R2 => None,
JoypadButton::L3 => Some(Button::LeftStick),
JoypadButton::R3 => Some(Button::RightStick),
}
}
fn axis_map(index: DeviceIndex, axis: AnalogAxis) -> Axis {
match (index, axis) {
(DeviceIndex::Left, AnalogAxis::X) => Axis::LeftX,
(DeviceIndex::Left, AnalogAxis::Y) => Axis::LeftY,
(DeviceIndex::Right, AnalogAxis::X) => Axis::RightX,
(DeviceIndex::Right, AnalogAxis::Y) => Axis::RightY,
}
}