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/// This represents an audio device we can push samples to. /// /// The APU will dump its samples into an object implementing /// this Trait as it generates them. pub trait AudioDevice { fn push_sample(&mut self, sample: f32); } /// This represents the width of the display in pixels pub const NES_WIDTH: usize = 256; /// This represents the height of the display in pixels pub const NES_HEIGHT: usize = 240; const BUFFER_PIXELS: usize = NES_WIDTH * NES_HEIGHT; /// Represents a buffer of pixels the PPU writes to. /// /// The pixels can be read as a slice of u32 values in ARGB format, in row order. /// /// The default value for the pixel buffer is completely transparent. /// /// This struct is somewhat large, so it should be boxed when included /// in another struct to avoid blowing up the stack. pub struct PixelBuffer([u32; BUFFER_PIXELS]); impl Default for PixelBuffer { /// This returns a completely transparent buffer of pixels. fn default() -> Self { PixelBuffer([0; BUFFER_PIXELS]) } } impl AsRef<[u32]> for PixelBuffer { /// This will return the pixels row by row, in ARGB (big endian) format. fn as_ref(&self) -> &[u32] { &self.0 } } impl PixelBuffer { pub(crate) fn write(&mut self, x: usize, y: usize, argb: u32) { let index = NES_WIDTH * y + x; self.0[index] = argb; } } /// This represents a video device we can write a pixel buffer to. /// /// When implementing this trait, the device should be scaled to a factor /// of NES_WIDTH * NES_HEIGHT, and be able to accept a pixel buffer of those /// dimensions. pub trait VideoDevice { /// Transfer a buffer of pixels onto this device. fn blit_pixels(&mut self, pixels: &PixelBuffer); }