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//! This module defines the interface between platform binary and game library. use super::*; pub use core::time::Duration; /// Debug bitmap buffer #[derive(Debug)] #[allow(missing_docs)] pub struct Bitmap { /// u32 order: A R G B pub memory: *mut u8, /// width in pixels pub width: i32, /// height in pixels pub height: i32, /// pitch in BYTES, pass directly to .offset pub pitch: isize, } /// A single moment in a 2-channel sound output stream /// /// Reminder: a sample has no fixed duration. The duration is set by the samples /// per second of the playback device. #[derive(Debug, Clone, Copy, Default, PartialEq, Eq)] #[repr(C)] #[allow(missing_docs)] pub struct StereoI16 { // Note(Lokathor): The fields here are ordered to match SDL2's channel // ordering. See https://wiki.libsdl.org/SDL_AudioSpec pub left: i16, pub right: i16, } #[derive(Clone, Default)] #[allow(missing_docs)] pub struct SNESController { pub arrow_up: bool, pub arrow_down: bool, pub arrow_left: bool, pub arrow_right: bool, pub north: bool, pub south: bool, pub east: bool, pub west: bool, pub l: bool, pub r: bool, pub start: bool, pub select: bool, } impl core::fmt::Debug for SNESController { #[rustfmt::skip] fn fmt(&self, f: &mut core::fmt::Formatter) -> core::fmt::Result { write!(f, "SNESController {{")?; if self.arrow_up { write!(f, " arrow_up, ")?; } if self.arrow_down { write!(f, " arrow_down, ")?; } if self.arrow_left { write!(f, " arrow_left, ")?; } if self.arrow_right { write!(f, " arrow_right, ")?; } if self.north { write!(f, " north, ")?; } if self.south { write!(f, " south, ")?; } if self.east { write!(f, " east, ")?; } if self.west { write!(f, " west, ")?; } if self.l { write!(f, " l, ")?; } if self.r { write!(f, " r, ")?; } if self.start { write!(f, " start, ")?; } if self.select { write!(f, " select, ")?; } write!(f, "}}") } } /// Right now we only accept xbox controller input. #[derive(Debug, Clone, Default)] #[allow(missing_docs)] pub struct GameInput { pub keyboard: SNESController, pub gamepads: Vec<SNESController>, } /// Debug struct for the game's memory. #[derive(Debug, Default, Clone)] #[allow(missing_docs)] pub struct GameMemory { pub config: crate::dmg_render::DMGConfig, pub pal_index: usize, pub px: u8, pub py: u8, pub l_was_down: bool, pub r_was_down: bool, pub east_was_down: bool, pub south_was_down: bool, pub north_was_down: bool, // sounds pub apu: DMGAPU, } /// Responds to input, renders the frame, and prepares sound. #[cfg(feature = "dynamic_link")] pub type GameUpdateAndRenderFn = extern "C" fn(&mut GameMemory, &GameInput, &mut Bitmap); /// Responds to input, renders the frame, and prepares sound. #[cfg(not(feature = "dynamic_link"))] pub type GameUpdateAndRenderFn = fn(&mut GameMemory, &GameInput, &mut Bitmap); /// Fills the sound buffer based on the prepared sound. /// /// This must be very quick, less than 1ms. #[cfg(feature = "dynamic_link")] pub type GameGetSoundSamplesFn = extern "C" fn(&mut GameMemory, i32, &mut [StereoI16]); /// Fills the sound buffer based on the prepared sound. /// /// This must be very quick, less than 1ms. #[cfg(not(feature = "dynamic_link"))] pub type GameGetSoundSamplesFn = fn(&mut GameMemory, i32, &mut [StereoI16]); /// `file!():line!()> expr: expr_value`, one per expression /// /// only works with `debug_assertions` on. #[macro_export] macro_rules! dump { ($($n:expr),*) => (if cfg!(debug_assertions) { $(std::println!(concat!("{}:{}> ",stringify!($n),": {:?}"),file!(),line!(),$n);)* }) } /// `file!():line!()>`, a space, and then the message. /// /// only works with `debug_assertions` on. #[macro_export] macro_rules! debugln { ($($arg:tt)*) => (if cfg!(debug_assertions) { // This particular prefix was chosen because that's what VS Code will // recognize and then let you ctrl+click to jump to that point in that file. std::print!("{}:{}> ",file!(),line!()); std::println!($($arg)*); }) } /// Read a value out of a [thread_local](std::thread_local) /// [Cell](core::cell::Cell) /// /// ``` /// use core::cell::Cell; /// use thorium::tlc_read; /// /// thread_local! { /// static YES: Cell<bool> = Cell::new(true); /// } /// fn main() { /// assert!(tlc_read!(YES)); /// } /// ``` #[macro_export] macro_rules! tlc_read { ($cell_name:ident) => { $cell_name.with(Cell::get) }; } /// Write a new value to a [thread_local](std::thread_local) /// [Cell](core::cell::Cell) /// /// ``` /// use core::cell::Cell; /// use thorium::{tlc_read, tlc_write}; /// /// thread_local! { /// static VAL: Cell<i32> = Cell::new(0); /// } /// fn main() { /// tlc_write!(VAL, 7); /// assert_eq!(tlc_read!(VAL), 7); /// } /// ``` #[macro_export] macro_rules! tlc_write { ($cell_name:ident, $new_value:expr) => { $cell_name.with(|cell| cell.set($new_value)); }; } /// Modify a [thread_local](std::thread_local) [Cell](core::cell::Cell) with the /// provided function. /// /// ``` /// use core::cell::Cell; /// use thorium::{tlc_read, tlc_modify}; /// /// thread_local! { /// static VAL: Cell<i32> = Cell::new(3); /// } /// fn main() { /// tlc_modify!(VAL, |v| v + 2); /// assert_eq!(tlc_read!(VAL), 5); /// } /// ``` #[macro_export] macro_rules! tlc_modify { ($cell_name:ident, $modify_func:expr) => { $cell_name.with(|cell| cell.set($modify_func(cell.get()))); }; } /// Assists in defining a newtype wrapper over some base type. /// /// Note that rustdoc and derives are all the "meta" stuff, so you can write all /// of your docs and derives in front of your newtype in the same way you would /// for a normal struct. Then the inner type to be wrapped it name. /// /// The macro _assumes_ that you'll be using it to wrap numeric types and that /// it's safe to have a `0` value, so it automatically provides a `const fn` /// method for `new` that just wraps `0`. Also, it derives Debug, Clone, Copy, /// Default, PartialEq, and Eq. If all this is not desired you can add `, no /// frills` to the invocation. #[macro_export] macro_rules! newtype { ($(#[$attr:meta])* $new_name:ident, $v:vis $old_name:ty) => { $(#[$attr])* #[derive(Debug, Clone, Copy, Default, PartialEq, Eq)] #[repr(transparent)] pub struct $new_name($v $old_name); impl $new_name { /// A `const` "zero value" constructor pub const fn new() -> Self { $new_name(0) } } }; ($(#[$attr:meta])* $new_name:ident, $v:vis $old_name:ty, no frills) => { $(#[$attr])* #[repr(transparent)] pub struct $new_name($v $old_name); }; } /// Assists in defining a newtype that's an enum. /// /// First give `NewType = OldType,`, then define the tags and their explicit /// values with zero or more entries of `TagName = base_value,`. In both cases /// you can place doc comments or other attributes directly on to the type /// declaration or the tag declaration. /// /// The generated enum will get an appropriate `repr` attribute as well as /// Debug, Clone, Copy, PartialEq, and Eq #[macro_export] macro_rules! newtype_enum { ( $(#[$struct_attr:meta])* $new_name:ident = $old_name:ident, $($(#[$tag_attr:meta])* $tag_name:ident = $base_value:expr,)* ) => { $(#[$struct_attr])* #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr($old_name)] pub enum $new_name { $( $(#[$tag_attr])* $tag_name = $base_value, )* } }; }