clean up imgui code, a few more instructions for today

This commit is contained in:
Matthew Laux 2022-07-20 01:01:38 -05:00
parent 5735d65470
commit 8d87ee1f26
3 changed files with 49 additions and 88 deletions

View File

@ -1,8 +1,3 @@
// Dear ImGui: standalone example application for SDL2 + OpenGL
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui/imgui.h"
#include "imgui/imgui_impl_sdl.h"
#include "imgui/imgui_impl_opengl3.h"
@ -10,11 +5,7 @@
#include <stdio.h>
#include <SDL.h>
#include <SDL_timer.h>
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <SDL_opengles2.h>
#else
#include <SDL_opengl.h>
#endif
#include <string>
extern "C" {
@ -34,6 +25,28 @@ static const char *L_FORMAT = "L: 0x%02x";
static const char *SP_FORMAT = "SP: 0x%02x";
static const char *PC_FORMAT = "PC: 0x%02x";
unsigned char output_image[256 * 256 * 4];
unsigned char vram_tiles[256 * 96 * 4];
unsigned char full_address_space[0x10000];
struct key_input {
int scancode;
int button;
int field;
};
struct key_input key_inputs[] = {
{ SDL_SCANCODE_D, BUTTON_RIGHT, FIELD_JOY },
{ SDL_SCANCODE_A, BUTTON_LEFT, FIELD_JOY },
{ SDL_SCANCODE_W, BUTTON_UP, FIELD_JOY },
{ SDL_SCANCODE_S, BUTTON_DOWN, FIELD_JOY },
{ SDL_SCANCODE_L, BUTTON_A, FIELD_ACTION },
{ SDL_SCANCODE_K, BUTTON_B, FIELD_ACTION },
{ SDL_SCANCODE_N, BUTTON_SELECT, FIELD_ACTION },
{ SDL_SCANCODE_M, BUTTON_START, FIELD_ACTION },
{ 0 }
};
static MemoryEditor editor;
GLuint make_output_texture() {
@ -43,15 +56,10 @@ GLuint make_output_texture() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same
return image_texture;
}
unsigned char output_image[256 * 256 * 4];
unsigned char vram_tiles[256 * 96 * 4];
void convert_output(struct lcd *lcd) {
int x, y;
int out_index = 0;
@ -94,7 +102,6 @@ void convert_vram(struct dmg *dmg) {
}
}
char full_address_space[0x10000];
void fill_memory_editor(struct dmg *dmg)
{
int k;
@ -103,54 +110,6 @@ void fill_memory_editor(struct dmg *dmg)
}
}
struct key_input {
int scancode;
int button;
int field;
};
struct key_input key_inputs[] = {
{ SDL_SCANCODE_D, BUTTON_RIGHT, FIELD_JOY },
{ SDL_SCANCODE_A, BUTTON_LEFT, FIELD_JOY },
{ SDL_SCANCODE_W, BUTTON_UP, FIELD_JOY },
{ SDL_SCANCODE_S, BUTTON_DOWN, FIELD_JOY },
{ SDL_SCANCODE_L, BUTTON_A, FIELD_ACTION },
{ SDL_SCANCODE_K, BUTTON_B, FIELD_ACTION },
{ SDL_SCANCODE_N, BUTTON_SELECT, FIELD_ACTION },
{ SDL_SCANCODE_M, BUTTON_START, FIELD_ACTION },
{ 0 }
};
int scancode_to_joy[] = {
SDL_SCANCODE_D,
SDL_SCANCODE_A,
SDL_SCANCODE_W,
SDL_SCANCODE_S,
SDL_SCANCODE_L,
SDL_SCANCODE_K,
SDL_SCANCODE_N,
SDL_SCANCODE_M
};
int scancode_buttons[] = {
BUTTON_RIGHT,
BUTTON_LEFT,
BUTTON_UP,
BUTTON_DOWN,
BUTTON_A,
BUTTON_B,
BUTTON_SELECT,
BUTTON_START,
};
int scancode_fields[] = {
FIELD_JOY,
FIELD_JOY,
FIELD_JOY,
FIELD_JOY,
FIELD_ACTION,
FIELD_ACTION,
FIELD_ACTION,
FIELD_ACTION,
};
// Main code
int main(int argc, char *argv[])
{
@ -183,24 +142,13 @@ int main(int argc, char *argv[])
cpu.pc = 0x100;
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) {
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
#if defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
@ -221,7 +169,7 @@ int main(int argc, char *argv[])
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_Window* window = SDL_CreateWindow("gb6 debug", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(0); // disable vsync
@ -229,9 +177,8 @@ int main(int argc, char *argv[])
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@ -245,7 +192,7 @@ int main(int argc, char *argv[])
GLuint texture = make_output_texture();
GLuint vram_texture = make_output_texture();
// Our state
// for flag checkboxes
bool z_flag = false;
bool n_flag = false;
bool h_flag = false;
@ -254,8 +201,8 @@ int main(int argc, char *argv[])
// Main loop
bool done = false;
unsigned int lastDrawTime = 0, currentTime;
while (!done)
{
while (!done) {
if (!paused) {
dmg_step(&dmg);
}
@ -305,9 +252,8 @@ int main(int argc, char *argv[])
h_flag = flag_isset(dmg.cpu, FLAG_HALF_CARRY);
c_flag = flag_isset(dmg.cpu, FLAG_CARRY);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
ImGui::Begin("State"); // Create a window called "Hello, world!" and append into it.
ImGui::Begin("State");
ImGui::Text(A_FORMAT, dmg.cpu->a);
ImGui::Text(B_FORMAT, dmg.cpu->b);
@ -388,8 +334,6 @@ int main(int argc, char *argv[])
}
}
rom_free(&rom);
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
@ -399,5 +343,7 @@ int main(int argc, char *argv[])
SDL_DestroyWindow(window);
SDL_Quit();
rom_free(&rom);
return 0;
}

View File

@ -453,6 +453,9 @@ void cpu_step(struct cpu *cpu)
write_bc(cpu, read16(cpu, cpu->pc));
cpu->pc += 2;
break;
case 0x0f: // RRCA
cpu->a = rrc(cpu, cpu->a);
break;
case 0x11: // LD DE,d16
write_de(cpu, read16(cpu, cpu->pc));
cpu->pc += 2;
@ -650,6 +653,14 @@ void cpu_step(struct cpu *cpu)
cpu->cycle_count += instructions[opc].cycles_branch - instructions[opc].cycles;
}
break;
case 0xc2: // JP NZ, u16
temp16 = read16(cpu, cpu->pc);
cpu->pc += 2;
if (!flag_isset(cpu, FLAG_ZERO)) {
cpu->pc = temp16;
cpu->cycle_count += instructions[opc].cycles_branch - instructions[opc].cycles;
}
break;
case 0xc9: // RET
cpu->pc = pop(cpu);
break;
@ -663,8 +674,10 @@ void cpu_step(struct cpu *cpu)
cpu->pc = read16(cpu, cpu->pc);
break;
case 0xd2: // JP NC,a16
temp16 = read16(cpu, cpu->pc);
cpu->pc += 2;
if (flag_isset(cpu, FLAG_CARRY)) {
cpu->pc = read16(cpu, cpu->pc);
cpu->pc = temp16;
cpu->cycle_count += instructions[opc].cycles_branch - instructions[opc].cycles;
}
break;

View File

@ -136,6 +136,8 @@ void dmg_step(void *_dmg)
int use_unsigned = lcdc & LCDC_BG_TILE_DATA;
int tilebase = use_unsigned ? 0x8000 : 0x9000;
printf("%04x %04x %04x\n", bg_base, window_base, tilebase);
int k = 0, off = 0;
int tile_y = 0, tile_x = 0;
for (tile_y = 0; tile_y < 32; tile_y++) {