Animating a nice backbuffer. Thank you Casey Muratori of Handmade Hero fame (https://www.youtube.com/watch?v=hNKU8Jiza2g)
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4c224a51ec
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5387152a21
@ -1,17 +1,40 @@
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package gb
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import (
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"image"
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"image/color"
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)
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const (
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ConsoleWidth = 160
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ConsoleHeight = 144
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)
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type Console struct {
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Cartridge *Cartridge
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front *image.RGBA
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}
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func NewConsole(path string) (*Console, error) {
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cartridge := InsertCartridge(path)
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buffer := image.NewRGBA(image.Rect(0, 0, ConsoleWidth, ConsoleHeight))
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console := Console{cartridge}
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console := Console{Cartridge: cartridge, front: buffer}
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return &console, nil
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}
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func (console *Console) Update(dt uint64) {
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console.StepSeconds(dt)
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func (console *Console) StepMilliSeconds(ms uint64) {
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speed := int(ms / 3)
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for y := 0; y < ConsoleHeight; y++ {
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for x := 0; x < ConsoleWidth; x++ {
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console.front.Set(x, y, color.RGBA{0, uint8(y + speed), uint8(x + speed), 255})
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}
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}
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}
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func (console *Console) Buffer() *image.RGBA {
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return console.front
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}
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@ -1,25 +1,37 @@
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package ui
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import (
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"gb-player/gb"
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"fmt"
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"log"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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"gb-player/gb"
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)
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type Controller struct {
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window *sdl.Window
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renderer *sdl.Renderer
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font *ttf.Font
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view *View
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timestamp uint64
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}
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func NewController(renderer *sdl.Renderer) *Controller {
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func NewController(window *sdl.Window, renderer *sdl.Renderer, font *ttf.Font) *Controller {
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controller := Controller{}
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controller.window = window
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controller.renderer = renderer
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controller.font = font
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return &controller
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}
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func (c *Controller) Start(path string) {
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console := gb.NewConsole(path)
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console, err := gb.NewConsole(path)
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if err != nil {
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log.Fatal(err)
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}
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c.view = NewView(c, console)
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c.Run()
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}
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@ -27,17 +39,14 @@ func (c *Controller) Start(path string) {
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func (c *Controller) Step() {
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timestamp := sdl.GetTicks64()
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dt := timestamp - c.timestamp
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c.view.Update(timestamp, dt)
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c.timestamp = timestamp
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c.view.Update(dt)
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}
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func (c *Controller) Run() {
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var fps float64
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var frameCount uint32
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var startTicks = sdl.GetTicks64()
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var now, last uint64
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// cartridge := gb.Insert(romPath)
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// fmt.Println(cartridge)
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var frameStart = sdl.GetTicks64()
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running := true
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for running {
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@ -49,38 +58,49 @@ func (c *Controller) Run() {
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}
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}
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last = now
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now = sdl.GetPerformanceCounter()
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deltaTime := float64((now - last) * 1000.0 / sdl.GetPerformanceFrequency())
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_ = deltaTime
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// Clear screen
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renderer.SetDrawColor(0x63, 0x94, 0xED, 0xff)
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renderer.Clear()
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c.renderer.SetDrawColor(0x63, 0x94, 0xED, 0xff)
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c.renderer.Clear()
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// Update state
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c.Step()
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rect := sdl.Rect{X: 100, Y: 100, W: 200, H: 150}
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renderer.SetDrawColor(0, 0, 255, 255)
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renderer.FillRect(&rect)
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drawDebugWindow(fps)
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c.drawDebugWindow(fps)
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// Present to screen
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renderer.Present()
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c.renderer.Present()
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// Calculate framerate
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frameCount++
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currentTicks := sdl.GetTicks64()
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elapsed := currentTicks - startTicks
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frameEnd := sdl.GetTicks64()
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elapsed := frameEnd - frameStart
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if elapsed >= 1000 {
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fps = float64(frameCount) / (float64(elapsed) / 1000.0)
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// Reset counters
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// Reset framerate counters
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frameCount = 0
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startTicks = currentTicks
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frameStart = frameEnd
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}
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}
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}
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func (c *Controller) drawDebugWindow(fps float64) {
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renderer := c.renderer
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font := c.font
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// FPS
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textSurface, err := font.RenderUTF8Blended(fmt.Sprintf("FPS: %.2f", fps), sdl.Color{R: 0, G: 0, B: 0, A: 255})
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if err != nil {
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log.Fatal(err)
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}
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defer textSurface.Free()
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textTexture, err := renderer.CreateTextureFromSurface(textSurface)
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if err != nil {
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log.Fatal(err)
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}
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defer textTexture.Destroy()
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textRect := sdl.Rect{X: 0, Y: 0, W: textSurface.W, H: textSurface.H}
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renderer.Copy(textTexture, nil, &textRect)
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}
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33
ui/run.go
33
ui/run.go
@ -1,7 +1,6 @@
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package ui
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import (
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"fmt"
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"log"
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"runtime"
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@ -9,8 +8,10 @@ import (
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"github.com/veandco/go-sdl2/ttf"
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)
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var renderer *sdl.Renderer
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var font *ttf.Font
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const (
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windowWidth = 800
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windowHeight = 600
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)
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func init() {
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runtime.LockOSThread()
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@ -31,45 +32,27 @@ func Run(romPath string) {
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"GB Player",
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sdl.WINDOWPOS_UNDEFINED,
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sdl.WINDOWPOS_UNDEFINED,
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800, 600,
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windowWidth, windowHeight,
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sdl.WINDOW_SHOWN)
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if err != nil {
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panic(err)
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}
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defer window.Destroy()
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renderer, err = sdl.CreateRenderer(window, -1, 0)
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renderer, err := sdl.CreateRenderer(window, -1, 0)
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if err != nil {
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panic(err)
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}
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defer renderer.Destroy()
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renderer.RenderSetVSync(true)
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font, err = ttf.OpenFont("SourceCodePro.ttf", 18)
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font, err := ttf.OpenFont("SourceCodePro.ttf", 18)
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if err != nil {
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log.Fatal(err)
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}
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defer font.Close()
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font.SetStyle(ttf.STYLE_BOLD)
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controller := NewController(renderer)
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controller := NewController(window, renderer, font)
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controller.Start(romPath)
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}
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func drawDebugWindow(fps float64) {
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// FPS
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textSurface, err := font.RenderUTF8Blended(fmt.Sprintf("FPS: %.2f", fps), sdl.Color{R: 0, G: 0, B: 0, A: 255})
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if err != nil {
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log.Fatal(err)
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}
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defer textSurface.Free()
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textTexture, err := renderer.CreateTextureFromSurface(textSurface)
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if err != nil {
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log.Fatal(err)
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}
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defer textTexture.Destroy()
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textRect := sdl.Rect{X: 0, Y: 0, W: textSurface.W, H: textSurface.H}
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renderer.Copy(textTexture, nil, &textRect)
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}
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47
ui/view.go
47
ui/view.go
@ -1,6 +1,11 @@
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package ui
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import (
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"image"
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"log"
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"github.com/veandco/go-sdl2/sdl"
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"gb-player/gb"
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)
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@ -12,3 +17,45 @@ type View struct {
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func NewView(controller *Controller, console *gb.Console) *View {
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return &View{controller, console}
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}
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func (view *View) Update(dt uint64) {
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console := view.console
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renderer := view.controller.renderer
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// console.StepMilliSeconds(dt)
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console.StepMilliSeconds(sdl.GetTicks64())
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buffer := console.Buffer()
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drawBuffer(renderer, buffer)
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}
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func drawBuffer(renderer *sdl.Renderer, buffer *image.RGBA) {
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width, height := gb.ConsoleWidth, gb.ConsoleHeight
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imageTexture, err := renderer.CreateTexture(
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uint32(sdl.PIXELFORMAT_RGBA32),
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sdl.TEXTUREACCESS_STREAMING,
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int32(width), int32(height))
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if err != nil {
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log.Fatal(err)
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}
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defer imageTexture.Destroy()
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pixels, pitch, err := imageTexture.Lock(nil)
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if err != nil {
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log.Fatal(err)
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}
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for y := range height {
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start := y * buffer.Stride
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end := start + width*4
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copy(pixels[y*pitch:y*pitch+width*4], buffer.Pix[start:end])
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}
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imageTexture.Unlock()
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x := (windowWidth / 2) - width
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y := (windowHeight / 2) - height
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imageRect := sdl.Rect{X: int32(x), Y: int32(y), W: 2 * int32(width), H: 2 * int32(height)}
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renderer.Copy(imageTexture, nil, &imageRect)
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}
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