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main.c
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#include <SDL.h>
#include "chip8.h"
int main(int argc, char **argv) {
srand(time(NULL));
if (argc != 2) {
fprintf(stderr, "usage: chip8 <rom file>");
return 1;
}
// SDL init
if (SDL_Init(SDL_INIT_VIDEO /*| SDL_INIT_AUDIO*/) != 0) {
SDL_Log("Unable to initialise SDL: %s", SDL_GetError());
return 1;
}
// on macOS, use metal driver if available:
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
SDL_SetHint(SDL_HINT_BMP_SAVE_LEGACY_FORMAT, "1");
// create SDL window
SDL_Window* window = SDL_CreateWindow("chip8",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
SCREEN_WIDTH * 10,
SCREEN_HEIGHT * 10,
SDL_WINDOW_RESIZABLE);
if (window == NULL) {
SDL_Log("Unable to create window: %s", SDL_GetError());
return 1;
}
SDL_SetWindowMinimumSize(window, SCREEN_WIDTH, SCREEN_HEIGHT);
// create renderer
SDL_Renderer *renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL) {
SDL_Log("Unable to create renderer: %s", SDL_GetError());
return 1;
}
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
// print info on renderer:
SDL_RendererInfo renderer_info;
SDL_GetRendererInfo(renderer, &renderer_info);
const bool vsync = renderer_info.flags & SDL_RENDERER_PRESENTVSYNC;
const bool hard_accel = renderer_info.flags & SDL_RENDERER_ACCELERATED;
SDL_Log("Using %s video renderer (vsync: %d, hardware accelerated: %d)\n",
renderer_info.name,
vsync,
hard_accel);
// create texture
SDL_Texture* texture = SDL_CreateTexture(
renderer,
SDL_PIXELFORMAT_RGBA32,
SDL_TEXTUREACCESS_TARGET,
SCREEN_WIDTH,
SCREEN_HEIGHT);
if (texture == NULL) {
SDL_Log("Unable to create texture: %s", SDL_GetError());
return 1;
}
// clearing texture
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
chip8 m;
chip8_init(&m);
if (chip8_load_file_in_memory(&m, argv[1]) != 0) {
return 1;
}
u32 timer = SDL_GetTicks();
SDL_Event e;
bool should_quit = false;
while (!should_quit) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT) {
should_quit = true;
}
else if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_1: m.key_pressed[0x1] = true; break;
case SDLK_2: m.key_pressed[0x2] = true; break;
case SDLK_3: m.key_pressed[0x3] = true; break;
case SDLK_4: m.key_pressed[0xC] = true; break;
case SDLK_a: m.key_pressed[0x4] = true; break;
case SDLK_z: m.key_pressed[0x5] = true; break;
case SDLK_e: m.key_pressed[0x6] = true; break;
case SDLK_r: m.key_pressed[0xD] = true; break;
case SDLK_q: m.key_pressed[0x7] = true; break;
case SDLK_s: m.key_pressed[0x8] = true; break;
case SDLK_d: m.key_pressed[0x9] = true; break;
case SDLK_f: m.key_pressed[0xE] = true; break;
case SDLK_w: m.key_pressed[0xA] = true; break;
case SDLK_x: m.key_pressed[0x0] = true; break;
case SDLK_c: m.key_pressed[0xB] = true; break;
case SDLK_v: m.key_pressed[0xF] = true; break;
}
}
else if (e.type == SDL_KEYUP) {
switch (e.key.keysym.sym) {
case SDLK_1: m.key_pressed[0x1] = false; break;
case SDLK_2: m.key_pressed[0x2] = false; break;
case SDLK_3: m.key_pressed[0x3] = false; break;
case SDLK_4: m.key_pressed[0xC] = false; break;
case SDLK_a: m.key_pressed[0x4] = false; break;
case SDLK_z: m.key_pressed[0x5] = false; break;
case SDLK_e: m.key_pressed[0x6] = false; break;
case SDLK_r: m.key_pressed[0xD] = false; break;
case SDLK_q: m.key_pressed[0x7] = false; break;
case SDLK_s: m.key_pressed[0x8] = false; break;
case SDLK_d: m.key_pressed[0x9] = false; break;
case SDLK_f: m.key_pressed[0xE] = false; break;
case SDLK_w: m.key_pressed[0xA] = false; break;
case SDLK_x: m.key_pressed[0x0] = false; break;
case SDLK_c: m.key_pressed[0xB] = false; break;
case SDLK_v: m.key_pressed[0xF] = false; break;
}
}
}
// every 10ms, we step the chip8
if (SDL_GetTicks() - timer >= 10) {
for (int i = 0; i < 3; i++) {
chip8_step(&m);
}
// drawing to screen if needed
if (m.draw_flag) {
m.draw_flag = false;
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
for (int i = 0; i < 2048; i++) {
int py = i / SCREEN_WIDTH;
int px = i - (py * SCREEN_WIDTH);
if (m.screen[i]) {
SDL_RenderDrawPoint(renderer, px, py);
}
}
}
}
SDL_SetRenderTarget(renderer, NULL);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
chip8_quit(&m);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}