Add rustboyadvance-wasm

Former-commit-id: 04a1ad2f382055d46b943cb0e4e467d925d99298
This commit is contained in:
Michel Heily 2020-04-13 17:55:39 +03:00
parent 1e9cf89cb1
commit ac43292051
28 changed files with 7181 additions and 3 deletions

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@ -3,6 +3,7 @@ members = [
"rustboyadvance-core/", "rustboyadvance-core/",
"platform/rustboyadvance-sdl2", "platform/rustboyadvance-sdl2",
"platform/rustboyadvance-minifb", "platform/rustboyadvance-minifb",
"platform/rustboyadvance-wasm",
"bindings/rustboyadvance-jni", "bindings/rustboyadvance-jni",
"fps_bench" "fps_bench"
] ]

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@ -13,6 +13,7 @@ Nintendo GameBoy Advance ™ emulator and debugger, written in rust.
* `rustboyadvance-core/src` - Main library crate * `rustboyadvance-core/src` - Main library crate
* `bindings/` - Bindings to other languages. Currently only java binidings through JNI. * `bindings/` - Bindings to other languages. Currently only java binidings through JNI.
* `platform/` - Constains executables & application built with `rustboyadvance-core` * `platform/` - Constains executables & application built with `rustboyadvance-core`
* `platform/rustbodyadvance-wasm` - Web emulator powered by WebAssembly
* `platform/rustbodyadvance-sdl2` - Desktop application built with sdl2 * `platform/rustbodyadvance-sdl2` - Desktop application built with sdl2
* `platform/rustbodyadvance-minifb` - Desktop application built with minifb, *not maintained*. * `platform/rustbodyadvance-minifb` - Desktop application built with minifb, *not maintained*.
* `platform/android` - A PoC Android application. * `platform/android` - A PoC Android application.

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@ -0,0 +1,11 @@
install:
- appveyor-retry appveyor DownloadFile https://win.rustup.rs/ -FileName rustup-init.exe
- if not defined RUSTFLAGS rustup-init.exe -y --default-host x86_64-pc-windows-msvc --default-toolchain nightly
- set PATH=%PATH%;C:\Users\appveyor\.cargo\bin
- rustc -V
- cargo -V
build: false
test_script:
- cargo test --locked

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@ -0,0 +1,6 @@
/target
**/*.rs.bk
Cargo.lock
bin/
pkg/
wasm-pack.log

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@ -0,0 +1,69 @@
language: rust
sudo: false
cache: cargo
matrix:
include:
# Builds with wasm-pack.
- rust: beta
env: RUST_BACKTRACE=1
addons:
firefox: latest
chrome: stable
before_script:
- (test -x $HOME/.cargo/bin/cargo-install-update || cargo install cargo-update)
- (test -x $HOME/.cargo/bin/cargo-generate || cargo install --vers "^0.2" cargo-generate)
- cargo install-update -a
- curl https://rustwasm.github.io/wasm-pack/installer/init.sh -sSf | sh -s -- -f
script:
- cargo generate --git . --name testing
# Having a broken Cargo.toml (in that it has curlies in fields) anywhere
# in any of our parent dirs is problematic.
- mv Cargo.toml Cargo.toml.tmpl
- cd testing
- wasm-pack build
- wasm-pack test --chrome --firefox --headless
# Builds on nightly.
- rust: nightly
env: RUST_BACKTRACE=1
before_script:
- (test -x $HOME/.cargo/bin/cargo-install-update || cargo install cargo-update)
- (test -x $HOME/.cargo/bin/cargo-generate || cargo install --vers "^0.2" cargo-generate)
- cargo install-update -a
- rustup target add wasm32-unknown-unknown
script:
- cargo generate --git . --name testing
- mv Cargo.toml Cargo.toml.tmpl
- cd testing
- cargo check
- cargo check --target wasm32-unknown-unknown
- cargo check --no-default-features
- cargo check --target wasm32-unknown-unknown --no-default-features
- cargo check --no-default-features --features console_error_panic_hook
- cargo check --target wasm32-unknown-unknown --no-default-features --features console_error_panic_hook
- cargo check --no-default-features --features "console_error_panic_hook wee_alloc"
- cargo check --target wasm32-unknown-unknown --no-default-features --features "console_error_panic_hook wee_alloc"
# Builds on beta.
- rust: beta
env: RUST_BACKTRACE=1
before_script:
- (test -x $HOME/.cargo/bin/cargo-install-update || cargo install cargo-update)
- (test -x $HOME/.cargo/bin/cargo-generate || cargo install --vers "^0.2" cargo-generate)
- cargo install-update -a
- rustup target add wasm32-unknown-unknown
script:
- cargo generate --git . --name testing
- mv Cargo.toml Cargo.toml.tmpl
- cd testing
- cargo check
- cargo check --target wasm32-unknown-unknown
- cargo check --no-default-features
- cargo check --target wasm32-unknown-unknown --no-default-features
- cargo check --no-default-features --features console_error_panic_hook
- cargo check --target wasm32-unknown-unknown --no-default-features --features console_error_panic_hook
# Note: no enabling the `wee_alloc` feature here because it requires
# nightly for now.

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@ -0,0 +1,53 @@
[package]
name = "rustboyadvance-wasm"
version = "0.1.0"
authors = ["Michel Heily <michelheily@gmail.com>"]
edition = "2018"
[lib]
crate-type = ["cdylib", "rlib"]
[features]
default = ["console_error_panic_hook"]
[dependencies]
js-sys = "0.3.37"
wasm-bindgen = "0.2"
rustboyadvance-core = { path = "../../rustboyadvance-core" }
# The `console_error_panic_hook` crate provides better debugging of panics by
# logging them with `console.error`. This is great for development, but requires
# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
# code size when deploying.
console_error_panic_hook = { version = "0.1.1", optional = true }
# `wee_alloc` is a tiny allocator for wasm that is only ~1K in code size
# compared to the default allocator's ~10K. It is slower than the default
# allocator, however.
#
# Unfortunately, `wee_alloc` requires nightly Rust when targeting wasm for now.
wee_alloc = { version = "0.4.2", optional = true }
log = "0.4.8"
wasm-bindgen-console-logger = "0.1.1"
bit = "^0.1"
[dependencies.web-sys]
version = "0.3.4"
features = [
'CanvasRenderingContext2d',
'ImageData',
'Document',
'Element',
'HtmlCanvasElement',
'WebGlBuffer',
'WebGlRenderingContext',
'WebGlProgram',
'WebGlShader',
'Window',
]
[dev-dependencies]
wasm-bindgen-test = "0.2"

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@ -0,0 +1,176 @@
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(c) You must retain, in the Source form of any Derivative Works
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8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
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of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS

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@ -0,0 +1,25 @@
Copyright (c) 2018 Michel Heily <michelheily@gmail.com>
Permission is hereby granted, free of charge, to any
person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the
Software without restriction, including without
limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software
is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice
shall be included in all copies or substantial portions
of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.

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@ -0,0 +1,69 @@
<div align="center">
<h1><code>wasm-pack-template</code></h1>
<strong>A template for kick starting a Rust and WebAssembly project using <a href="https://github.com/rustwasm/wasm-pack">wasm-pack</a>.</strong>
<p>
<a href="https://travis-ci.org/rustwasm/wasm-pack-template"><img src="https://img.shields.io/travis/rustwasm/wasm-pack-template.svg?style=flat-square" alt="Build Status" /></a>
</p>
<h3>
<a href="https://rustwasm.github.io/docs/wasm-pack/tutorials/npm-browser-packages/index.html">Tutorial</a>
<span> | </span>
<a href="https://discordapp.com/channels/442252698964721669/443151097398296587">Chat</a>
</h3>
<sub>Built with 🦀🕸 by <a href="https://rustwasm.github.io/">The Rust and WebAssembly Working Group</a></sub>
</div>
## About
[**📚 Read this template tutorial! 📚**][template-docs]
This template is designed for compiling Rust libraries into WebAssembly and
publishing the resulting package to NPM.
Be sure to check out [other `wasm-pack` tutorials online][tutorials] for other
templates and usages of `wasm-pack`.
[tutorials]: https://rustwasm.github.io/docs/wasm-pack/tutorials/index.html
[template-docs]: https://rustwasm.github.io/docs/wasm-pack/tutorials/npm-browser-packages/index.html
## 🚴 Usage
### 🐑 Use `cargo generate` to Clone this Template
[Learn more about `cargo generate` here.](https://github.com/ashleygwilliams/cargo-generate)
```
cargo generate --git https://github.com/rustwasm/wasm-pack-template.git --name my-project
cd my-project
```
### 🛠️ Build with `wasm-pack build`
```
wasm-pack build
```
### 🔬 Test in Headless Browsers with `wasm-pack test`
```
wasm-pack test --headless --firefox
```
### 🎁 Publish to NPM with `wasm-pack publish`
```
wasm-pack publish
```
## 🔋 Batteries Included
* [`wasm-bindgen`](https://github.com/rustwasm/wasm-bindgen) for communicating
between WebAssembly and JavaScript.
* [`console_error_panic_hook`](https://github.com/rustwasm/console_error_panic_hook)
for logging panic messages to the developer console.
* [`wee_alloc`](https://github.com/rustwasm/wee_alloc), an allocator optimized
for small code size.

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@ -0,0 +1,24 @@
#!/usr/bin/env node
const { spawn } = require("child_process");
const fs = require("fs");
let folderName = '.';
if (process.argv.length >= 3) {
folderName = process.argv[2];
if (!fs.existsSync(folderName)) {
fs.mkdirSync(folderName);
}
}
const clone = spawn("git", ["clone", "https://github.com/rustwasm/create-wasm-app.git", folderName]);
clone.on("close", code => {
if (code !== 0) {
console.error("cloning the template failed!")
process.exit(code);
} else {
console.log("🦀 Rust + 🕸 Wasm = ❤");
}
});

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@ -0,0 +1,2 @@
node_modules
dist

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@ -0,0 +1,5 @@
language: node_js
node_js: "10"
script:
- ./node_modules/.bin/webpack

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@ -0,0 +1,201 @@
Apache License
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http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
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direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
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"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
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copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
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of this License, Derivative Works shall not include works that remain
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the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
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Work and such Derivative Works in Source or Object form.
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(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
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of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
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any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
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7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
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incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
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@ -0,0 +1,25 @@
Copyright (c) [year] [name]
Permission is hereby granted, free of charge, to any
person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the
Software without restriction, including without
limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software
is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice
shall be included in all copies or substantial portions
of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.

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@ -0,0 +1,5 @@
// A dependency graph that contains any wasm must all be imported
// asynchronously. This `bootstrap.js` file does the single async import, so
// that no one else needs to worry about it again.
import("./index.js")
.catch(e => console.error("Error importing `index.js`:", e));

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@ -0,0 +1,93 @@
<!-- Created with wasm-pack :) -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>RustBoyAdvance</title>
<style>
body {
background-color: #675ea7;
font-family: "Courier New", Courier, monospace;
}
#menu {
background-color: #423c6c;
display: flexbox;
box-shadow: 0.1px 2px 4px rgba(0, 0, 0, 0.7);
top: 0.2em;
left: 0.2em;
padding: .1em;
position: absolute;
}
#menu .fileInput {
background-color: #675ea7;
margin: .4em;
}
#menu button {
background-color: #736ab1;
box-shadow: 1px 1px 2px rgba(255, 18, 148, 0.2);
font-size: .8em;
border-radius: .15em;
margin: .4em;
}
#canvas-container {
box-shadow: 0.1px 2px 4px rgba(0, 0, 0, 0.7);
display: inline-block;
text-align: center;
position:fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 70%;
height: 70%;
align-items: center;
justify-content: center;
background-color: #423c6c;
}
#canvas-container.hover {
border: rgba(9, 250, 0, 0.671);
border-style: dashed;
border-width: 0.1em;
}
#screen {
text-align: center;
margin: auto;
width: 70%;
background-color: black;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -webkit-crisp-edges;
image-rendering: pixelated;
image-rendering: crisp-edges;
}
.hidden {
display: none,
}
</style>
</head>
<body>
<noscript>This page contains webassembly and javascript content, please enable javascript in your browser.</noscript>
<div id="menu">
<div class="fileInput">
<label> BIOS </label>
<input type="file" id="bios-file-input" />
</div>
<button id="reloadBios" class="hidden">Reload Bios</button>
<div class="fileInput">
<label> ROM </label>
<input type="file" id="rom-file-input" />
</div>
<button id="startEmulator">Start</button>
<button id="fps-test">FPS Test</button>
<label>Skip Bios</label>
<input type="checkbox" id="skipBios">
</div>
<div id="canvas-container">
<pre id="fps"></pre>
<canvas id="screen" width="240px" , height="160px"></canvas>
</div>
<script src="./bootstrap.js"></script>
</body>
</html>

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@ -0,0 +1,191 @@
import * as wasm from "rustboyadvance-wasm";
var canvas = document.getElementById("screen");
var ctx = canvas.getContext('2d');
var intervalId = 0;
var romData = null;
var biosData = null;
let emulator = null;
document.getElementById("skipBios").checked = JSON.parse(localStorage.getItem("skipBios"));
var shouldSkipBios = document.getElementById("skipBios").checked;
console.log("Calling wasm init routine");
wasm.init();
function loadLocalFile(localFile, callback) {
var reader = new FileReader();
reader.onload = function(e) {
var data = reader.result;
var array = new Uint8Array(data);
callback(array);
};
reader.readAsArrayBuffer(localFile);
}
function ensureFilesLoaded() {
var bios = localStorage.getItem("bios");
if (null == biosData) {
alert("please load bios first!");
return false;
}
if (null == romData) {
alert("rom not loaded");
return false;
}
return true;
}
function startEmulator() {
if (!ensureFilesLoaded()) {
return;
}
if (intervalId != 0) {
console.log("killing emulator");
clearInterval(intervalId);
intervalId = 0;
emulator = null;
}
emulator = new wasm.Emulator(biosData, romData);
if (shouldSkipBios) {
emulator.skip_bios();
}
var fpsCounter = (function() {
var lastLoop = (new Date).getMilliseconds();
var count = 0;
var fps = 0;
return function() {
var currentLoop = (new Date).getMilliseconds();
if (lastLoop > currentLoop) {
fps = count;
count = 0;
} else {
count += 1;
}
lastLoop = currentLoop;
return fps;
}
}());
let fps_text = document.getElementById('fps')
intervalId = setInterval(function() {
emulator.run_frame(ctx);
fps_text.innerHTML = fpsCounter();
}, 16);
}
const biosCached = localStorage.getItem("biosCached");
if (biosCached) {
console.log("found cached bios!");
document.getElementById("bios-file-input").parentNode.style.display = "none";
document.getElementById("reloadBios").classList.remove("hidden");
biosData = new Uint8Array(JSON.parse(biosCached));
} else {
console.log("Bios is not cached");
var loadBios = biosFile => {
console.log("loaded file " + biosFile)
loadLocalFile(biosFile, result => {
console.log("Loaded bios (" + result.length + " bytes )");
biosData = result;
console.log("Caching to localStorage");
localStorage.setItem("biosCached", JSON.stringify(Array.from(biosData)));
document.getElementById("bios-file-input").parentNode.style.display = "none";
});
};
document.getElementById("bios-file-input").addEventListener('change', event => {
loadBios(event.target.files[0])
}, false);
}
document.getElementById("reloadBios").addEventListener('click', function() {
this.classList.add("hidden");
document.getElementById("bios-file-input").parentNode.style.display = "block";
localStorage.removeItem("biosCached");
}, false);
function loadRom(romFile) {
var promise = new Promise(function(resolve, reject) {
loadLocalFile(romFile, result => {
console.log('Loaded "' + romFile.name + '" ! length: ' + result.length);
var rom_info = wasm.parse_rom_header(result);
var rom_info2 = wasm.parse_rom_header(result);
console.log("Game Code" + rom_info.get_game_code());
console.log("Game Title" + rom_info.get_game_title());
romData = result;
resolve();
});
});
return promise;
};
let dropArea = document.getElementById('canvas-container');
['dragenter', 'dragover', 'dragleave', 'drop'].forEach(eventName => {
dropArea.addEventListener(eventName,
e => {
// prevent default events
e.preventDefault();
e.stopPropagation();
}, false)
});
dropArea.addEventListener('dragover', e => {
dropArea.classList.add('hover');
}, false);
dropArea.addEventListener('dragleave', e => {
dropArea.classList.remove('hover');
}, false);
dropArea.addEventListener('drop', e => {
dropArea.classList.remove('hover');
var files = e.dataTransfer.files;
loadRom(files[0]).then(startEmulator);
}, true);
document.getElementById("skipBios").addEventListener('change', e => {
shouldSkipBios = e.target.checked;
localStorage.setItem("skipBios", JSON.stringify(shouldSkipBios));
});
document.getElementById("rom-file-input").addEventListener('change', e => {
loadRom(e.target.files[0]).then(startEmulator);
}, false);
document.getElementById("startEmulator").addEventListener('click', e => {
if (null == emulator) {
startEmulator();
}
}, false);
['keydown', 'keyup'].forEach(eventName => {
window.addEventListener(eventName,
e => {
// prevent default events
e.preventDefault();
e.stopPropagation();
}, false)
});
window.addEventListener("keydown", e => {
if (null != emulator) {
emulator.key_down(e.key)
}
}, false);
window.addEventListener("keyup", e => {
if (null != emulator) {
emulator.key_up(e.key)
}
}, false);

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@ -0,0 +1,25 @@
{
"name": "rustboyadvance-wasm",
"collaborators": [
"Michel Heily <michelheily@gmail.com>"
],
"version": "0.1.0",
"main": "index.js",
"bin": {
"create-wasm-app": ".bin/create-wasm-app.js"
},
"scripts": {
"build": "webpack --config webpack.config.js",
"start": "webpack-dev-server"
},
"dependencies": {
"rustboyadvance-wasm": "file:../pkg"
},
"devDependencies": {
"hello-wasm-pack": "^0.1.0",
"webpack": "^4.29.3",
"webpack-cli": "^3.1.0",
"webpack-dev-server": "^3.1.5",
"copy-webpack-plugin": "^5.0.0"
}
}

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@ -0,0 +1,14 @@
const CopyWebpackPlugin = require("copy-webpack-plugin");
const path = require('path');
module.exports = {
entry: "./bootstrap.js",
output: {
path: path.resolve(__dirname, "dist"),
filename: "bootstrap.js",
},
mode: "development",
plugins: [
new CopyWebpackPlugin(['index.html'])
],
};

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@ -0,0 +1,3 @@
{
"lockfileVersion": 1
}

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@ -0,0 +1,132 @@
use std::cell::RefCell;
use std::rc::Rc;
use wasm_bindgen::prelude::*;
use wasm_bindgen::Clamped;
use web_sys::CanvasRenderingContext2d;
use rustboyadvance_core::core::keypad as gba_keypad;
use rustboyadvance_core::prelude::*;
use bit::BitIndex;
#[wasm_bindgen]
pub struct Emulator {
gba: GameBoyAdvance,
interface: Rc<RefCell<Interface>>,
}
struct Interface {
frame: Vec<u8>,
keyinput: u16,
}
impl VideoInterface for Interface {
fn render(&mut self, buffer: &[u32]) {
// TODO optimize
for i in 0..buffer.len() {
let color = buffer[i];
self.frame[4 * i + 0] = ((color >> 16) & 0xff) as u8;
self.frame[4 * i + 1] = ((color >> 8) & 0xff) as u8;
self.frame[4 * i + 2] = (color & 0xff) as u8;
self.frame[4 * i + 3] = 255;
}
}
}
impl AudioInterface for Interface {}
impl InputInterface for Interface {
fn poll(&mut self) -> u16 {
self.keyinput
}
}
#[wasm_bindgen]
impl Emulator {
#[wasm_bindgen(constructor)]
pub fn new(bios: &[u8], rom: &[u8]) -> Emulator {
let gamepak = GamepakBuilder::new()
.take_buffer(rom.to_vec().into_boxed_slice())
.without_backup_to_file()
.build()
.unwrap();
let interface = Rc::new(RefCell::new(Interface {
frame: vec![0; 240 * 160 * 4],
keyinput: gba_keypad::KEYINPUT_ALL_RELEASED,
}));
let gba = GameBoyAdvance::new(
bios.to_vec().into_boxed_slice(),
gamepak,
interface.clone(),
interface.clone(),
interface.clone(),
);
Emulator { gba, interface }
}
pub fn skip_bios(&mut self) {
self.gba.skip_bios();
}
pub fn run_frame(&mut self, ctx: &CanvasRenderingContext2d) -> Result<(), JsValue> {
self.gba.frame();
let mut frame_buffer = &mut self.interface.borrow_mut().frame;
let data = web_sys::ImageData::new_with_u8_clamped_array_and_sh(
Clamped(&mut frame_buffer),
240,
160,
)
.unwrap();
ctx.put_image_data(&data, 0.0, 0.0)
}
fn map_key(event_key: &str) -> Option<gba_keypad::Keys> {
match event_key {
"Enter" => Some(gba_keypad::Keys::Start),
"Backspace" => Some(gba_keypad::Keys::Select),
"ArrowUp" => Some(gba_keypad::Keys::Up),
"ArrowDown" => Some(gba_keypad::Keys::Down),
"ArrowLeft" => Some(gba_keypad::Keys::Left),
"ArrowRight" => Some(gba_keypad::Keys::Right),
"z" => Some(gba_keypad::Keys::ButtonB),
"x" => Some(gba_keypad::Keys::ButtonA),
"a" => Some(gba_keypad::Keys::ButtonL),
"s" => Some(gba_keypad::Keys::ButtonR),
_ => None,
}
}
pub fn key_down(&mut self, event_key: &str) {
debug!("Key down: {}", event_key);
let mut interface = self.interface.borrow_mut();
if let Some(key) = Emulator::map_key(event_key) {
interface.keyinput.set_bit(key as usize, false);
}
}
pub fn key_up(&mut self, event_key: &str) {
debug!("Key up: {}", event_key);
let mut interface = self.interface.borrow_mut();
if let Some(key) = Emulator::map_key(event_key) {
interface.keyinput.set_bit(key as usize, true);
}
}
pub fn test_fps(&mut self) {
use rustboyadvance_core::util::FpsCounter;
let mut fps_counter = FpsCounter::default();
self.gba.skip_bios();
for _ in 0..6000 {
self.gba.frame();
if let Some(fps) = fps_counter.tick() {
info!("FPS: {}", fps);
}
}
}
}

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@ -0,0 +1,59 @@
mod utils;
use wasm_bindgen::prelude::*;
#[macro_use]
extern crate log;
use wasm_bindgen_console_logger::DEFAULT_LOGGER;
use rustboyadvance_core::core::cartridge;
pub mod emulator;
// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator.
#[cfg(feature = "wee_alloc")]
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;
#[wasm_bindgen]
pub fn init() {
utils::set_panic_hook();
log::set_logger(&DEFAULT_LOGGER).unwrap();
log::set_max_level(log::LevelFilter::Info);
info!("Initialized wasm module");
}
#[wasm_bindgen]
pub struct RomInfo {
game_code: String,
game_title: String,
}
#[wasm_bindgen]
impl RomInfo {
pub fn get_game_code(&self) -> String {
self.game_code.to_string()
}
pub fn get_game_title(&self) -> String {
self.game_title.to_string()
}
}
impl From<cartridge::header::CartridgeHeader> for RomInfo {
fn from(header: cartridge::header::CartridgeHeader) -> RomInfo {
RomInfo {
game_code: header.game_code,
game_title: header.game_title,
}
}
}
#[wasm_bindgen]
pub fn parse_rom_header(rom_bin: &[u8]) -> RomInfo {
cartridge::header::parse(rom_bin).into()
}

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@ -0,0 +1,10 @@
pub fn set_panic_hook() {
// When the `console_error_panic_hook` feature is enabled, we can call the
// `set_panic_hook` function at least once during initialization, and then
// we will get better error messages if our code ever panics.
//
// For more details see
// https://github.com/rustwasm/console_error_panic_hook#readme
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
}

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@ -0,0 +1,13 @@
//! Test suite for the Web and headless browsers.
#![cfg(target_arch = "wasm32")]
extern crate wasm_bindgen_test;
use wasm_bindgen_test::*;
wasm_bindgen_test_configure!(run_in_browser);
#[wasm_bindgen_test]
fn pass() {
assert_eq!(1 + 1, 2);
}

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@ -31,6 +31,9 @@ rustyline = {version = "6.0.0", optional = true}
nom = {version = "5.0.0", optional = true} nom = {version = "5.0.0", optional = true}
gdbstub = { version = "0.1.2", optional = true, features = ["std"] } gdbstub = { version = "0.1.2", optional = true, features = ["std"] }
[target.'cfg(target_arch="wasm32")'.dependencies]
instant = { version = "0.1.2", features = [ "wasm-bindgen" ] }
[build-dependencies] [build-dependencies]
bit = "^0.1" bit = "^0.1"

View file

@ -2,8 +2,25 @@ use std::fs::File;
use std::io; use std::io;
use std::io::prelude::*; use std::io::prelude::*;
use std::path::Path; use std::path::Path;
use std::time; use std::time;
#[cfg(not(target_arch = "wasm32"))]
type Instant = time::Instant;
#[cfg(not(target_arch = "wasm32"))]
fn now() -> Instant {
time::Instant::now()
}
#[cfg(target_arch = "wasm32")]
use instant;
#[cfg(target_arch = "wasm32")]
type Instant = instant::Instant;
#[cfg(target_arch = "wasm32")]
fn now() -> Instant {
instant::Instant::now()
}
use crate::core::GameBoyAdvance; use crate::core::GameBoyAdvance;
#[cfg(feature = "gdb")] #[cfg(feature = "gdb")]
use gdbstub; use gdbstub;
@ -63,7 +80,7 @@ pub fn write_bin_file(filename: &Path, data: &Vec<u8>) -> io::Result<()> {
pub struct FpsCounter { pub struct FpsCounter {
count: u32, count: u32,
timer: time::Instant, timer: Instant,
} }
const SECOND: time::Duration = time::Duration::from_secs(1); const SECOND: time::Duration = time::Duration::from_secs(1);
@ -72,7 +89,7 @@ impl Default for FpsCounter {
fn default() -> FpsCounter { fn default() -> FpsCounter {
FpsCounter { FpsCounter {
count: 0, count: 0,
timer: time::Instant::now(), timer: now(),
} }
} }
} }
@ -82,7 +99,7 @@ impl FpsCounter {
self.count += 1; self.count += 1;
if self.timer.elapsed() >= SECOND { if self.timer.elapsed() >= SECOND {
let fps = self.count; let fps = self.count;
self.timer = time::Instant::now(); self.timer = now();
self.count = 0; self.count = 0;
Some(fps) Some(fps)
} else { } else {