use std::time::Duration; use sdl2::event::Event; use sdl2::pixels::Color; use sdl2::rect::Point; use crate::gba::GameBoyAdvance; use crate::gpu::Gpu; const SCREEN_WIDTH: u32 = Gpu::DISPLAY_WIDTH as u32; const SCREEN_HEIGHT: u32 = Gpu::DISPLAY_HEIGHT as u32; pub fn create_render_view(gba: &GameBoyAdvance) { let sdl_context = sdl2::init().unwrap(); let video_subsystem = sdl_context.video().unwrap(); let window = video_subsystem .window("RenderView", SCREEN_WIDTH, SCREEN_HEIGHT) .position_centered() .build() .unwrap(); let mut canvas = window.into_canvas().build().unwrap(); let mut event_pump = sdl_context.event_pump().unwrap(); 'running: loop { for event in event_pump.poll_iter() { match event { Event::Quit { .. } => break 'running, Event::MouseButtonDown { x, y, .. } => { println!("({},{}) {:x}", x, y, x + y * (Gpu::DISPLAY_WIDTH as i32)); } _ => {} } } canvas.set_draw_color(Color::RGB(0xfa, 0xfa, 0xfa)); canvas.clear(); for y in 0..Gpu::DISPLAY_HEIGHT { for x in 0..Gpu::DISPLAY_WIDTH { let index = (x as usize) + (y as usize) * (256 as usize); let color = gba.gpu.pixeldata[index]; let rgb24: Color = color.into(); canvas.set_draw_color(rgb24); canvas.draw_point(Point::from((x as i32, y as i32))); } } canvas.present(); ::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60)); } }