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Setup basic SDL-code.
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Frederic Meyer committed Dec 28, 2018
1 parent 2a11466 commit d00d665
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Showing 5 changed files with 244 additions and 7 deletions.
3 changes: 2 additions & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -1,11 +1,12 @@
CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
PROJECT(NanoboyAdvance C CXX)

SET(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR}/CMakeTests)

SET(TARGET "sdl" CACHE STRING "Build Target (sdl, ...)")

SET(COMPILE_FLAGS "${COMPILE_FLAGS} -Ofast")
SET(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${COMPILE_FLAGS}")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${COMPILE_FLAGS} -std=c++1z")

ADD_SUBDIRECTORY(src)

180 changes: 180 additions & 0 deletions CMakeTests/FindSDL2.cmake
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@@ -0,0 +1,180 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.

#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)

FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
#MESSAGE("SDL2_INCLUDE_DIR is ${SDL2_INCLUDE_DIR}")

FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)

#MESSAGE("SDL2_LIBRARY_TEMP is ${SDL2_LIBRARY_TEMP}")

IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)

# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)

SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)

# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)

# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)

# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")

SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
12 changes: 10 additions & 2 deletions src/core/bus.inl
Original file line number Diff line number Diff line change
Expand Up @@ -6,22 +6,30 @@
*/

std::uint8_t ReadByte(std::uint32_t address, ARM::AccessType type) final {
/* TODO */
return 0;
}

std::uint16_t ReadHalf(std::uint32_t address, ARM::AccessType type) final {
return 0;
return ReadByte(address + 0, type) |
(ReadByte(address + 1, type) << 8);
}

std::uint32_t ReadWord(std::uint32_t address, ARM::AccessType type) final {
return 0;
return ReadHalf(address + 0, type) |
(ReadHalf(address + 2, type) << 16);
}

void WriteByte(std::uint32_t address, std::uint8_t value, ARM::AccessType type) final {
/* TODO */
}

void WriteHalf(std::uint32_t address, std::uint16_t value, ARM::AccessType type) final {
WriteByte(address + 0, (uint8_t)value, type);
WriteByte(address + 1, value >> 8, type);
}

void WriteWord(std::uint32_t address, std::uint32_t value, ARM::AccessType type) final {
WriteHalf(address + 0, (uint16_t)value, type);
WriteHalf(address + 2, value >> 16, type);
}
6 changes: 5 additions & 1 deletion src/target/sdl/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,5 +5,9 @@ SET(SOURCES
SET(HEADERS
)

INCLUDE(FindSDL2 REQUIRED)
FIND_PACKAGE(SDL2 REQUIRED)

ADD_EXECUTABLE(NanoboyAdvance-SDL ${SOURCES} ${HEADERS})
TARGET_LINK_LIBRARIES(NanoboyAdvance-SDL core)
TARGET_LINK_LIBRARIES(NanoboyAdvance-SDL core)
TARGET_LINK_LIBRARIES(NanoboyAdvance-SDL ${SDL2_LIBRARY})
50 changes: 47 additions & 3 deletions src/target/sdl/main.cpp
Original file line number Diff line number Diff line change
@@ -1,6 +1,50 @@
/*
* Copyright (C) 2018 Frederic Meyer. All rights reserved.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/

#ifdef _MSC_VER
#include "SDL.h"
#else
#include <SDL2/SDL.h>
#endif

#undef main

#include <cstdio>

int main() {
std::printf("Hello World\n");
int main(int argc, char** argv) {
bool running = true;
SDL_Event event;
SDL_Window* window;
SDL_Texture* texture;
SDL_Renderer* renderer;

SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
window = SDL_CreateWindow("NanoboyAdvance 0.1",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
480,
320,
0
);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 240, 160);

while (running) {
/* generate frame here. */
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
}
}

SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
}

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