nesemu/gui/nametable_window.c

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//
// Created by william on 12/07/24.
//
#include "nametable_window.h"
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#include "dbg_nametable.h"
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#define NW_WIDTH (NW_ROW_TILE_COUNT * PATTERN_DRAW_SIZE)
#define NW_HEIGHT (NW_ROW_COUNT * PATTERN_DRAW_SIZE)
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#define NW_BUFFER_SIZE (NAMETABLE_ROW_WIDTH * NAMETABLE_COL_HEIGHT * PATTERN_DRAW_SIZE * PATTERN_DRAW_SIZE)
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void nametable_window_init(NesNametableWindow *window) {
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window->window = window_create("Nametable", NW_WIDTH, NW_HEIGHT, NW_SCALE);
window->texture = window_create_texture(&window->window, SDL_TEXTUREACCESS_STREAMING);
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}
void nametable_window_uninit(NesNametableWindow *window) {
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SDL_DestroyTexture(window->texture);
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window_destroy(&window->window);
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}
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void nametable_window_update_bank(NesNametableWindow *window, int bank, pixel *buffer) {
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dbg_nametable_render_bank(bank, buffer);
SDL_Rect rect;
rect.w = NAMETABLE_ROW_WIDTH * PATTERN_DRAW_SIZE;
rect.h = NAMETABLE_COL_HEIGHT * PATTERN_DRAW_SIZE;
rect.x = (bank & 1) * rect.w;
rect.y = ((bank & 2) >> 1) * rect.h;
SDL_UpdateTexture(window->texture, &rect, buffer, (NW_WIDTH / 2) * sizeof(pixel));
}
void nametable_window_update(NesNametableWindow *window) {
dbg_nametable_update();
pixel buffer[NW_BUFFER_SIZE * 4] = {0};
nametable_window_update_bank(window, 0, buffer);
nametable_window_update_bank(window, 1, buffer);
nametable_window_update_bank(window, 2, buffer);
nametable_window_update_bank(window, 3, buffer);
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}
void nametable_window_render(NesNametableWindow *window) {
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window_render_texture(&window->window, window->texture);
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}
void nametable_window_present(NesNametableWindow *window) {
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window_present(&window->window);
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}