Added input handling and capturing.
This commit is contained in:
@@ -5,6 +5,7 @@ import "core:math/rand"
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import "base:intrinsics"
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import "base:intrinsics"
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// CPU.odin -> instructions, fetch, decode, execute, run loop
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// CPU.odin -> instructions, fetch, decode, execute, run loop
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// ----------------------------------------------------------
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cycle :: proc(s: ^System) {
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cycle :: proc(s: ^System) {
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// Fetch
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// Fetch
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@@ -273,20 +274,20 @@ op_ld_dt :: proc(s: ^System, vx_idx: u16) {
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// Fx0A - LD Vx, K
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// Fx0A - LD Vx, K
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op_get_key :: proc(s: ^System, vx_idx: u16) {
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op_get_key :: proc(s: ^System, vx_idx: u16) {
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for val, kp_idx in s.keypad {
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if s.current_key != -1 {
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if val == true {
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key := s.current_key
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s.v[vx_idx] = u8(kp_idx)
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// return here so it does not decrement
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released := check_if_key_released(key)
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if released {
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s.v[vx_idx] = u8(key)
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s.current_key = -1
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return
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return
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}
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}
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}
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}
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// if loop does not return decrement go into loop
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s.pc -= 2
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s.pc -= 2
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}
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}
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// Fx15 - LD DT, Vx
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// Fx15 - LD DT, Vx
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op_set_dt :: proc(s: ^System, vx_idx: u16) {
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op_set_dt :: proc(s: ^System, vx_idx: u16) {
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// set delay timer to value of x register
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// set delay timer to value of x register
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@@ -333,3 +334,4 @@ op_mem_get :: proc(s: ^System, vx_idx: u16) {
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s.v[loop_idx] = s.memory[s.i + loop_idx]
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s.v[loop_idx] = s.memory[s.i + loop_idx]
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}
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}
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}
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}
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+87
-1
@@ -1,3 +1,89 @@
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package machine
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package machine
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// keypad mapping, input state update
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import rl "vendor:raylib"
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// @IDEA: Maybe add controller support?
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// Input handling for CHIP-8 keypad (0x0-0xF) mapped to a standard keyboard.
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// CHIP-8 uses a polling model, not hardware interrupts - we check key state each cycle.
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// Standard CHIP-8 -> keyboard mapping:
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// 1 2 3 C → 1 2 3 4
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// 4 5 6 D → Q W E R
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// 7 8 9 E → A S D F
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// A 0 B F → Z X C V
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handle_input :: proc(s: ^System) {
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// Row 1
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s.keypad[0x1] = rl.IsKeyDown(.ONE)
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s.keypad[0x2] = rl.IsKeyDown(.TWO)
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s.keypad[0x3] = rl.IsKeyDown(.THREE)
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s.keypad[0xC] = rl.IsKeyDown(.FOUR)
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// Row 2
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s.keypad[0x4] = rl.IsKeyDown(.Q)
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s.keypad[0x5] = rl.IsKeyDown(.W)
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s.keypad[0x6] = rl.IsKeyDown(.E)
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s.keypad[0xD] = rl.IsKeyDown(.R)
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// Row 3
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s.keypad[0x7] = rl.IsKeyDown(.A)
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s.keypad[0x8] = rl.IsKeyDown(.S)
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s.keypad[0x9] = rl.IsKeyDown(.D)
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s.keypad[0xE] = rl.IsKeyDown(.F)
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// Row 4
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s.keypad[0xA] = rl.IsKeyDown(.Z)
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s.keypad[0x0] = rl.IsKeyDown(.X)
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s.keypad[0xB] = rl.IsKeyDown(.C)
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s.keypad[0xF] = rl.IsKeyDown(.V)
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// Track the last pressed key as a CHIP-8 index (0x0-0xF).
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// Used by Fx0A which blocks until a key is pressed AND released.
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// current_key holds the index until release is confirmed, then resets to -1.
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key := rl.GetKeyPressed()
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#partial switch key {
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case .ONE: s.current_key = 0x1
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case .TWO: s.current_key = 0x2
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case .THREE: s.current_key = 0x3
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case .FOUR: s.current_key = 0xC
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case .Q: s.current_key = 0x4
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case .W: s.current_key = 0x5
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case .E: s.current_key = 0x6
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case .R: s.current_key = 0xD
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case .A: s.current_key = 0x7
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case .S: s.current_key = 0x8
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case .D: s.current_key = 0x9
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case .F: s.current_key = 0xE
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case .Z: s.current_key = 0xA
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case .X: s.current_key = 0x0
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case .C: s.current_key = 0xB
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case .V: s.current_key = 0xF
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}
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}
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// Returns true only when the tracked key is released.
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// Used by Fx0A to check for a press-and-release.
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check_if_key_released :: proc(key: i16) -> bool {
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return rl.IsKeyReleased(chip8_key_to_raylib(key))
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}
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// Maps a CHIP-8 key index (0x0-0xF) back to its Raylib equivalent.
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chip8_key_to_raylib :: proc(key: i16) -> rl.KeyboardKey {
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switch key {
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case 0x1: return .ONE
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case 0x2: return .TWO
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case 0x3: return .THREE
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case 0xC: return .FOUR
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case 0x4: return .Q
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case 0x5: return .W
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case 0x6: return .E
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case 0xD: return .R
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case 0x7: return .A
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case 0x8: return .S
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case 0x9: return .D
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case 0xE: return .F
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case 0xA: return .Z
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case 0x0: return .X
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case 0xB: return .C
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case 0xF: return .V
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case: return .KEY_NULL
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}
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}
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@@ -19,7 +19,11 @@ System :: struct {
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pc: u16,
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pc: u16,
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// 64x32-pixel monochrome display
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// 64x32-pixel monochrome display
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display: [32][64]u8,
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display: [32][64]u8,
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// Keypad
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keypad: [16]bool,
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keypad: [16]bool,
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// -1 = no key pressed, 0-15 = key index
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current_key: i16,
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// Timers
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delay_timer: u8,
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delay_timer: u8,
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sound_timer: u8,
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sound_timer: u8,
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}
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}
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