First working version of desktop emulator with game launcher support. Includes local stubs and launcher logic.

This commit is contained in:
Adolfo Reyna
2026-01-30 23:35:43 -05:00
parent d2fd001e70
commit c1423b66aa
28 changed files with 5074 additions and 0 deletions

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#include "low_level_display_sfml.h"
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <vector>
// Add missing method implementations for emulator linkage
bool LowLevelDisplaySFML::pollEvent(sf::Event& event) {
return window.pollEvent(event);
}
void LowLevelDisplaySFML::close() {
window.close();
}
LowLevelDisplaySFML::LowLevelDisplaySFML(int w, int h)
: width(w), height(h), window(sf::VideoMode(w, h), "basic1 Emulator"), framebuffer((w * h + 7) / 8, 0) {}
bool LowLevelDisplaySFML::init() {
texture.create(width, height);
sprite.setTexture(texture);
return window.isOpen();
}
void LowLevelDisplaySFML::draw_buffer(const uint8_t* bit_buffer) {
// Convert 1-bit buffer to 8-bit grayscale (or RGBA) for SFML
// Each bit in bit_buffer represents a pixel (0=black, 1=white)
std::vector<sf::Uint8> pixels(width * height * 4, 0);
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
int bit_index = y * width + x;
int byte_index = bit_index / 8;
int bit_offset = 7 - (bit_index % 8);
bool on = (bit_buffer[byte_index] >> bit_offset) & 0x1;
int idx = (y * width + x) * 4;
sf::Uint8 color = on ? 255 : 0;
pixels[idx + 0] = color; // R
pixels[idx + 1] = color; // G
pixels[idx + 2] = color; // B
pixels[idx + 3] = 255; // A
}
}
texture.update(pixels.data());
}
void LowLevelDisplaySFML::refresh() {
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
// TODO: Handle mouse/keyboard input here
}
window.clear(sf::Color::Black);
window.draw(sprite);
window.display();
}
bool LowLevelDisplaySFML::isOpen() const {
return window.isOpen();
}