Files
basic1/emulator/low_level_display_sfml.cpp
Adolfo Reyna 285dffc32e Add Lua scripting support to desktop emulator
- Created emulator-specific lua_game_emulator.cpp using filesystem instead of FatFS
- Created lua_game_loader_emulator.cpp to scan games/lua_examples directory
- Updated CMakeLists.txt to include Lua 5.4 engine and bindings
- Updated to SFML 3.0 API compatibility (event handling, sprite initialization)
- Updated Game class to use public members for Lua bindings
- Updated GameLauncher to use std::function for lambda captures
- Added continuous 60 FPS rendering for smooth display
- Emulator now loads and runs all three example Lua games
2026-02-07 12:14:33 -05:00

61 lines
1.8 KiB
C++

#include "low_level_display_sfml.h"
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <vector>
// Add missing method implementations for emulator linkage
std::optional<sf::Event> LowLevelDisplaySFML::pollEvent() {
return window.pollEvent();
}
void LowLevelDisplaySFML::close() {
window.close();
}
LowLevelDisplaySFML::LowLevelDisplaySFML(int w, int h)
: width(w), height(h),
window(sf::VideoMode({(unsigned)w, (unsigned)h}), "basic1 Emulator"),
framebuffer((w * h + 7) / 8, 0) {}
bool LowLevelDisplaySFML::init() {
if (!texture.resize({(unsigned)width, (unsigned)height})) {
return false;
}
sprite.emplace(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<std::uint8_t> 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;
std::uint8_t 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() {
window.clear(sf::Color::Black);
if (sprite) {
window.draw(*sprite);
}
window.display();
}
bool LowLevelDisplaySFML::isOpen() const {
return window.isOpen();
}