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https://github.com/sloven-c/chip8.git
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Initial commit
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165
src/chip8.zig
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165
src/chip8.zig
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const std = @import("std");
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const structure = @import("stack.zig");
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const sdl3 = @import("sdl3");
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const str = @import("structs.zig");
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pub const Emulator = struct {
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const Self = @This();
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const w_pixels = 64;
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const h_pixels = 32;
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const scale = 25;
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const memory_size = 4096;
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const StackType = structure.Stack(u16, 32);
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const program_start = 0x200;
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const font_start = 0x050;
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display: [h_pixels][w_pixels]u1,
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memory: [memory_size]u8, // programs start at 0x200 address
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pc: u16,
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i: u16,
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// Each call to the stack pushes 2B, and stack should be 64B big
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// 2B x 32 = 64B
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stack: StackType,
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timers: struct {
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delay: u8,
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sound: u8,
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},
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registers: [16]u8,
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pub fn init(allocator: std.mem.Allocator) !Self {
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return .{
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.display = std.mem.zeroes([h_pixels][w_pixels]u1),
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.memory = try initMemory(allocator),
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.pc = 0,
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.i = 0,
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// stack init
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.stack = StackType.init(),
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.timers = .{
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// u8 max
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.delay = 0xFF,
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.sound = 0xFF,
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},
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.registers = std.mem.zeroes([16]u8),
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};
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}
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pub fn destroy(self: *Self) void {
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self.stack.destroy();
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}
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fn initMemory(allocator: std.mem.Allocator) ![memory_size]u8 {
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var memory = std.mem.zeroes([memory_size]u8);
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const font_data = [_]u8{
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0xF0, 0x90, 0x90, 0x90, 0xF0, // 0
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0x20, 0x60, 0x20, 0x20, 0x70, // 1
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0xF0, 0x10, 0xF0, 0x80, 0xF0, // 2
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0xF0, 0x10, 0xF0, 0x10, 0xF0, // 3
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0x90, 0x90, 0xF0, 0x10, 0x10, // 4
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0xF0, 0x80, 0xF0, 0x10, 0xF0, // 5
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0xF0, 0x80, 0xF0, 0x90, 0xF0, // 6
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0xF0, 0x10, 0x20, 0x40, 0x40, // 7
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0xF0, 0x90, 0xF0, 0x90, 0xF0, // 8
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0xF0, 0x90, 0xF0, 0x10, 0xF0, // 9
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0xF0, 0x90, 0xF0, 0x90, 0x90, // A
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0xE0, 0x90, 0xE0, 0x90, 0xE0, // B
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0xF0, 0x80, 0x80, 0x80, 0xF0, // C
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0xE0, 0x90, 0x90, 0x90, 0xE0, // D
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0xF0, 0x80, 0xF0, 0x80, 0xF0, // E
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0xF0, 0x80, 0xF0, 0x80, 0x80, // F
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};
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// loading font data into the memory
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for (font_data, font_start..) |value, i| {
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memory[i] = value;
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}
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// reading game data
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const filename = getFileName(allocator) catch |err| {
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std.debug.print("Failed to parse the game filename: {}\n", .{err});
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return err;
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};
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const file = readFile(allocator, filename) catch |err| {
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std.debug.print("Failed to read the file '{s}: {}\n", .{ filename, err });
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return err;
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};
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defer allocator.free(file);
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// loading game data into the memory
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for (file, program_start..) |value, i| {
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memory[i] = value;
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}
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return memory;
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}
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// despite Linux not needing to use allocators to extract arguments we're using them to ensure
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// our emulator will work on windows and WASI (Web Assembly System Interface)
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// which should come in handy should we ever want to port it online (I'm not writing this shit in JavaScript)
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fn getFileName(allocator: std.mem.Allocator) ![]u8 {
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const args = try std.process.argsAlloc(allocator);
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return if (args.len <= 1) error.NoArgs else args[1];
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}
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fn readFile(allocator: std.mem.Allocator, filename: []const u8) ![]u8 {
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const file = try std.fs.cwd().openFile(filename, .{ .mode = .read_only });
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defer file.close();
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const len = try file.getEndPos();
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const buffer = try allocator.alloc(u8, len);
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// we will free it in the caller function
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_ = try file.read(buffer);
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return buffer;
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}
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pub fn printMemory(self: *Self) void {
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var space = false;
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for (self.memory, 1..) |value, i| {
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const suffix: u8 = if (space) ' ' else 0x0;
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const newline: u8 = if (i % 16 == 0) '\n' else 0x0;
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std.debug.print("{X:0>2}{c}{c}", .{ value, suffix, newline });
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space = !space;
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}
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}
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pub fn returnDisplayData(_: *Self) str.DisplayData {
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return .{
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.screen_width = w_pixels,
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.screen_height = h_pixels,
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.scale = scale,
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};
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}
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// TODO implement some sort of tracking system when display actually changes so we don't call SDL for nothing
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// one idea is to make a sort of array that tracks modified/changed "pixels"
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pub fn draw(self: *Self, surface: *sdl3.surface.Surface) !void {
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for (self.display, 0..) |_, i| {
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for (self.display[0], 0..) |value, j| {
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const x = i * w_pixels;
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const y = j * h_pixels;
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const width = w_pixels;
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const height = h_pixels;
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const area: sdl3.rect.IRect = .{
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.h = height * scale,
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.w = width * scale,
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.x = @intCast(x * scale),
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.y = @intCast(y * scale),
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};
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const color: u8 = if (value == 1) str.WHITE else str.BLACK;
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try surface.fillRect(area, surface.mapRgb(color, color, color));
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}
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}
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}
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};
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56
src/main.zig
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56
src/main.zig
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@@ -0,0 +1,56 @@
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const std = @import("std");
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const sdl3 = @import("sdl3");
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const chip8 = @import("chip8.zig");
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const str = @import("structs.zig");
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pub fn main() !void {
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const fps = 60;
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var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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defer arena.deinit();
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const allocator = arena.allocator();
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// chip8 init
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var emulator = try chip8.Emulator.init(allocator);
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defer emulator.destroy();
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emulator.printMemory();
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defer sdl3.shutdown();
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// initialise SDL with subsystems you need here
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const init_flags = sdl3.InitFlags{ .video = true };
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try sdl3.init(init_flags);
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defer sdl3.quit(init_flags);
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// initial window setup
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const res = emulator.returnDisplayData();
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const window = try sdl3.video.Window.init("CHIP-8 Emulator", res.screen_width * res.scale, res.screen_height * res.scale, .{});
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defer window.deinit();
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// useful for limiting the fps and getting the delta time
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var fps_capper = sdl3.extras.FramerateCapper(f32){ .mode = .{ .limited = fps } };
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var quit = false;
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while (!quit) {
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// delay to limit the fps, returned delta time not needed
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_ = fps_capper.delay();
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// update logic
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var surface = try window.getSurface();
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// set background (black)
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try surface.fillRect(null, surface.mapRgb(str.BLACK, str.BLACK, str.BLACK));
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try emulator.draw(&surface);
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try window.updateSurface();
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// event logic
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while (sdl3.events.poll()) |event| {
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switch (event) {
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.quit => quit = true,
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.terminating => quit = true,
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else => {},
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}
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}
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}
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}
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47
src/stack.zig
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47
src/stack.zig
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@@ -0,0 +1,47 @@
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const std = @import("std");
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pub fn Stack(comptime T: type, comptime size: usize) type {
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return struct {
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array: [size]T,
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i: ?usize,
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const Self = @This();
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pub fn init() Self {
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return .{
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.array = std.mem.zeroes([size]T),
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.i = null,
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};
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}
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// this function might as well not exist but might as well set it
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// nothing else is necessary, because stack will only read what is set at i
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// and if i gets increased it will only get so when we insert new number
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pub fn destroy(self: *Self) void {
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self.i = null;
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}
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pub fn push(self: *Self, value: T) !void {
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if (self.i) |index| {
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if (index >= self.array.len - 1) return error.StackFull;
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// index points at the last currently stored element
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self.i = index + 1;
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} else {
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// if stack is empty set it to point at first element
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self.i = 0;
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}
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self.array[self.i.?] = value;
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}
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pub fn pop(self: *Self) ?T {
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if (self.i) |index| {
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// set the i pointer to the previous element (null if we're popping the only element so far)
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self.i = if (self.i == 0) null else self.i - 1;
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return self.array[index];
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}
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return null; // stack is empty we have nothing to return
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}
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};
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}
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8
src/structs.zig
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8
src/structs.zig
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@@ -0,0 +1,8 @@
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pub const DisplayData = struct {
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screen_width: usize,
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screen_height: usize,
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scale: usize,
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};
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pub const BLACK = 0x0;
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pub const WHITE = 0xFF;
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