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333 lines (284 loc) · 8.43 KB
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// Matt Hughson
var SCREEN_WIDTH = 256;
var SCREEN_HEIGHT = 240;
var FRAMEBUFFER_SIZE = SCREEN_WIDTH*SCREEN_HEIGHT;
var canvas_ctx, image;
var framebuffer_u8, framebuffer_u32;
var AUDIO_BUFFERING = 512;
var SAMPLE_COUNT = 4*1024;
var SAMPLE_MASK = SAMPLE_COUNT - 1;
var audio_samples_L = new Float32Array(SAMPLE_COUNT);
var audio_samples_R = new Float32Array(SAMPLE_COUNT);
var audio_write_cursor = 0, audio_read_cursor = 0;
var nes = new jsnes.NES({
onFrame: function(framebuffer_24){
for(var i = 0; i < FRAMEBUFFER_SIZE; i++) framebuffer_u32[i] = 0xFF000000 | framebuffer_24[i];
},
onAudioSample: function(l, r){
audio_samples_L[audio_write_cursor] = l;
audio_samples_R[audio_write_cursor] = r;
audio_write_cursor = (audio_write_cursor + 1) & SAMPLE_MASK;
},
// sampleRate: getSampleRate()
});
function getSampleRate()
{
if (!window.AudioContext) {
return 44100;
}
let myCtx = new window.AudioContext();
let sampleRate = myCtx.sampleRate;
myCtx.close();
return sampleRate;
}
function onAnimationFrame(){
window.setTimeout(onAnimationFrame, 1000/60);
image.data.set(framebuffer_u8);
canvas_ctx.putImageData(image, 0, 0);
nes.frame();
}
function audio_remain(){
return (audio_write_cursor - audio_read_cursor) & SAMPLE_MASK;
}
function audio_callback(event){
var dst = event.outputBuffer;
var len = dst.length;
// Attempt to avoid buffer underruns.
if(audio_remain() < AUDIO_BUFFERING) nes.frame();
var dst_l = dst.getChannelData(0);
var dst_r = dst.getChannelData(1);
for(var i = 0; i < len; i++){
var src_idx = (audio_read_cursor + i) & SAMPLE_MASK;
dst_l[i] = audio_samples_L[src_idx];
dst_r[i] = audio_samples_R[src_idx];
}
audio_read_cursor = (audio_read_cursor + len) & SAMPLE_MASK;
}
function keyboard(callback, event){
var player = 1;
var prevent = true;
switch(event.keyCode){
case 38: // UP
case 87: // W
callback(player, jsnes.Controller.BUTTON_UP); break;
case 40: // Down
case 83: // S
callback(player, jsnes.Controller.BUTTON_DOWN); break;
case 37: // Left
case 65: // A
callback(player, jsnes.Controller.BUTTON_LEFT); break;
case 39: // Right
case 68: // D
callback(player, jsnes.Controller.BUTTON_RIGHT); break;
case 18: // 'alt'
case 88: // 'x'
callback(player, jsnes.Controller.BUTTON_A); break;
case 90: // 'z'
case 17: // 'ctrl'
callback(player, jsnes.Controller.BUTTON_B); break;
case 32: // Space
case 16: // Right Shift
callback(player, jsnes.Controller.BUTTON_SELECT); break;
case 13: // Return
callback(player, jsnes.Controller.BUTTON_START); break;
default: prevent = false; break;
}
if (prevent){
event.preventDefault();
}
}
function nes_init(canvas_id){
var canvas = document.getElementById(canvas_id);
canvas_ctx = canvas.getContext("2d");
image = canvas_ctx.getImageData(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
canvas_ctx.fillStyle = "black";
canvas_ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
// Allocate framebuffer array.
var buffer = new ArrayBuffer(image.data.length);
framebuffer_u8 = new Uint8ClampedArray(buffer);
framebuffer_u32 = new Uint32Array(buffer);
// Setup audio.
var audio_ctx = new window.AudioContext();
var script_processor = audio_ctx.createScriptProcessor(AUDIO_BUFFERING, 0, 2);
script_processor.onaudioprocess = audio_callback;
script_processor.connect(audio_ctx.destination);
document.addEventListener('click', () => {audio_ctx.resume()})
}
function nes_boot(rom_data){
nes.loadROM(rom_data);
window.requestAnimationFrame(onAnimationFrame);
}
function nes_load_data(canvas_id, rom_data){
nes_init(canvas_id);
nes_boot(rom_data);
}
function nes_load_url(canvas_id, path){
nes_init(canvas_id);
var req = new XMLHttpRequest();
req.open("GET", path);
req.overrideMimeType("text/plain; charset=x-user-defined");
req.onerror = () => console.log(`Error loading ${path}: ${req.statusText}`);
req.onload = function() {
if (this.status === 200) {
nes_boot(this.responseText);
} else if (this.status === 0) {
// Aborted, so ignore error
} else {
req.onerror();
}
};
req.send();
}
document.addEventListener('keydown', (event) => {keyboard(nes.buttonDown, event)});
document.addEventListener('keyup', (event) => {keyboard(nes.buttonUp, event)});
/////////////////////
// GAMEPAD SUPPORT
//
// Based on documentation here: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
/////////////////////
var haveEvents = 'ongamepadconnected' in window;
var controllers = {};
// Once the presses a button on one of the controllers, this will store
// the index of that controller so that only that controller is checked
// each frame. This is to avoid additional controllers triggering key_up
// events when they are just sitting there inactive.
var cur_controller_index = -1;
function connecthandler(e) {
addgamepad(e.gamepad);
}
function addgamepad(gamepad) {
controllers[gamepad.index] = gamepad;
requestAnimationFrame(updateStatus);
}
function disconnecthandler(e) {
removegamepad(e.gamepad);
}
function removegamepad(gamepad) {
delete controllers[gamepad.index];
}
// Check all controllers to see if player has pressed any buttons.
// If they have, store that as the current controller.
function findController()
{
var i = 0;
var j;
for (j in controllers)
{
var controller = controllers[j];
for (i = 0; i < controller.buttons.length; i++)
{
var val = controller.buttons[i];
var pressed = val == 1.0;
if (typeof(val) == "object")
{
pressed = val.pressed;
val = val.value;
}
if (pressed)
{
cur_controller_index = j;
}
}
}
}
function updateStatus()
{
if (!haveEvents)
{
scangamepads();
}
// If a controller has not yet been chosen, check for one now.
if (cur_controller_index == -1)
{
findController();
}
// Allow for case where controller was chosen this frame
if (cur_controller_index != -1)
{
var i = 0;
var j;
var controller = controllers[cur_controller_index];
for (i = 0; i < controller.buttons.length; i++)
{
var val = controller.buttons[i];
var pressed = val == 1.0;
if (typeof(val) == "object")
{
pressed = val.pressed;
val = val.value;
}
var player = 1 //parseInt(j,10) + 1;
if (pressed)
{
var callback = nes.buttonDown;
switch(i)
{
case 12: // UP
callback(player, jsnes.Controller.BUTTON_UP); break;
case 13: // Down
callback(player, jsnes.Controller.BUTTON_DOWN); break;
case 14: // Left
callback(player, jsnes.Controller.BUTTON_LEFT); break;
case 15: // Right
callback(player, jsnes.Controller.BUTTON_RIGHT); break;
case 1: // 'A'
callback(player, jsnes.Controller.BUTTON_A); break;
case 0: // 'B'
callback(player, jsnes.Controller.BUTTON_B); break;
case 8: // Select
callback(player, jsnes.Controller.BUTTON_SELECT); break;
case 9: // Start
callback(player, jsnes.Controller.BUTTON_START); break;
}
}
else
{
var callback = nes.buttonUp;
switch(i)
{
case 12: // UP
callback(player, jsnes.Controller.BUTTON_UP); break;
case 13: // Down
callback(player, jsnes.Controller.BUTTON_DOWN); break;
case 14: // Left
callback(player, jsnes.Controller.BUTTON_LEFT); break;
case 15: // Right
callback(player, jsnes.Controller.BUTTON_RIGHT); break;
case 1: // 'A'
callback(player, jsnes.Controller.BUTTON_A); break;
case 0: // 'B'
callback(player, jsnes.Controller.BUTTON_B); break;
case 8: // Select
callback(player, jsnes.Controller.BUTTON_SELECT); break;
case 9: // Start
callback(player, jsnes.Controller.BUTTON_START); break;
}
}
// var axes = d.getElementsByClassName("axis");
// for (i = 0; i < controller.axes.length; i++)
// {
// var a = axes[i];
// a.innerHTML = i + ": " + controller.axes[i].toFixed(4);
// a.setAttribute("value", controller.axes[i] + 1);
// }
}
}
requestAnimationFrame(updateStatus);
}
function scangamepads() {
var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i]) {
if (gamepads[i].index in controllers) {
controllers[gamepads[i].index] = gamepads[i];
} else {
addgamepad(gamepads[i]);
}
}
}
}
window.addEventListener("gamepadconnected", connecthandler);
window.addEventListener("gamepaddisconnected", disconnecthandler);
if (!haveEvents) {
setInterval(scangamepads, 500);
}