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17 changes: 14 additions & 3 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1,3 +1,14 @@
*.lib
*.o
*.dSYM
# Build directory
build/

# Temp files
.DS_Store
.Trashes
Thumbs.db
Desktop.ini

# Vim swap files
*.sw*

# Backup files
*~
13 changes: 13 additions & 0 deletions CMakeLists.txt
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@@ -0,0 +1,13 @@
cmake_minimum_required(VERSION 3.4)
project(tinysim)

set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake)
include(${PROJECT_SOURCE_DIR}/cmake/ArduinoToCXX.cmake)

find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIR})

include_directories(${PROJECT_SOURCE_DIR}/include)

add_subdirectory(src)
add_subdirectory(examples/tinytest)
24 changes: 19 additions & 5 deletions README.md
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@@ -1,16 +1,16 @@
# Tiny Arcade Simulator

This is an embryo of a simulator for Tiny Arcade, to simplify development
This is an embryo of a simulator for Tiny Arcade, to simplify development
of new and cool games.

## Goal

The goal is to be able to compile and run the same code for both the real
TinyArcade hardware and the simulator.
The goal is to be able to compile and run the same code for both the real
TinyArcade hardware and the simulator.

## Implementation

To allow users on different platforms I chose to implemented it using SDL2.
To allow users on different platforms I chose to implemented it using SDL2.


### Current status
Expand All @@ -29,5 +29,19 @@ To allow users on different platforms I chose to implemented it using SDL2.
### Long term idea

While coding, I realised that I can make this much more dynamic and usefull.
Having a library of modules and a UI, it would be possible to simulate many
Having a library of modules and a UI, it would be possible to simulate many
different setups of hardware.

## Building

Requires [CMake >=3.4](https://cmake.org/).

* **Windows** : See https://cmake.org/runningcmake/
* **Linux**, **BSD**, **OSX** : See below

```bash
mkdir -p build
cd build
cmake ..
make
```
30 changes: 30 additions & 0 deletions cmake/ArduinoToCXX.cmake
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# Transform a list of arduino source filenames to C++ filenames
# This macro copies all *.ino files into the binary directory with extension .cpp
# Other files are passed through unmodified
#
# Example:
# set(SRCS foo.ino bar.cpp)
# arduino_to_cxx(SRCS ${SRCS})
# add_executable(foo ${SRCS})

macro(arduino_to_cxx output_var input)
# Add the current list directory for include searching
# This is required when a file is moved to the binary directory
include_directories(${CMAKE_CURRENT_LIST_DIR})

foreach(f ${input})
string(REGEX MATCH "\.ino$" matches ${input})
if(matches)
# Get the new filename
string(REGEX REPLACE "^(.*)\.ino$" "${CMAKE_CURRENT_BINARY_DIR}/\\1.cpp" newname ${f})

# Replace the filename in the output list
list(REMOVE_ITEM ${output_var} ${f})
list(APPEND ${output_var} ${newname})

# Move the file into the binary directory
file(COPY ${f} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
file(RENAME ${CMAKE_CURRENT_BINARY_DIR}/${f} ${newname})
endif(matches)
endforeach(f)
endmacro(arduino_to_cxx)
164 changes: 164 additions & 0 deletions cmake/FindSDL2.cmake
Original file line number Diff line number Diff line change
@@ -0,0 +1,164 @@

# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDLmain.h and SDLmain.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2DIR is an environment variable that would
# correspond to the ./configure --prefix=$SDL2DIR
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).

#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)

SET(SDL2_SEARCH_PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local
/usr
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
${SDL2_PATH}
)

FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES include/SDL2 include
PATHS ${SDL2_SEARCH_PATHS}
)

FIND_LIBRARY(SDL2_LIBRARY_TEMP
NAMES SDL2
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)

IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2DIR}
PATH_SUFFIXES lib64 lib
PATHS ${SDL2_SEARCH_PATHS}
)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)

# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)

IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)

# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)

# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)

# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)

# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
ENDIF(SDL2_LIBRARY_TEMP)

INCLUDE(FindPackageHandleStandardArgs)

FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
8 changes: 8 additions & 0 deletions examples/tinytest/CMakeLists.txt
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@@ -0,0 +1,8 @@
set(SRCS
tinytest.ino
)
arduino_to_cxx(SRCS ${SRCS})

add_executable(tinytest ${SRCS})

target_link_libraries(tinytest tinysim ${SDL2_LIBRARY})
88 changes: 88 additions & 0 deletions examples/tinytest/tinytest.ino
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@@ -0,0 +1,88 @@
#include "Arduino.h"
#include <Wire.h>
#include <SPI.h>

#include <TinyScreen.h>

TinyScreen display = TinyScreen(TinyScreenPlus);

#define STAR_COUNT 300

struct Star
{
int16_t x; // Fixed point 8.8
int16_t y; //
int16_t speed; // Fixed point 8.8
};

static struct Star stars[STAR_COUNT];


static uint16_t myFrameBuffer [96*64];


static void DrawStars()
{
struct Star *star = stars;
for( int i = 0; i < STAR_COUNT; ++i, star++ )
{
star->x -= star->speed;
star->x &= 0x7fff;
int16_t x = star->x >> 8;
if( (x >= 0) && (x < 96) )
myFrameBuffer[ x + star->y * 96] = 0xffff;
}
}

static void SendFrameBufferToDisplay()
{
display.startData();
display.writeBuffer((uint8_t*)myFrameBuffer, sizeof(myFrameBuffer));
display.endTransfer();
}



static void fill_with_colors()
{
uint16_t color = 0;
for( int row = 0; row < 64; ++row )
{
for( int col = 0; col < 96; ++col )
{
uint16_t bscol = color;
bscol = ((bscol&0xff) << 8) | (bscol >> 8);
myFrameBuffer[row*96+col] = bscol;

color += 1;
}
}
}

void loop()
{
fill_with_colors();
DrawStars();
SendFrameBufferToDisplay();
}

void setup()
{
for( int i = 0; i < STAR_COUNT; ++i )
{
stars[i].x = rand() & 0x7fff;
stars[i].y = rand() & 0x3f;
stars[i].speed = rand() & 0x3ff;
}

display.begin();
display.setBrightness(10); // 0-15

display.setBitDepth(TSBitDepth16);

// column start
display.setX(0, 95);

// row start
display.setY(0, 63);
}
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