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nesemu/docs/integration.md
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Initial commit: NES emulator with GTK4 desktop frontend
Full NES emulation: CPU, PPU, APU, 47 mappers, iNES/NES 2.0 parsing.
GTK4 desktop client with HeaderBar, pixel-perfect Cairo rendering,
drag-and-drop ROM loading, and keyboard shortcuts.
187 tests covering core emulation, mappers, and runtime.
2026-03-13 11:48:45 +03:00

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4.7 KiB
Markdown

# Integration Guide
This guide shows how to embed `nesemu` into a host application or frontend.
For the stable API boundary, see `api_contract.md`. For internal structure, see `architecture.md`.
## Choose An Integration Level
Use the lowest level that matches your needs:
- `Cpu6502` + `NativeBus`
Use this if you need fine-grained stepping or low-level control.
- `NesRuntime`
Use this if you want frame-oriented execution, rendering helpers, and runtime state handling.
- `RuntimeHostLoop`
Use this if your host runs the emulator frame-by-frame and wants explicit input, video, audio, and pacing control.
- `ClientRuntime`
Use this if your app has running/paused/step states and needs lifecycle-oriented ticking.
## Minimal ROM Load
```rust
use nesemu::{create_mapper, parse_rom, Cpu6502, NativeBus};
let rom_bytes = std::fs::read("game.nes")?;
let rom = parse_rom(&rom_bytes)?;
let mapper = create_mapper(rom)?;
let mut bus = NativeBus::new(mapper);
let mut cpu = Cpu6502::default();
cpu.reset(&mut bus);
```
## Using `NesRuntime`
```rust
use nesemu::{FRAME_RGBA_BYTES, NesRuntime};
let rom_bytes = std::fs::read("game.nes")?;
let mut runtime = NesRuntime::from_rom_bytes(&rom_bytes)?;
runtime.run_until_frame_complete()?;
let mut frame = vec![0; FRAME_RGBA_BYTES];
runtime.render_frame_rgba(&mut frame)?;
```
Use `NesRuntime` when you want:
- frame-based stepping instead of raw CPU control
- framebuffer extraction
- runtime-level save/load state helpers
## Using `RuntimeHostLoop`
`RuntimeHostLoop` is the main integration point for hosts that want explicit control over frame execution.
```rust
use nesemu::{
AudioOutput, HostConfig, InputProvider, JOYPAD_BUTTONS_COUNT, NesRuntime, RuntimeHostLoop,
VideoOutput,
};
struct Input;
impl InputProvider for Input {
fn poll_buttons(&mut self) -> [bool; JOYPAD_BUTTONS_COUNT] {
[false; JOYPAD_BUTTONS_COUNT]
}
}
struct Video;
impl VideoOutput for Video {
fn present_rgba(&mut self, _frame: &[u8], _width: usize, _height: usize) {}
}
struct Audio;
impl AudioOutput for Audio {
fn push_samples(&mut self, _samples: &[f32]) {}
}
let rom_bytes = std::fs::read("game.nes")?;
let runtime = NesRuntime::from_rom_bytes(&rom_bytes)?;
let mut host = RuntimeHostLoop::with_config(runtime, HostConfig::new(48_000, false));
let mut input = Input;
let mut video = Video;
let mut audio = Audio;
let stats = host.run_frame_unpaced(&mut input, &mut video, &mut audio)?;
let _ = stats;
```
Use `run_frame` for paced execution and `run_frame_unpaced` when the host controls timing externally.
## Using `ClientRuntime`
`ClientRuntime` wraps the runtime with a simple running/paused/step lifecycle.
```rust
use nesemu::{
AudioOutput, ClientRuntime, EmulationState, HostConfig, InputProvider, JOYPAD_BUTTONS_COUNT,
NesRuntime, VideoOutput,
};
struct Input;
impl InputProvider for Input {
fn poll_buttons(&mut self) -> [bool; JOYPAD_BUTTONS_COUNT] {
[false; JOYPAD_BUTTONS_COUNT]
}
}
struct Video;
impl VideoOutput for Video {
fn present_rgba(&mut self, _frame: &[u8], _width: usize, _height: usize) {}
}
struct Audio;
impl AudioOutput for Audio {
fn push_samples(&mut self, _samples: &[f32]) {}
}
let rom_bytes = std::fs::read("game.nes")?;
let runtime = NesRuntime::from_rom_bytes(&rom_bytes)?;
let mut client = ClientRuntime::with_config(runtime, HostConfig::new(48_000, true));
client.set_state(EmulationState::Running);
let mut input = Input;
let mut video = Video;
let mut audio = Audio;
let _ = client.tick(&mut input, &mut video, &mut audio)?;
client.pause();
client.step_frame(&mut input, &mut video, &mut audio)?;
```
Use this wrapper when your UI loop naturally switches between running, paused, and manual stepping.
## Input Mapping
Public helpers are available to avoid hard-coded button indices:
- `JoypadButton`
- `JOYPAD_BUTTON_ORDER`
- `set_button_pressed`
- `button_pressed`
Public button order is:
`[Up, Down, Left, Right, A, B, Start, Select]`
## Framebuffer And Audio
- Video frames are exposed as RGBA8
- Frame size is `256x240`
- Audio output is a stream of mixed mono `f32` samples
- The runtime mixer is usable for host integration, but it is intentionally interim
## Save-State Use
Use runtime-level state when you need host-visible frame metadata and input state preserved alongside low-level emulation state.
Use bus-level state if you are integrating at the low-level core boundary.
## Optional Adapter Crates
If you want backend-agnostic adapter traits and headless implementations:
```toml
[dependencies]
nesemu = { path = "../nesemu", features = ["adapter-api", "adapter-headless"] }
```
Then:
```rust
#[cfg(feature = "adapter-api")]
use nesemu::adapter_api::{AudioSink, InputSource, TimeSource, VideoSink};
```