Foreword
It has been a quite a while since I last publish a post in my blog.
It was quite an eventful couple of years. I was fortunate to work fully remote during lock down and even a couple of years thereafter.
However, since last year they gradually asked us to come back to office more often until we found ourselves back at office full time. Suddenly I found myself wasting more time in traffic.
It was clear for me the whole concept of working from home is gone, so, with that in mind, I find a job closer to home with more opportunities.
One of the opportunities I got at my new job was to learn a new cross platform UI framework, called Flutter.
My colleagues at my job is quite a bit younger than me, and with that always comes an atmosphere of more enthusiasm. They mentioned that they read articles that you can even write games in Flutter. Something else that also picked my interest about Flutter is that you can also run it in a browser, but it doesn't make use of the DOM which HTML uses for rendering. Instead, it renders everything to a canvas and make use of WebGL as well as WebAssembly.
So, sounding like Flutter having a lot of power under the bonnet, I ask myself:"Why not write another Commodore C64 emulator in Flutter?" That is what I will be exploring in the next couple of blog posts.
In this post I will be covering some of the basics of Flutter. I coming series I will just build on the idea and add more functionality.
You maybe wondering what my plans are for my Amiga on an FPGA project. I have decided to put this project on hold for a bit, just to take break, and just try something new, like this Flutter project.
Hope you enjoy this series!
Installing Flutter
As mentioned, Flutter is a cross platform framework. You can create apps for Android, IOS, Windows, Linux and for web. In my series, however, I will mainly focus on web on a Linux machine.
The following link explains how to install flutter on your development machine:
https://docs.flutter.dev/get-started/install/linux/web
In short, you basically need to download the sdk, extract it to a path, and then add a location to your $PATH environment variable so that the you can run the flutter executable from the command line.
You obviously will also need to setup your IDE to develop in Flutter. In my case, I am using IntelliJ Ultimate and I just installed the Flutter Plugin, so I can easily run and debug Flutter applications.
Creating your first Flutter app
Let us create our first Flutter app using IntelliJ.
With IntelliJ open select File/New Project and Select Flutter from the generators:
With classes inside the files, you make use of Camel case for naming.
In general, the only thing you need to worry about is the lib folder, where you put all your source code and pubspec.yaml, where you put important settings of your project.
Unpacking the generated code
void main() { runApp(const MyApp()); }We create an instance of MyApp and then run it.
class MyApp extends StatelessWidget { const MyApp({super.key}); // This widget is the root of your application. @override Widget build(BuildContext context) { return MaterialApp( title: 'Flutter Demo', theme: ThemeData( colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple), useMaterial3: true, ), home: const MyHomePage(title: 'Flutter Demo Home Page'), ); } }To save space, I have removed most of the comments.
MyApp is our main widget, which in this case is an instance of MaterialApp. MaterialApp does the heavy lifting, applying the appropriate styling to all visual components, to give your App the look and feel of a Material application.
class MyHomePage extends StatefulWidget { const MyHomePage({super.key, required this.title}); final String title; @override State<MyHomePage> createState() => _MyHomePageState(); }Firstly, look at the interesting way the constructor works. You will always specify the parameters in curly braces. Also, you use the word required, if it is compulsory to specify the given parameter.
Having said all this, our demo created app might sound confusing that we have a stateful widget inside a stateless widget. Does this mean that if our HomePage change that our Myapp instance will be destroyed and a new one created? Not at all. Remember, although MyHomePage lives inside Myapp, it is still self contained. So, it can do display updates within its own area on the screen, and without effecting the parent.
If there is actually display elements outside MyHomePage, inside the parent, it would not be possible to redraw any changes. To make changes to such elements, one would need to create a new instance of the Stateless widget, which in this case would mean bringing down the application, which we don't want 😁
The approach
In Summary
Initially my Emulator will just be single stepping through CPU instructions, showing the values of the registers and memory after each step. Once we have implemented all 6502 CPU instructions, we will move onto more interesting visual elements of a C64 emulator.
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