all repos — mgba @ 0083fad9663157e2745e363896644267c5155105

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

   1/* Copyright (c) 2013-2014 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include "GameController.h"
   7
   8#include "AudioProcessor.h"
   9#include "InputController.h"
  10#include "LogController.h"
  11#include "MultiplayerController.h"
  12#include "VFileDevice.h"
  13
  14#include <QCoreApplication>
  15#include <QDateTime>
  16#include <QThread>
  17
  18#include <ctime>
  19
  20extern "C" {
  21#include "core/config.h"
  22#include "core/directories.h"
  23#include "core/serialize.h"
  24#ifdef M_CORE_GBA
  25#include "gba/bios.h"
  26#include "gba/core.h"
  27#include "gba/gba.h"
  28#include "gba/extra/sharkport.h"
  29#endif
  30#ifdef M_CORE_GB
  31#include "gb/gb.h"
  32#endif
  33#include "util/vfs.h"
  34}
  35
  36using namespace QGBA;
  37using namespace std;
  38
  39GameController::GameController(QObject* parent)
  40	: QObject(parent)
  41	, m_drawContext(nullptr)
  42	, m_frontBuffer(nullptr)
  43	, m_threadContext()
  44	, m_activeKeys(0)
  45	, m_inactiveKeys(0)
  46	, m_logLevels(0)
  47	, m_gameOpen(false)
  48	, m_vf(nullptr)
  49	, m_useBios(false)
  50	, m_audioThread(new QThread(this))
  51	, m_audioProcessor(AudioProcessor::create())
  52	, m_pauseAfterFrame(false)
  53	, m_videoSync(VIDEO_SYNC)
  54	, m_audioSync(AUDIO_SYNC)
  55	, m_fpsTarget(-1)
  56	, m_turbo(false)
  57	, m_turboForced(false)
  58	, m_turboSpeed(-1)
  59	, m_wasPaused(false)
  60	, m_audioChannels{ true, true, true, true, true, true }
  61	, m_videoLayers{ true, true, true, true, true }
  62	, m_autofire{}
  63	, m_autofireStatus{}
  64	, m_inputController(nullptr)
  65	, m_multiplayer(nullptr)
  66	, m_stream(nullptr)
  67	, m_stateSlot(1)
  68	, m_backupLoadState(nullptr)
  69	, m_backupSaveState(nullptr)
  70	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  71	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  72{
  73	m_lux.p = this;
  74	m_lux.sample = [](GBALuminanceSource* context) {
  75		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  76		lux->value = 0xFF - lux->p->m_luxValue;
  77	};
  78
  79	m_lux.readLuminance = [](GBALuminanceSource* context) {
  80		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  81		return lux->value;
  82	};
  83	setLuminanceLevel(0);
  84
  85	m_threadContext.startCallback = [](mCoreThread* context) {
  86		GameController* controller = static_cast<GameController*>(context->userData);
  87		if (controller->m_audioProcessor) {
  88			controller->m_audioProcessor->setInput(context);
  89		}
  90		mRTCGenericSourceInit(&controller->m_rtc, context->core);
  91		context->core->setRTC(context->core, &controller->m_rtc.d);
  92		context->core->setRotation(context->core, controller->m_inputController->rotationSource());
  93		context->core->setRumble(context->core, controller->m_inputController->rumble());
  94
  95#ifdef M_CORE_GBA
  96		GBA* gba = static_cast<GBA*>(context->core->board);
  97#endif
  98#ifdef M_CORE_GB
  99		GB* gb = static_cast<GB*>(context->core->board);
 100#endif
 101		switch (context->core->platform(context->core)) {
 102#ifdef M_CORE_GBA
 103		case PLATFORM_GBA:
 104			gba->luminanceSource = &controller->m_lux;
 105			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 106			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 107			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 108			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 109			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 110			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 111			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 112			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 113			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 114			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 115			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 116			break;
 117#endif
 118#ifdef M_CORE_GB
 119		case PLATFORM_GB:
 120			gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 121			gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 122			gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 123			gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 124			break;
 125#endif
 126		default:
 127			break;
 128		}
 129		controller->m_fpsTarget = context->sync.fpsTarget;
 130
 131		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
 132			mCoreDeleteState(context->core, 0);
 133		}
 134
 135		mCoreThreadInterruptFromThread(context);
 136		QMetaObject::invokeMethod(controller, "gameStarted", Qt::BlockingQueuedConnection, Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 137		mCoreThreadContinue(context);
 138	};
 139
 140	m_threadContext.resetCallback = [](mCoreThread* context) {
 141		GameController* controller = static_cast<GameController*>(context->userData);
 142		for (auto action : controller->m_resetActions) {
 143			action();
 144		}
 145		controller->m_resetActions.clear();
 146
 147		unsigned width, height;
 148		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 149		memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
 150		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 151		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 152			mCoreThreadPauseFromThread(context);
 153			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 154		}
 155	};
 156
 157	m_threadContext.cleanCallback = [](mCoreThread* context) {
 158		GameController* controller = static_cast<GameController*>(context->userData);
 159		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 160	};
 161
 162	m_threadContext.frameCallback = [](mCoreThread* context) {
 163		GameController* controller = static_cast<GameController*>(context->userData);
 164		unsigned width, height;
 165		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 166		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 167		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 168		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 169			mCoreThreadPauseFromThread(context);
 170			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 171		}
 172	};
 173
 174	// TODO: Put back
 175	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 176		if (!context) {
 177			return false;
 178		}
 179		GameController* controller = static_cast<GameController*>(context->userData);
 180		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 181			return false;
 182		}
 183		QMetaObject::invokeMethod(controller, "closeGame");
 184		return true;
 185	};*/
 186
 187	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 188		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 189		mCoreThread* context = logContext->p;
 190
 191		static const char* savestateMessage = "State %i loaded";
 192		static const char* savestateFailedMessage = "State %i failed to load";
 193		if (!context) {
 194			return;
 195		}
 196		GameController* controller = static_cast<GameController*>(context->userData);
 197		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 198			va_list argc;
 199			va_copy(argc, args);
 200			int immediate = va_arg(argc, int);
 201			va_end(argc);
 202			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 203		} else if (category == _mLOG_CAT_STATUS()) {
 204			// Slot 0 is reserved for suspend points
 205			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 206				va_list argc;
 207				va_copy(argc, args);
 208				int slot = va_arg(argc, int);
 209				va_end(argc);
 210				if (slot == 0) {
 211					format = "Loaded suspend state";
 212				}
 213			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 214				va_list argc;
 215				va_copy(argc, args);
 216				int slot = va_arg(argc, int);
 217				va_end(argc);
 218				if (slot == 0) {
 219					return;
 220				}
 221			}
 222		}
 223		if (level == mLOG_FATAL) {
 224			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 225		} else if (!(controller->m_logLevels & level)) {
 226			return;
 227		}
 228		QString message(QString().vsprintf(format, args));
 229		if (category == _mLOG_CAT_STATUS()) {
 230			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 231		}
 232		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 233	};
 234
 235	m_threadContext.userData = this;
 236
 237	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 238		// TODO: Put rewind back
 239		emit frameAvailable(m_drawContext);
 240		emit rewound(&m_threadContext);
 241	});
 242	m_rewindTimer.setInterval(100);
 243
 244	m_audioThread->setObjectName("Audio Thread");
 245	m_audioThread->start(QThread::TimeCriticalPriority);
 246	m_audioProcessor->moveToThread(m_audioThread);
 247	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 248	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 249	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 250}
 251
 252GameController::~GameController() {
 253	m_audioThread->quit();
 254	m_audioThread->wait();
 255	disconnect();
 256	clearMultiplayerController();
 257	closeGame();
 258	delete m_backupLoadState;
 259}
 260
 261void GameController::setMultiplayerController(MultiplayerController* controller) {
 262	if (controller == m_multiplayer) {
 263		return;
 264	}
 265	clearMultiplayerController();
 266	m_multiplayer = controller;
 267	controller->attachGame(this);
 268}
 269
 270void GameController::clearMultiplayerController() {
 271	if (!m_multiplayer) {
 272		return;
 273	}
 274	m_multiplayer->detachGame(this);
 275	m_multiplayer = nullptr;
 276}
 277
 278void GameController::setOverride(const GBACartridgeOverride& override) {
 279	// TODO: Put back overrides
 280}
 281
 282void GameController::setConfig(const mCoreConfig* config) {
 283	m_config = config;
 284	if (isLoaded()) {
 285		threadInterrupt();
 286		mCoreLoadForeignConfig(m_threadContext.core, config);
 287		m_audioProcessor->setInput(&m_threadContext);
 288		threadContinue();
 289	}
 290}
 291
 292#ifdef USE_GDB_STUB
 293mDebugger* GameController::debugger() {
 294	if (!isLoaded()) {
 295		return nullptr;
 296	}
 297	return m_threadContext.core->debugger;
 298}
 299
 300void GameController::setDebugger(mDebugger* debugger) {
 301	threadInterrupt();
 302	if (debugger) {
 303		mDebuggerAttach(debugger, m_threadContext.core);
 304	} else {
 305		m_threadContext.core->detachDebugger(m_threadContext.core);
 306	}
 307	threadContinue();
 308}
 309#endif
 310
 311void GameController::loadGame(const QString& path) {
 312	closeGame();
 313	QFileInfo info(path);
 314	if (!info.isReadable()) {
 315		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 316		return;
 317	}
 318	m_fname = info.canonicalFilePath();
 319	m_vf = nullptr;
 320	openGame();
 321}
 322
 323void GameController::loadGame(VFile* vf, const QString& base) {
 324	closeGame();
 325	m_fname = base;
 326	m_vf = vf;
 327	openGame();
 328}
 329
 330void GameController::bootBIOS() {
 331	closeGame();
 332	m_fname = QString();
 333	openGame(true);
 334}
 335
 336void GameController::openGame(bool biosOnly) {
 337	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 338		return;
 339	}
 340
 341	if (!biosOnly) {
 342		if (m_vf) {
 343			m_threadContext.core = mCoreFindVF(m_vf);
 344		} else {
 345			m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 346		}
 347	} else {
 348		m_threadContext.core = GBACoreCreate();
 349	}
 350
 351	if (!m_threadContext.core) {
 352		return;
 353	}
 354
 355	m_gameOpen = true;
 356
 357	m_pauseAfterFrame = false;
 358
 359	if (m_turbo) {
 360		m_threadContext.sync.videoFrameWait = false;
 361		m_threadContext.sync.audioWait = false;
 362	} else {
 363		m_threadContext.sync.videoFrameWait = m_videoSync;
 364		m_threadContext.sync.audioWait = m_audioSync;
 365	}
 366	m_threadContext.core->init(m_threadContext.core);
 367
 368	unsigned width, height;
 369	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 370	m_drawContext = new uint32_t[width * height];
 371	m_frontBuffer = new uint32_t[width * height];
 372
 373	const char* base;
 374	if (!biosOnly) {
 375		base = m_fname.toUtf8().constData();
 376		if (m_vf) {
 377			m_threadContext.core->loadROM(m_threadContext.core, m_vf);
 378		} else {
 379			mCoreLoadFile(m_threadContext.core, base);
 380			mDirectorySetDetachBase(&m_threadContext.core->dirs);
 381		}
 382	} else {
 383		base = m_bios.toUtf8().constData();
 384	}
 385	char dirname[PATH_MAX];
 386	separatePath(base, dirname, m_threadContext.core->dirs.baseName, 0);
 387	mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
 388
 389	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 390
 391	if (!m_bios.isNull() && m_useBios) {
 392		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 393		if (bios) {
 394			// TODO: Lifetime issues?
 395			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 396		}
 397	}
 398
 399	m_inputController->recalibrateAxes();
 400	memset(m_drawContext, 0xF8, width * height * 4);
 401
 402	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 403
 404	if (m_config) {
 405		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 406	}
 407
 408	if (!biosOnly) {
 409		mCoreAutoloadSave(m_threadContext.core);
 410		if (!m_patch.isNull()) {
 411			VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 412			if (patch) {
 413				m_threadContext.core->loadPatch(m_threadContext.core, patch);
 414			}
 415			patch->close(patch);
 416		} else {
 417			mCoreAutoloadPatch(m_threadContext.core);
 418		}
 419	}
 420	m_vf = nullptr;
 421
 422	if (!mCoreThreadStart(&m_threadContext)) {
 423		m_gameOpen = false;
 424		emit gameFailed();
 425	} else if (m_audioProcessor) {
 426		startAudio();
 427	}
 428}
 429
 430void GameController::loadBIOS(const QString& path) {
 431	if (m_bios == path) {
 432		return;
 433	}
 434	m_bios = path;
 435	if (m_gameOpen) {
 436		closeGame();
 437		openGame();
 438	}
 439}
 440
 441void GameController::loadSave(const QString& path, bool temporary) {
 442	if (!isLoaded()) {
 443		return;
 444	}
 445	m_resetActions.append([this, path, temporary]() {
 446		VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
 447		if (!vf) {
 448			LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
 449			return;
 450		}
 451
 452		if (temporary) {
 453			m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
 454		} else {
 455			m_threadContext.core->loadSave(m_threadContext.core, vf);
 456		}
 457	});
 458	reset();
 459}
 460
 461void GameController::yankPak() {
 462	if (!m_gameOpen) {
 463		return;
 464	}
 465	threadInterrupt();
 466	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 467	threadContinue();
 468}
 469
 470void GameController::replaceGame(const QString& path) {
 471	if (!m_gameOpen) {
 472		return;
 473	}
 474
 475	QFileInfo info(path);
 476	if (!info.isReadable()) {
 477		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 478		return;
 479	}
 480	m_fname = info.canonicalFilePath();
 481	threadInterrupt();
 482	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 483	threadContinue();
 484}
 485
 486void GameController::loadPatch(const QString& path) {
 487	if (m_gameOpen) {
 488		closeGame();
 489		m_patch = path;
 490		openGame();
 491	} else {
 492		m_patch = path;
 493	}
 494}
 495
 496void GameController::importSharkport(const QString& path) {
 497	if (!isLoaded()) {
 498		return;
 499	}
 500	VFile* vf = VFileDevice::open(path, O_RDONLY);
 501	if (!vf) {
 502		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 503		return;
 504	}
 505	threadInterrupt();
 506	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 507	threadContinue();
 508	vf->close(vf);
 509}
 510
 511void GameController::exportSharkport(const QString& path) {
 512	if (!isLoaded()) {
 513		return;
 514	}
 515	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 516	if (!vf) {
 517		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 518		return;
 519	}
 520	threadInterrupt();
 521	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 522	threadContinue();
 523	vf->close(vf);
 524}
 525
 526void GameController::closeGame() {
 527	if (!m_gameOpen) {
 528		return;
 529	}
 530	m_gameOpen = false;
 531
 532	m_rewindTimer.stop();
 533	if (mCoreThreadIsPaused(&m_threadContext)) {
 534		mCoreThreadUnpause(&m_threadContext);
 535	}
 536	m_audioProcessor->pause();
 537	mCoreThreadEnd(&m_threadContext);
 538	mCoreThreadJoin(&m_threadContext);
 539	// Make sure the event queue clears out before the thread is reused
 540	QCoreApplication::processEvents();
 541
 542	delete[] m_drawContext;
 543	delete[] m_frontBuffer;
 544
 545	m_patch = QString();
 546
 547	m_threadContext.core->deinit(m_threadContext.core);
 548}
 549
 550void GameController::crashGame(const QString& crashMessage) {
 551	closeGame();
 552	emit gameCrashed(crashMessage);
 553	emit gameStopped(&m_threadContext);
 554}
 555
 556bool GameController::isPaused() {
 557	if (!m_gameOpen) {
 558		return false;
 559	}
 560	return mCoreThreadIsPaused(&m_threadContext);
 561}
 562
 563mPlatform GameController::platform() const {
 564	if (!m_gameOpen) {
 565		return PLATFORM_NONE;
 566	}
 567	return m_threadContext.core->platform(m_threadContext.core);
 568}
 569
 570QSize GameController::screenDimensions() const {
 571	if (!m_gameOpen) {
 572		return QSize();
 573	}
 574	unsigned width, height;
 575	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 576
 577	return QSize(width, height);
 578}
 579
 580void GameController::setPaused(bool paused) {
 581	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 582		return;
 583	}
 584	if (paused) {
 585		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 586	} else {
 587		mCoreThreadUnpause(&m_threadContext);
 588		startAudio();
 589		emit gameUnpaused(&m_threadContext);
 590	}
 591}
 592
 593void GameController::reset() {
 594	if (!m_gameOpen) {
 595		return;
 596	}
 597	bool wasPaused = isPaused();
 598	setPaused(false);
 599	threadInterrupt();
 600	mCoreThreadReset(&m_threadContext);
 601	if (wasPaused) {
 602		setPaused(true);
 603	}
 604	threadContinue();
 605}
 606
 607void GameController::threadInterrupt() {
 608	if (m_gameOpen) {
 609		mCoreThreadInterrupt(&m_threadContext);
 610	}
 611}
 612
 613void GameController::threadContinue() {
 614	if (m_gameOpen) {
 615		mCoreThreadContinue(&m_threadContext);
 616	}
 617}
 618
 619void GameController::frameAdvance() {
 620	if (m_rewindTimer.isActive()) {
 621		return;
 622	}
 623	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 624		setPaused(false);
 625	}
 626}
 627
 628void GameController::setRewind(bool enable, int capacity, int interval) {
 629	if (m_gameOpen) {
 630		threadInterrupt();
 631		// TODO: Put back rewind
 632		threadContinue();
 633	} else {
 634		// TODO: Put back rewind
 635	}
 636}
 637
 638void GameController::rewind(int states) {
 639	threadInterrupt();
 640	if (!states) {
 641		// TODO: Put back rewind
 642	} else {
 643		// TODO: Put back rewind
 644	}
 645	threadContinue();
 646	emit frameAvailable(m_drawContext);
 647	emit rewound(&m_threadContext);
 648}
 649
 650void GameController::startRewinding() {
 651	if (!m_gameOpen || m_rewindTimer.isActive()) {
 652		return;
 653	}
 654	if (m_multiplayer && m_multiplayer->attached() > 1) {
 655		return;
 656	}
 657	m_wasPaused = isPaused();
 658	if (!mCoreThreadIsPaused(&m_threadContext)) {
 659		mCoreThreadPause(&m_threadContext);
 660	}
 661	m_rewindTimer.start();
 662}
 663
 664void GameController::stopRewinding() {
 665	if (!m_rewindTimer.isActive()) {
 666		return;
 667	}
 668	m_rewindTimer.stop();
 669	bool signalsBlocked = blockSignals(true);
 670	setPaused(m_wasPaused);
 671	blockSignals(signalsBlocked);
 672}
 673
 674void GameController::keyPressed(int key) {
 675	int mappedKey = 1 << key;
 676	m_activeKeys |= mappedKey;
 677	if (!m_inputController->allowOpposing()) {
 678		if ((m_activeKeys & 0x30) == 0x30) {
 679			m_inactiveKeys |= mappedKey ^ 0x30;
 680			m_activeKeys ^= mappedKey ^ 0x30;
 681		}
 682		if ((m_activeKeys & 0xC0) == 0xC0) {
 683			m_inactiveKeys |= mappedKey ^ 0xC0;
 684			m_activeKeys ^= mappedKey ^ 0xC0;
 685		}
 686	}
 687	updateKeys();
 688}
 689
 690void GameController::keyReleased(int key) {
 691	int mappedKey = 1 << key;
 692	m_activeKeys &= ~mappedKey;
 693	if (!m_inputController->allowOpposing()) {
 694		if (mappedKey & 0x30) {
 695			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 696			m_inactiveKeys &= ~0x30;
 697		}
 698		if (mappedKey & 0xC0) {
 699			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 700			m_inactiveKeys &= ~0xC0;
 701		}
 702	}
 703	updateKeys();
 704}
 705
 706void GameController::clearKeys() {
 707	m_activeKeys = 0;
 708	m_inactiveKeys = 0;
 709	updateKeys();
 710}
 711
 712void GameController::setAutofire(int key, bool enable) {
 713	if (key >= GBA_KEY_MAX || key < 0) {
 714		return;
 715	}
 716
 717	if (!enable && m_autofireStatus[key]) {
 718		keyReleased(key);
 719	}
 720
 721	m_autofire[key] = enable;
 722	m_autofireStatus[key] = 0;
 723}
 724
 725void GameController::setAudioBufferSamples(int samples) {
 726	if (m_audioProcessor) {
 727		threadInterrupt();
 728		redoSamples(samples);
 729		threadContinue();
 730		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 731	}
 732}
 733
 734void GameController::setAudioSampleRate(unsigned rate) {
 735	if (!rate) {
 736		return;
 737	}
 738	if (m_audioProcessor) {
 739		threadInterrupt();
 740		redoSamples(m_audioProcessor->getBufferSamples());
 741		threadContinue();
 742		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 743	}
 744}
 745
 746void GameController::setAudioChannelEnabled(int channel, bool enable) {
 747	if (channel > 5 || channel < 0) {
 748		return;
 749	}
 750#ifdef M_CORE_GBA
 751	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 752#endif
 753#ifdef M_CORE_GB
 754	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 755#endif
 756	m_audioChannels[channel] = enable;
 757	if (isLoaded()) {
 758		switch (channel) {
 759		case 0:
 760		case 1:
 761		case 2:
 762		case 3:
 763			switch (m_threadContext.core->platform(m_threadContext.core)) {
 764#ifdef M_CORE_GBA
 765			case PLATFORM_GBA:
 766				gba->audio.psg.forceDisableCh[channel] = !enable;
 767				break;
 768#endif
 769#ifdef M_CORE_GB
 770			case PLATFORM_GB:
 771				gb->audio.forceDisableCh[channel] = !enable;
 772				break;
 773#endif
 774			default:
 775				break;
 776			}
 777			break;
 778#ifdef M_CORE_GBA
 779		case 4:
 780			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 781				gba->audio.forceDisableChA = !enable;
 782			}
 783			break;
 784		case 5:
 785			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 786				gba->audio.forceDisableChB = !enable;
 787			}
 788			break;
 789#endif
 790		}
 791	}
 792}
 793
 794void GameController::startAudio() {
 795	bool started = false;
 796	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 797	if (!started) {
 798		LOG(QT, ERROR) << tr("Failed to start audio processor");
 799		// Don't freeze!
 800		m_audioSync = false;
 801		m_videoSync = true;
 802		m_threadContext.sync.audioWait = false;
 803		m_threadContext.sync.videoFrameWait = true;
 804	}
 805}
 806
 807void GameController::setVideoLayerEnabled(int layer, bool enable) {
 808	if (layer > 4 || layer < 0) {
 809		return;
 810	}
 811	m_videoLayers[layer] = enable;
 812	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 813		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 814		switch (layer) {
 815		case 0:
 816		case 1:
 817		case 2:
 818		case 3:
 819			gba->video.renderer->disableBG[layer] = !enable;
 820			break;
 821		case 4:
 822			gba->video.renderer->disableOBJ = !enable;
 823			break;
 824		}
 825	}
 826}
 827
 828void GameController::setFPSTarget(float fps) {
 829	threadInterrupt();
 830	m_fpsTarget = fps;
 831	m_threadContext.sync.fpsTarget = fps;
 832	if (m_turbo && m_turboSpeed > 0) {
 833		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 834	}
 835	if (m_audioProcessor) {
 836		redoSamples(m_audioProcessor->getBufferSamples());
 837	}
 838	threadContinue();
 839}
 840
 841void GameController::setUseBIOS(bool use) {
 842	if (use == m_useBios) {
 843		return;
 844	}
 845	m_useBios = use;
 846	if (m_gameOpen) {
 847		closeGame();
 848		openGame();
 849	}
 850}
 851
 852void GameController::loadState(int slot) {
 853	if (m_fname.isEmpty()) {
 854		// We're in the BIOS
 855		return;
 856	}
 857	if (slot > 0 && slot != m_stateSlot) {
 858		m_stateSlot = slot;
 859		m_backupSaveState.clear();
 860	}
 861	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 862		GameController* controller = static_cast<GameController*>(context->userData);
 863		if (!controller->m_backupLoadState) {
 864			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 865		}
 866		mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 867		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 868			controller->frameAvailable(controller->m_drawContext);
 869			controller->stateLoaded(context);
 870		}
 871	});
 872}
 873
 874void GameController::saveState(int slot) {
 875	if (m_fname.isEmpty()) {
 876		// We're in the BIOS
 877		return;
 878	}
 879	if (slot > 0) {
 880		m_stateSlot = slot;
 881	}
 882	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 883		GameController* controller = static_cast<GameController*>(context->userData);
 884		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 885		if (vf) {
 886			controller->m_backupSaveState.resize(vf->size(vf));
 887			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 888			vf->close(vf);
 889		}
 890		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 891	});
 892}
 893
 894void GameController::loadBackupState() {
 895	if (!m_backupLoadState) {
 896		return;
 897	}
 898
 899	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 900		GameController* controller = static_cast<GameController*>(context->userData);
 901		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 902		if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 903			mLOG(STATUS, INFO, "Undid state load");
 904			controller->frameAvailable(controller->m_drawContext);
 905			controller->stateLoaded(context);
 906		}
 907		controller->m_backupLoadState->close(controller->m_backupLoadState);
 908		controller->m_backupLoadState = nullptr;
 909	});
 910}
 911
 912void GameController::saveBackupState() {
 913	if (m_backupSaveState.isEmpty()) {
 914		return;
 915	}
 916
 917	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 918		GameController* controller = static_cast<GameController*>(context->userData);
 919		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 920		if (vf) {
 921			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 922			vf->close(vf);
 923			mLOG(STATUS, INFO, "Undid state save");
 924		}
 925		controller->m_backupSaveState.clear();
 926	});
 927}
 928
 929void GameController::setTurbo(bool set, bool forced) {
 930	if (m_turboForced && !forced) {
 931		return;
 932	}
 933	if (m_turbo == set && m_turboForced == forced) {
 934		// Don't interrupt the thread if we don't need to
 935		return;
 936	}
 937	m_turbo = set;
 938	m_turboForced = set && forced;
 939	enableTurbo();
 940}
 941
 942void GameController::setTurboSpeed(float ratio) {
 943	m_turboSpeed = ratio;
 944	enableTurbo();
 945}
 946
 947void GameController::enableTurbo() {
 948	threadInterrupt();
 949	if (!m_turbo) {
 950		m_threadContext.sync.fpsTarget = m_fpsTarget;
 951		m_threadContext.sync.audioWait = m_audioSync;
 952		m_threadContext.sync.videoFrameWait = m_videoSync;
 953	} else if (m_turboSpeed <= 0) {
 954		m_threadContext.sync.fpsTarget = m_fpsTarget;
 955		m_threadContext.sync.audioWait = false;
 956		m_threadContext.sync.videoFrameWait = false;
 957	} else {
 958		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 959		m_threadContext.sync.audioWait = true;
 960		m_threadContext.sync.videoFrameWait = false;
 961	}
 962	if (m_audioProcessor) {
 963		redoSamples(m_audioProcessor->getBufferSamples());
 964	}
 965	threadContinue();
 966}
 967
 968void GameController::setAVStream(mAVStream* stream) {
 969	threadInterrupt();
 970	m_stream = stream;
 971	if (isLoaded()) {
 972		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 973	}
 974	threadContinue();
 975}
 976
 977void GameController::clearAVStream() {
 978	threadInterrupt();
 979	m_stream = nullptr;
 980	if (isLoaded()) {
 981		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 982	}
 983	threadContinue();
 984}
 985
 986#ifdef USE_PNG
 987void GameController::screenshot() {
 988	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 989		mCoreTakeScreenshot(context->core);
 990	});
 991}
 992#endif
 993
 994void GameController::reloadAudioDriver() {
 995	int samples = 0;
 996	unsigned sampleRate = 0;
 997	if (m_audioProcessor) {
 998		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 999		samples = m_audioProcessor->getBufferSamples();
1000		sampleRate = m_audioProcessor->sampleRate();
1001		delete m_audioProcessor;
1002	}
1003	m_audioProcessor = AudioProcessor::create();
1004	if (samples) {
1005		m_audioProcessor->setBufferSamples(samples);
1006	}
1007	if (sampleRate) {
1008		m_audioProcessor->requestSampleRate(sampleRate);
1009	}
1010	m_audioProcessor->moveToThread(m_audioThread);
1011	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1012	if (isLoaded()) {
1013		m_audioProcessor->setInput(&m_threadContext);
1014		startAudio();
1015	}
1016}
1017
1018void GameController::setSaveStateExtdata(int flags) {
1019	m_saveStateFlags = flags;
1020}
1021
1022void GameController::setLoadStateExtdata(int flags) {
1023	m_loadStateFlags = flags;
1024}
1025
1026void GameController::setLuminanceValue(uint8_t value) {
1027	m_luxValue = value;
1028	value = std::max<int>(value - 0x16, 0);
1029	m_luxLevel = 10;
1030	for (int i = 0; i < 10; ++i) {
1031		if (value < GBA_LUX_LEVELS[i]) {
1032			m_luxLevel = i;
1033			break;
1034		}
1035	}
1036	emit luminanceValueChanged(m_luxValue);
1037}
1038
1039void GameController::setLuminanceLevel(int level) {
1040	int value = 0x16;
1041	level = std::max(0, std::min(10, level));
1042	if (level > 0) {
1043		value += GBA_LUX_LEVELS[level - 1];
1044	}
1045	setLuminanceValue(value);
1046}
1047
1048void GameController::setRealTime() {
1049	m_rtc.override = RTC_NO_OVERRIDE;
1050}
1051
1052void GameController::setFixedTime(const QDateTime& time) {
1053	m_rtc.override = RTC_FIXED;
1054	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1055}
1056
1057void GameController::setFakeEpoch(const QDateTime& time) {
1058	m_rtc.override = RTC_FAKE_EPOCH;
1059	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1060}
1061
1062void GameController::updateKeys() {
1063	int activeKeys = m_activeKeys;
1064	activeKeys |= m_activeButtons;
1065	activeKeys &= ~m_inactiveKeys;
1066	if (isLoaded()) {
1067		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1068	}
1069}
1070
1071void GameController::redoSamples(int samples) {
1072	if (m_threadContext.core) {
1073		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1074	}
1075	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1076}
1077
1078void GameController::setLogLevel(int levels) {
1079	threadInterrupt();
1080	m_logLevels = levels;
1081	threadContinue();
1082}
1083
1084void GameController::enableLogLevel(int levels) {
1085	threadInterrupt();
1086	m_logLevels |= levels;
1087	threadContinue();
1088}
1089
1090void GameController::disableLogLevel(int levels) {
1091	threadInterrupt();
1092	m_logLevels &= ~levels;
1093	threadContinue();
1094}
1095
1096void GameController::pollEvents() {
1097	if (!m_inputController) {
1098		return;
1099	}
1100
1101	m_activeButtons = m_inputController->pollEvents();
1102	updateKeys();
1103}
1104
1105void GameController::updateAutofire() {
1106	// TODO: Move all key events onto the CPU thread...somehow
1107	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1108		if (!m_autofire[k]) {
1109			continue;
1110		}
1111		m_autofireStatus[k] ^= 1;
1112		if (m_autofireStatus[k]) {
1113			keyPressed(k);
1114		} else {
1115			keyReleased(k);
1116		}
1117	}
1118}