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 <QDateTime>
15#include <QThread>
16
17#include <ctime>
18
19extern "C" {
20#include "gba/audio.h"
21#include "gba/gba.h"
22#include "gba/serialize.h"
23#include "gba/sharkport.h"
24#include "gba/renderers/video-software.h"
25#include "gba/supervisor/config.h"
26#include "util/vfs.h"
27}
28
29using namespace QGBA;
30using namespace std;
31
32const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
33
34GameController::GameController(QObject* parent)
35 : QObject(parent)
36 , m_drawContext(new uint32_t[256 * 256])
37 , m_threadContext()
38 , m_activeKeys(0)
39 , m_inactiveKeys(0)
40 , m_logLevels(0)
41 , m_gameOpen(false)
42 , m_audioThread(new QThread(this))
43 , m_audioProcessor(AudioProcessor::create())
44 , m_pauseAfterFrame(false)
45 , m_videoSync(VIDEO_SYNC)
46 , m_audioSync(AUDIO_SYNC)
47 , m_fpsTarget(-1)
48 , m_turbo(false)
49 , m_turboForced(false)
50 , m_turboSpeed(-1)
51 , m_wasPaused(false)
52 , m_inputController(nullptr)
53 , m_multiplayer(nullptr)
54 , m_stateSlot(1)
55 , m_backupLoadState(nullptr)
56 , m_backupSaveState(nullptr)
57{
58 m_renderer = new GBAVideoSoftwareRenderer;
59 GBAVideoSoftwareRendererCreate(m_renderer);
60 m_renderer->outputBuffer = (color_t*) m_drawContext;
61 m_renderer->outputBufferStride = 256;
62
63 GBACheatDeviceCreate(&m_cheatDevice);
64
65 m_threadContext.state = THREAD_INITIALIZED;
66 m_threadContext.debugger = 0;
67 m_threadContext.frameskip = 0;
68 m_threadContext.bios = 0;
69 m_threadContext.renderer = &m_renderer->d;
70 m_threadContext.userData = this;
71 m_threadContext.rewindBufferCapacity = 0;
72 m_threadContext.cheats = &m_cheatDevice;
73 m_threadContext.logLevel = GBA_LOG_ALL;
74
75 m_lux.p = this;
76 m_lux.sample = [](GBALuminanceSource* context) {
77 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
78 lux->value = 0xFF - lux->p->m_luxValue;
79 };
80
81 m_lux.readLuminance = [](GBALuminanceSource* context) {
82 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
83 return lux->value;
84 };
85 setLuminanceLevel(0);
86
87 m_threadContext.startCallback = [](GBAThread* context) {
88 GameController* controller = static_cast<GameController*>(context->userData);
89 controller->m_audioProcessor->setInput(context);
90 context->gba->luminanceSource = &controller->m_lux;
91 GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
92 context->gba->rtcSource = &controller->m_rtc.d;
93 context->gba->rumble = controller->m_inputController->rumble();
94 context->gba->rotationSource = controller->m_inputController->rotationSource();
95 controller->m_fpsTarget = context->fpsTarget;
96
97 if (GBALoadState(context, context->stateDir, 0)) {
98 VFile* vf = GBAGetState(context->gba, context->stateDir, 0, true);
99 if (vf) {
100 vf->truncate(vf, 0);
101 }
102 }
103 controller->gameStarted(context);
104 };
105
106 m_threadContext.cleanCallback = [](GBAThread* context) {
107 GameController* controller = static_cast<GameController*>(context->userData);
108 controller->gameStopped(context);
109 };
110
111 m_threadContext.frameCallback = [](GBAThread* context) {
112 GameController* controller = static_cast<GameController*>(context->userData);
113 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
114 GBAThreadPauseFromThread(context);
115 controller->gamePaused(&controller->m_threadContext);
116 }
117 if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
118 controller->frameAvailable(controller->m_drawContext);
119 } else {
120 controller->frameAvailable(nullptr);
121 }
122 };
123
124 m_threadContext.stopCallback = [](GBAThread* context) {
125 if (!context) {
126 return false;
127 }
128 GameController* controller = static_cast<GameController*>(context->userData);
129 if (!GBASaveState(context, context->stateDir, 0, true)) {
130 return false;
131 }
132 QMetaObject::invokeMethod(controller, "closeGame");
133 return true;
134 };
135
136 m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
137 static const char* stubMessage = "Stub software interrupt: %02X";
138 static const char* savestateMessage = "State %i loaded";
139 static const char* savestateFailedMessage = "State %i failed to load";
140 if (!context) {
141 return;
142 }
143 GameController* controller = static_cast<GameController*>(context->userData);
144 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
145 va_list argc;
146 va_copy(argc, args);
147 int immediate = va_arg(argc, int);
148 va_end(argc);
149 controller->unimplementedBiosCall(immediate);
150 } else if (level == GBA_LOG_STATUS) {
151 // Slot 0 is reserved for suspend points
152 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
153 va_list argc;
154 va_copy(argc, args);
155 int slot = va_arg(argc, int);
156 va_end(argc);
157 if (slot == 0) {
158 format = "Loaded suspend state";
159 }
160 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
161 va_list argc;
162 va_copy(argc, args);
163 int slot = va_arg(argc, int);
164 va_end(argc);
165 if (slot == 0) {
166 return;
167 }
168 }
169 }
170 if (level == GBA_LOG_FATAL) {
171 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
172 } else if (!(controller->m_logLevels & level)) {
173 return;
174 }
175 QString message(QString().vsprintf(format, args));
176 if (level == GBA_LOG_STATUS) {
177 controller->statusPosted(message);
178 }
179 controller->postLog(level, message);
180 };
181
182 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
183 GBARewind(&m_threadContext, 1);
184 emit frameAvailable(m_drawContext);
185 emit rewound(&m_threadContext);
186 });
187 m_rewindTimer.setInterval(100);
188
189 m_audioThread->setObjectName("Audio Thread");
190 m_audioThread->start(QThread::TimeCriticalPriority);
191 m_audioProcessor->moveToThread(m_audioThread);
192 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
193 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
194 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
195 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
196 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
197}
198
199GameController::~GameController() {
200 m_audioThread->quit();
201 m_audioThread->wait();
202 disconnect();
203 clearMultiplayerController();
204 closeGame();
205 GBACheatDeviceDestroy(&m_cheatDevice);
206 delete m_renderer;
207 delete[] m_drawContext;
208 delete m_backupLoadState;
209}
210
211void GameController::setMultiplayerController(MultiplayerController* controller) {
212 if (controller == m_multiplayer) {
213 return;
214 }
215 clearMultiplayerController();
216 m_multiplayer = controller;
217 controller->attachGame(this);
218}
219
220void GameController::clearMultiplayerController() {
221 if (!m_multiplayer) {
222 return;
223 }
224 m_multiplayer->detachGame(this);
225 m_multiplayer = nullptr;
226}
227
228void GameController::setOverride(const GBACartridgeOverride& override) {
229 m_threadContext.override = override;
230 m_threadContext.hasOverride = true;
231}
232
233void GameController::setOptions(const GBAOptions* opts) {
234 setFrameskip(opts->frameskip);
235 setAudioSync(opts->audioSync);
236 setVideoSync(opts->videoSync);
237 setSkipBIOS(opts->skipBios);
238 setUseBIOS(opts->useBios);
239 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
240 setVolume(opts->volume);
241 setMute(opts->mute);
242
243 threadInterrupt();
244 m_threadContext.idleOptimization = opts->idleOptimization;
245 threadContinue();
246}
247
248#ifdef USE_GDB_STUB
249ARMDebugger* GameController::debugger() {
250 return m_threadContext.debugger;
251}
252
253void GameController::setDebugger(ARMDebugger* debugger) {
254 threadInterrupt();
255 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
256 GBADetachDebugger(m_threadContext.gba);
257 }
258 m_threadContext.debugger = debugger;
259 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
260 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
261 }
262 threadContinue();
263}
264#endif
265
266void GameController::loadGame(const QString& path, bool dirmode) {
267 closeGame();
268 if (!dirmode) {
269 QFile file(path);
270 if (!file.open(QIODevice::ReadOnly)) {
271 postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
272 return;
273 }
274 file.close();
275 }
276
277 m_fname = path;
278 m_dirmode = dirmode;
279 openGame();
280}
281
282void GameController::bootBIOS() {
283 closeGame();
284 m_fname = QString();
285 m_dirmode = false;
286 openGame(true);
287}
288
289void GameController::openGame(bool biosOnly) {
290 if (biosOnly && (!m_useBios || m_bios.isNull())) {
291 return;
292 }
293
294 m_gameOpen = true;
295
296 m_pauseAfterFrame = false;
297
298 if (m_turbo) {
299 m_threadContext.sync.videoFrameWait = false;
300 m_threadContext.sync.audioWait = false;
301 } else {
302 m_threadContext.sync.videoFrameWait = m_videoSync;
303 m_threadContext.sync.audioWait = m_audioSync;
304 }
305
306 m_threadContext.gameDir = 0;
307 m_threadContext.bootBios = biosOnly;
308 if (biosOnly) {
309 m_threadContext.fname = nullptr;
310 } else {
311 m_threadContext.fname = strdup(m_fname.toUtf8().constData());
312 if (m_dirmode) {
313 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
314 m_threadContext.stateDir = m_threadContext.gameDir;
315 } else {
316 GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
317 }
318 }
319
320 if (!m_bios.isNull() && m_useBios) {
321 m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
322 } else {
323 m_threadContext.bios = nullptr;
324 }
325
326 if (!m_patch.isNull()) {
327 m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
328 }
329
330 m_inputController->recalibrateAxes();
331
332 if (!GBAThreadStart(&m_threadContext)) {
333 m_gameOpen = false;
334 emit gameFailed();
335 }
336}
337
338void GameController::loadBIOS(const QString& path) {
339 if (m_bios == path) {
340 return;
341 }
342 m_bios = path;
343 if (m_gameOpen) {
344 closeGame();
345 openGame();
346 }
347}
348
349void GameController::yankPak() {
350 if (!m_gameOpen) {
351 return;
352 }
353 threadInterrupt();
354 GBAYankROM(m_threadContext.gba);
355 threadContinue();
356}
357
358void GameController::replaceGame(const QString& path) {
359 if (!m_gameOpen) {
360 return;
361 }
362
363 m_fname = path;
364 threadInterrupt();
365 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
366 GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
367 threadContinue();
368}
369
370void GameController::loadPatch(const QString& path) {
371 if (m_gameOpen) {
372 closeGame();
373 m_patch = path;
374 openGame();
375 } else {
376 m_patch = path;
377 }
378}
379
380void GameController::importSharkport(const QString& path) {
381 if (!m_gameOpen) {
382 return;
383 }
384 VFile* vf = VFileDevice::open(path, O_RDONLY);
385 if (!vf) {
386 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
387 return;
388 }
389 threadInterrupt();
390 GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
391 threadContinue();
392 vf->close(vf);
393}
394
395void GameController::exportSharkport(const QString& path) {
396 if (!m_gameOpen) {
397 return;
398 }
399 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
400 if (!vf) {
401 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
402 return;
403 }
404 threadInterrupt();
405 GBASavedataExportSharkPort(m_threadContext.gba, vf);
406 threadContinue();
407 vf->close(vf);
408}
409
410void GameController::closeGame() {
411 if (!m_gameOpen) {
412 return;
413 }
414 m_rewindTimer.stop();
415 if (GBAThreadIsPaused(&m_threadContext)) {
416 GBAThreadUnpause(&m_threadContext);
417 }
418 GBAThreadEnd(&m_threadContext);
419 GBAThreadJoin(&m_threadContext);
420 if (m_threadContext.fname) {
421 free(const_cast<char*>(m_threadContext.fname));
422 m_threadContext.fname = nullptr;
423 }
424
425 m_patch = QString();
426
427 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
428 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
429 GBACheatSetDeinit(set);
430 delete set;
431 }
432 GBACheatSetsClear(&m_cheatDevice.cheats);
433
434 m_gameOpen = false;
435 emit gameStopped(&m_threadContext);
436}
437
438void GameController::crashGame(const QString& crashMessage) {
439 closeGame();
440 emit gameCrashed(crashMessage);
441 emit gameStopped(&m_threadContext);
442}
443
444bool GameController::isPaused() {
445 if (!m_gameOpen) {
446 return false;
447 }
448 return GBAThreadIsPaused(&m_threadContext);
449}
450
451void GameController::setPaused(bool paused) {
452 if (!m_gameOpen || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
453 return;
454 }
455 if (paused) {
456 GBAThreadPause(&m_threadContext);
457 emit gamePaused(&m_threadContext);
458 } else {
459 GBAThreadUnpause(&m_threadContext);
460 emit gameUnpaused(&m_threadContext);
461 }
462}
463
464void GameController::reset() {
465 GBAThreadReset(&m_threadContext);
466}
467
468void GameController::threadInterrupt() {
469 if (m_gameOpen) {
470 GBAThreadInterrupt(&m_threadContext);
471 }
472}
473
474void GameController::threadContinue() {
475 if (m_gameOpen) {
476 GBAThreadContinue(&m_threadContext);
477 }
478}
479
480void GameController::frameAdvance() {
481 if (m_rewindTimer.isActive()) {
482 return;
483 }
484 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
485 setPaused(false);
486 }
487}
488
489void GameController::setRewind(bool enable, int capacity, int interval) {
490 if (m_gameOpen) {
491 threadInterrupt();
492 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
493 threadContinue();
494 } else {
495 if (enable) {
496 m_threadContext.rewindBufferInterval = interval;
497 m_threadContext.rewindBufferCapacity = capacity;
498 } else {
499 m_threadContext.rewindBufferInterval = 0;
500 m_threadContext.rewindBufferCapacity = 0;
501 }
502 }
503}
504
505void GameController::rewind(int states) {
506 threadInterrupt();
507 if (!states) {
508 GBARewindAll(&m_threadContext);
509 } else {
510 GBARewind(&m_threadContext, states);
511 }
512 threadContinue();
513 emit frameAvailable(m_drawContext);
514 emit rewound(&m_threadContext);
515}
516
517void GameController::startRewinding() {
518 if (!m_gameOpen || m_rewindTimer.isActive()) {
519 return;
520 }
521 m_wasPaused = isPaused();
522 setPaused(true);
523 m_rewindTimer.start();
524}
525
526void GameController::stopRewinding() {
527 if (!m_rewindTimer.isActive()) {
528 return;
529 }
530 m_rewindTimer.stop();
531 setPaused(m_wasPaused);
532}
533
534void GameController::keyPressed(int key) {
535 int mappedKey = 1 << key;
536 m_activeKeys |= mappedKey;
537 if (!m_inputController->allowOpposing()) {
538 if ((m_activeKeys & 0x30) == 0x30) {
539 m_inactiveKeys |= mappedKey ^ 0x30;
540 m_activeKeys ^= mappedKey ^ 0x30;
541 }
542 if ((m_activeKeys & 0xC0) == 0xC0) {
543 m_inactiveKeys |= mappedKey ^ 0xC0;
544 m_activeKeys ^= mappedKey ^ 0xC0;
545 }
546 }
547 updateKeys();
548}
549
550void GameController::keyReleased(int key) {
551 int mappedKey = 1 << key;
552 m_activeKeys &= ~mappedKey;
553 if (!m_inputController->allowOpposing()) {
554 if (mappedKey & 0x30) {
555 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
556 m_inactiveKeys &= ~0x30;
557 }
558 if (mappedKey & 0xC0) {
559 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
560 m_inactiveKeys &= ~0xC0;
561 }
562 }
563 updateKeys();
564}
565
566void GameController::clearKeys() {
567 m_activeKeys = 0;
568 m_inactiveKeys = 0;
569 updateKeys();
570}
571
572void GameController::setAudioBufferSamples(int samples) {
573 threadInterrupt();
574 redoSamples(samples);
575 threadContinue();
576 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
577}
578
579void GameController::setFPSTarget(float fps) {
580 threadInterrupt();
581 m_fpsTarget = fps;
582 m_threadContext.fpsTarget = fps;
583 if (m_turbo && m_turboSpeed > 0) {
584 m_threadContext.fpsTarget *= m_turboSpeed;
585 }
586 redoSamples(m_audioProcessor->getBufferSamples());
587 threadContinue();
588}
589
590void GameController::setSkipBIOS(bool set) {
591 threadInterrupt();
592 m_threadContext.skipBios = set;
593 threadContinue();
594}
595
596void GameController::setUseBIOS(bool use) {
597 threadInterrupt();
598 m_useBios = use;
599 threadContinue();
600}
601
602void GameController::loadState(int slot) {
603 if (slot > 0 && slot != m_stateSlot) {
604 m_stateSlot = slot;
605 m_backupSaveState.clear();
606 }
607 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
608 GameController* controller = static_cast<GameController*>(context->userData);
609 if (!controller->m_backupLoadState) {
610 controller->m_backupLoadState = new GBASerializedState;
611 }
612 GBASerialize(context->gba, controller->m_backupLoadState);
613 if (GBALoadState(context, context->stateDir, controller->m_stateSlot)) {
614 controller->frameAvailable(controller->m_drawContext);
615 controller->stateLoaded(context);
616 }
617 });
618}
619
620void GameController::saveState(int slot) {
621 if (slot > 0) {
622 m_stateSlot = slot;
623 }
624 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
625 GameController* controller = static_cast<GameController*>(context->userData);
626 VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, false);
627 if (vf) {
628 controller->m_backupSaveState.resize(vf->size(vf));
629 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
630 vf->close(vf);
631 }
632 GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
633 });
634}
635
636void GameController::loadBackupState() {
637 if (!m_backupLoadState) {
638 return;
639 }
640
641 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
642 GameController* controller = static_cast<GameController*>(context->userData);
643 if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
644 GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
645 controller->frameAvailable(controller->m_drawContext);
646 controller->stateLoaded(context);
647 }
648 delete controller->m_backupLoadState;
649 controller->m_backupLoadState = nullptr;
650 });
651}
652
653void GameController::saveBackupState() {
654 if (m_backupSaveState.isEmpty()) {
655 return;
656 }
657
658 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
659 GameController* controller = static_cast<GameController*>(context->userData);
660 VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, true);
661 if (vf) {
662 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
663 vf->close(vf);
664 GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
665 }
666 controller->m_backupSaveState.clear();
667 });
668}
669
670void GameController::setVideoSync(bool set) {
671 m_videoSync = set;
672 if (!m_turbo) {
673 threadInterrupt();
674 m_threadContext.sync.videoFrameWait = set;
675 threadContinue();
676 }
677}
678
679void GameController::setAudioSync(bool set) {
680 m_audioSync = set;
681 if (!m_turbo) {
682 threadInterrupt();
683 m_threadContext.sync.audioWait = set;
684 threadContinue();
685 }
686}
687
688void GameController::setFrameskip(int skip) {
689 m_threadContext.frameskip = skip;
690}
691
692void GameController::setVolume(int volume) {
693 threadInterrupt();
694 m_threadContext.volume = volume;
695 if (m_gameOpen) {
696 m_threadContext.gba->audio.masterVolume = volume;
697 }
698 threadContinue();
699}
700
701void GameController::setMute(bool mute) {
702 threadInterrupt();
703 m_threadContext.mute = mute;
704 if (m_gameOpen) {
705 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
706 }
707 threadContinue();
708}
709
710void GameController::setTurbo(bool set, bool forced) {
711 if (m_turboForced && !forced) {
712 return;
713 }
714 if (m_turbo == set && m_turboForced == forced) {
715 // Don't interrupt the thread if we don't need to
716 return;
717 }
718 m_turbo = set;
719 m_turboForced = set && forced;
720 enableTurbo();
721}
722
723void GameController::setTurboSpeed(float ratio) {
724 m_turboSpeed = ratio;
725 enableTurbo();
726}
727
728void GameController::enableTurbo() {
729 threadInterrupt();
730 if (!m_turbo) {
731 m_threadContext.fpsTarget = m_fpsTarget;
732 m_threadContext.sync.audioWait = m_audioSync;
733 m_threadContext.sync.videoFrameWait = m_videoSync;
734 } else if (m_turboSpeed <= 0) {
735 m_threadContext.fpsTarget = m_fpsTarget;
736 m_threadContext.sync.audioWait = false;
737 m_threadContext.sync.videoFrameWait = false;
738 } else {
739 m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
740 m_threadContext.sync.audioWait = true;
741 m_threadContext.sync.videoFrameWait = false;
742 }
743 redoSamples(m_audioProcessor->getBufferSamples());
744 threadContinue();
745}
746
747void GameController::setAVStream(GBAAVStream* stream) {
748 threadInterrupt();
749 m_threadContext.stream = stream;
750 if (m_gameOpen) {
751 m_threadContext.gba->stream = stream;
752 }
753 threadContinue();
754}
755
756void GameController::clearAVStream() {
757 threadInterrupt();
758 m_threadContext.stream = nullptr;
759 if (m_gameOpen) {
760 m_threadContext.gba->stream = nullptr;
761 }
762 threadContinue();
763}
764
765#ifdef USE_PNG
766void GameController::screenshot() {
767 GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
768}
769#endif
770
771void GameController::reloadAudioDriver() {
772 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
773 int samples = m_audioProcessor->getBufferSamples();
774 delete m_audioProcessor;
775 m_audioProcessor = AudioProcessor::create();
776 m_audioProcessor->setBufferSamples(samples);
777 m_audioProcessor->moveToThread(m_audioThread);
778 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
779 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
780 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
781 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
782 if (isLoaded()) {
783 m_audioProcessor->setInput(&m_threadContext);
784 QMetaObject::invokeMethod(m_audioProcessor, "start");
785 }
786}
787
788void GameController::setLuminanceValue(uint8_t value) {
789 m_luxValue = value;
790 value = std::max<int>(value - 0x16, 0);
791 m_luxLevel = 10;
792 for (int i = 0; i < 10; ++i) {
793 if (value < LUX_LEVELS[i]) {
794 m_luxLevel = i;
795 break;
796 }
797 }
798 emit luminanceValueChanged(m_luxValue);
799}
800
801void GameController::setLuminanceLevel(int level) {
802 int value = 0x16;
803 level = std::max(0, std::min(10, level));
804 if (level > 0) {
805 value += LUX_LEVELS[level - 1];
806 }
807 setLuminanceValue(value);
808}
809
810void GameController::setRealTime() {
811 m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
812}
813
814void GameController::setFixedTime(const QDateTime& time) {
815 m_rtc.override = GBARTCGenericSource::RTC_FIXED;
816 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
817}
818
819void GameController::setFakeEpoch(const QDateTime& time) {
820 m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
821 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
822}
823
824void GameController::updateKeys() {
825 int activeKeys = m_activeKeys;
826 activeKeys |= m_activeButtons;
827 activeKeys &= ~m_inactiveKeys;
828 m_threadContext.activeKeys = activeKeys;
829}
830
831void GameController::redoSamples(int samples) {
832#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
833 float sampleRate = 0x8000;
834 float ratio;
835 if (m_threadContext.gba) {
836 sampleRate = m_threadContext.gba->audio.sampleRate;
837 }
838 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
839 m_threadContext.audioBuffers = ceil(samples / ratio);
840#else
841 m_threadContext.audioBuffers = samples;
842#endif
843 if (m_threadContext.gba) {
844 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
845 }
846 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
847}
848
849void GameController::setLogLevel(int levels) {
850 threadInterrupt();
851 m_logLevels = levels;
852 threadContinue();
853}
854
855void GameController::enableLogLevel(int levels) {
856 threadInterrupt();
857 m_logLevels |= levels;
858 threadContinue();
859}
860
861void GameController::disableLogLevel(int levels) {
862 threadInterrupt();
863 m_logLevels &= ~levels;
864 threadContinue();
865}
866
867void GameController::pollEvents() {
868 if (!m_inputController) {
869 return;
870 }
871
872 m_activeButtons = m_inputController->pollEvents();
873 updateKeys();
874}