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_sync(true)
54 , m_videoSync(VIDEO_SYNC)
55 , m_audioSync(AUDIO_SYNC)
56 , m_fpsTarget(-1)
57 , m_turbo(false)
58 , m_turboForced(false)
59 , m_turboSpeed(-1)
60 , m_wasPaused(false)
61 , m_audioChannels{ true, true, true, true, true, true }
62 , m_videoLayers{ true, true, true, true, true }
63 , m_autofire{}
64 , m_autofireStatus{}
65 , m_inputController(nullptr)
66 , m_multiplayer(nullptr)
67 , m_stream(nullptr)
68 , m_stateSlot(1)
69 , m_backupLoadState(nullptr)
70 , m_backupSaveState(nullptr)
71 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
72 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
73{
74#ifdef M_CORE_GBA
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#endif
87
88 m_threadContext.startCallback = [](mCoreThread* context) {
89 GameController* controller = static_cast<GameController*>(context->userData);
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 controller->m_gameOpen = true;
136 if (controller->m_multiplayer) {
137 controller->m_multiplayer->attachGame(controller);
138 }
139
140 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
141 QMetaObject::invokeMethod(controller, "startAudio");
142 };
143
144 m_threadContext.resetCallback = [](mCoreThread* context) {
145 GameController* controller = static_cast<GameController*>(context->userData);
146 for (auto action : controller->m_resetActions) {
147 action();
148 }
149 controller->m_resetActions.clear();
150
151 unsigned width, height;
152 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
153 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
154 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
155 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
156 mCoreThreadPauseFromThread(context);
157 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
158 }
159 };
160
161 m_threadContext.cleanCallback = [](mCoreThread* context) {
162 GameController* controller = static_cast<GameController*>(context->userData);
163 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
164 QMetaObject::invokeMethod(controller, "cleanGame");
165 };
166
167 m_threadContext.frameCallback = [](mCoreThread* context) {
168 GameController* controller = static_cast<GameController*>(context->userData);
169 unsigned width, height;
170 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
171 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
172 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
173 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
174 mCoreThreadPauseFromThread(context);
175 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
176 }
177 };
178
179 // TODO: Put back
180 /*m_threadContext.stopCallback = [](mCoreThread* context) {
181 if (!context) {
182 return false;
183 }
184 GameController* controller = static_cast<GameController*>(context->userData);
185 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
186 return false;
187 }
188 QMetaObject::invokeMethod(controller, "closeGame");
189 return true;
190 };*/
191
192 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
193 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
194 mCoreThread* context = logContext->p;
195
196 static const char* savestateMessage = "State %i loaded";
197 static const char* savestateFailedMessage = "State %i failed to load";
198 if (!context) {
199 return;
200 }
201 GameController* controller = static_cast<GameController*>(context->userData);
202#ifdef M_CORE_GBA
203 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
204 va_list argc;
205 va_copy(argc, args);
206 int immediate = va_arg(argc, int);
207 va_end(argc);
208 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
209 } else
210#endif
211 if (category == _mLOG_CAT_STATUS()) {
212 // Slot 0 is reserved for suspend points
213 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 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 format = "Loaded suspend state";
220 }
221 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
222 va_list argc;
223 va_copy(argc, args);
224 int slot = va_arg(argc, int);
225 va_end(argc);
226 if (slot == 0) {
227 return;
228 }
229 }
230 }
231 if (level == mLOG_FATAL) {
232 mCoreThreadMarkCrashed(controller->thread());
233 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
234 } else if (!(controller->m_logLevels & level)) {
235 return;
236 }
237 QString message(QString().vsprintf(format, args));
238 if (category == _mLOG_CAT_STATUS()) {
239 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
240 }
241 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
242 };
243
244 m_threadContext.userData = this;
245
246 m_audioThread->setObjectName("Audio Thread");
247 m_audioThread->start(QThread::TimeCriticalPriority);
248 m_audioProcessor->moveToThread(m_audioThread);
249 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
250 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
251 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
252 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
253}
254
255GameController::~GameController() {
256 m_audioThread->quit();
257 m_audioThread->wait();
258 disconnect();
259 clearMultiplayerController();
260 closeGame();
261 delete m_backupLoadState;
262}
263
264void GameController::setMultiplayerController(MultiplayerController* controller) {
265 if (controller == m_multiplayer) {
266 return;
267 }
268 clearMultiplayerController();
269 m_multiplayer = controller;
270 if (isLoaded()) {
271 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
272 GameController* controller = static_cast<GameController*>(thread->userData);
273 controller->m_multiplayer->attachGame(controller);
274 });
275 }
276}
277
278void GameController::clearMultiplayerController() {
279 if (!m_multiplayer) {
280 return;
281 }
282 m_multiplayer->detachGame(this);
283 m_multiplayer = nullptr;
284}
285
286void GameController::setOverride(const GBACartridgeOverride& override) {
287 // TODO: Put back overrides
288}
289
290void GameController::setConfig(const mCoreConfig* config) {
291 m_config = config;
292 if (isLoaded()) {
293 threadInterrupt();
294 mCoreLoadForeignConfig(m_threadContext.core, config);
295 m_audioProcessor->setInput(&m_threadContext);
296 threadContinue();
297 }
298}
299
300#ifdef USE_GDB_STUB
301mDebugger* GameController::debugger() {
302 if (!isLoaded()) {
303 return nullptr;
304 }
305 return m_threadContext.core->debugger;
306}
307
308void GameController::setDebugger(mDebugger* debugger) {
309 threadInterrupt();
310 if (debugger) {
311 mDebuggerAttach(debugger, m_threadContext.core);
312 } else {
313 m_threadContext.core->detachDebugger(m_threadContext.core);
314 }
315 threadContinue();
316}
317#endif
318
319void GameController::loadGame(const QString& path) {
320 closeGame();
321 QFileInfo info(path);
322 if (!info.isReadable()) {
323 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
324 return;
325 }
326 m_fname = info.canonicalFilePath();
327 m_vf = nullptr;
328 openGame();
329}
330
331void GameController::loadGame(VFile* vf, const QString& base) {
332 closeGame();
333 m_fname = base;
334 m_vf = vf;
335 openGame();
336}
337
338void GameController::bootBIOS() {
339 closeGame();
340 m_fname = QString();
341 openGame(true);
342}
343
344void GameController::openGame(bool biosOnly) {
345 if (m_fname.isEmpty()) {
346 biosOnly = true;
347 }
348 if (biosOnly && (!m_useBios || m_bios.isNull())) {
349 return;
350 }
351 if (m_gameOpen) {
352 // We need to delay if the game is still cleaning up
353 QTimer::singleShot(10, this, SLOT(openGame()));
354 return;
355 }
356
357 if (!biosOnly) {
358 if (m_vf) {
359 m_threadContext.core = mCoreFindVF(m_vf);
360 } else {
361 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
362 }
363 } else {
364 m_threadContext.core = GBACoreCreate();
365 }
366
367 if (!m_threadContext.core) {
368 return;
369 }
370
371 m_pauseAfterFrame = false;
372
373 if (m_turbo) {
374 m_threadContext.sync.videoFrameWait = false;
375 m_threadContext.sync.audioWait = false;
376 } else {
377 m_threadContext.sync.videoFrameWait = m_videoSync;
378 m_threadContext.sync.audioWait = m_audioSync;
379 }
380 m_threadContext.core->init(m_threadContext.core);
381
382 unsigned width, height;
383 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
384 m_drawContext = new uint32_t[width * height];
385 m_frontBuffer = new uint32_t[width * height];
386
387 QByteArray bytes;
388 if (!biosOnly) {
389 bytes = m_fname.toUtf8();
390 if (m_vf) {
391 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
392 } else {
393 mCoreLoadFile(m_threadContext.core, bytes.constData());
394 mDirectorySetDetachBase(&m_threadContext.core->dirs);
395 }
396 } else {
397 bytes = m_bios.toUtf8();
398 }
399 char dirname[PATH_MAX];
400 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
401 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
402
403 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
404
405 if (!m_bios.isNull() && m_useBios) {
406 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
407 if (bios) {
408 // TODO: Lifetime issues?
409 m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
410 }
411 }
412
413 m_inputController->recalibrateAxes();
414 memset(m_drawContext, 0xF8, width * height * 4);
415
416 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
417
418 if (m_config) {
419 mCoreLoadForeignConfig(m_threadContext.core, m_config);
420 }
421
422 if (!biosOnly) {
423 mCoreAutoloadSave(m_threadContext.core);
424 if (!m_patch.isNull()) {
425 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
426 if (patch) {
427 m_threadContext.core->loadPatch(m_threadContext.core, patch);
428 }
429 patch->close(patch);
430 } else {
431 mCoreAutoloadPatch(m_threadContext.core);
432 }
433 }
434 m_vf = nullptr;
435
436 if (!mCoreThreadStart(&m_threadContext)) {
437 emit gameFailed();
438 }
439}
440
441void GameController::loadBIOS(const QString& path) {
442 if (m_bios == path) {
443 return;
444 }
445 m_bios = path;
446 if (m_gameOpen) {
447 closeGame();
448 openGame();
449 }
450}
451
452void GameController::loadSave(const QString& path, bool temporary) {
453 if (!isLoaded()) {
454 return;
455 }
456 m_resetActions.append([this, path, temporary]() {
457 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
458 if (!vf) {
459 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
460 return;
461 }
462
463 if (temporary) {
464 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
465 } else {
466 m_threadContext.core->loadSave(m_threadContext.core, vf);
467 }
468 });
469 reset();
470}
471
472void GameController::yankPak() {
473 if (!m_gameOpen) {
474 return;
475 }
476 threadInterrupt();
477 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
478 threadContinue();
479}
480
481void GameController::replaceGame(const QString& path) {
482 if (!m_gameOpen) {
483 return;
484 }
485
486 QFileInfo info(path);
487 if (!info.isReadable()) {
488 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
489 return;
490 }
491 m_fname = info.canonicalFilePath();
492 threadInterrupt();
493 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
494 threadContinue();
495}
496
497void GameController::loadPatch(const QString& path) {
498 if (m_gameOpen) {
499 closeGame();
500 m_patch = path;
501 openGame();
502 } else {
503 m_patch = path;
504 }
505}
506
507void GameController::importSharkport(const QString& path) {
508 if (!isLoaded()) {
509 return;
510 }
511#ifdef M_CORE_GBA
512 if (platform() != PLATFORM_GBA) {
513 return;
514 }
515 VFile* vf = VFileDevice::open(path, O_RDONLY);
516 if (!vf) {
517 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
518 return;
519 }
520 threadInterrupt();
521 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
522 threadContinue();
523 vf->close(vf);
524#endif
525}
526
527void GameController::exportSharkport(const QString& path) {
528 if (!isLoaded()) {
529 return;
530 }
531#ifdef M_CORE_GBA
532 if (platform() != PLATFORM_GBA) {
533 return;
534 }
535 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
536 if (!vf) {
537 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
538 return;
539 }
540 threadInterrupt();
541 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
542 threadContinue();
543 vf->close(vf);
544#endif
545}
546
547void GameController::closeGame() {
548 if (!m_gameOpen) {
549 return;
550 }
551 if (m_multiplayer) {
552 m_multiplayer->detachGame(this);
553 }
554
555 if (mCoreThreadIsPaused(&m_threadContext)) {
556 mCoreThreadUnpause(&m_threadContext);
557 }
558 mCoreThreadEnd(&m_threadContext);
559 m_audioProcessor->pause();
560}
561
562void GameController::cleanGame() {
563 mCoreThreadJoin(&m_threadContext);
564
565 delete[] m_drawContext;
566 delete[] m_frontBuffer;
567
568 m_patch = QString();
569
570 m_threadContext.core->deinit(m_threadContext.core);
571 m_gameOpen = false;
572}
573
574void GameController::crashGame(const QString& crashMessage) {
575 closeGame();
576 emit gameCrashed(crashMessage);
577}
578
579bool GameController::isPaused() {
580 if (!m_gameOpen) {
581 return false;
582 }
583 return mCoreThreadIsPaused(&m_threadContext);
584}
585
586mPlatform GameController::platform() const {
587 if (!m_gameOpen) {
588 return PLATFORM_NONE;
589 }
590 return m_threadContext.core->platform(m_threadContext.core);
591}
592
593QSize GameController::screenDimensions() const {
594 if (!m_gameOpen) {
595 return QSize();
596 }
597 unsigned width, height;
598 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
599
600 return QSize(width, height);
601}
602
603void GameController::setPaused(bool paused) {
604 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
605 return;
606 }
607 m_wasPaused = paused;
608 if (paused) {
609 m_pauseAfterFrame.testAndSetRelaxed(false, true);
610 } else {
611 mCoreThreadUnpause(&m_threadContext);
612 startAudio();
613 emit gameUnpaused(&m_threadContext);
614 }
615}
616
617void GameController::reset() {
618 if (!m_gameOpen) {
619 return;
620 }
621 bool wasPaused = isPaused();
622 setPaused(false);
623 threadInterrupt();
624 mCoreThreadReset(&m_threadContext);
625 if (wasPaused) {
626 setPaused(true);
627 }
628 threadContinue();
629}
630
631void GameController::threadInterrupt() {
632 if (m_gameOpen) {
633 mCoreThreadInterrupt(&m_threadContext);
634 }
635}
636
637void GameController::threadContinue() {
638 if (m_gameOpen) {
639 mCoreThreadContinue(&m_threadContext);
640 }
641}
642
643void GameController::frameAdvance() {
644 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
645 setPaused(false);
646 }
647}
648
649void GameController::setRewind(bool enable, int capacity) {
650 if (m_gameOpen) {
651 threadInterrupt();
652 // TODO: Put back rewind
653 threadContinue();
654 } else {
655 // TODO: Put back rewind
656 }
657}
658
659void GameController::rewind(int states) {
660 threadInterrupt();
661 if (!states) {
662 states = INT_MAX;
663 }
664 for (int i = 0; i < states; ++i) {
665 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
666 break;
667 }
668 }
669 threadContinue();
670 emit frameAvailable(m_drawContext);
671 emit rewound(&m_threadContext);
672}
673
674void GameController::startRewinding() {
675 if (!isLoaded()) {
676 return;
677 }
678 if (m_multiplayer && m_multiplayer->attached() > 1) {
679 return;
680 }
681 if (m_wasPaused) {
682 setPaused(false);
683 m_wasPaused = true;
684 }
685 mCoreThreadSetRewinding(&m_threadContext, true);
686}
687
688void GameController::stopRewinding() {
689 if (!isLoaded()) {
690 return;
691 }
692 mCoreThreadSetRewinding(&m_threadContext, false);
693 bool signalsBlocked = blockSignals(true);
694 setPaused(m_wasPaused);
695 blockSignals(signalsBlocked);
696}
697
698void GameController::keyPressed(int key) {
699 int mappedKey = 1 << key;
700 m_activeKeys |= mappedKey;
701 if (!m_inputController->allowOpposing()) {
702 if ((m_activeKeys & 0x30) == 0x30) {
703 m_inactiveKeys |= mappedKey ^ 0x30;
704 m_activeKeys ^= mappedKey ^ 0x30;
705 }
706 if ((m_activeKeys & 0xC0) == 0xC0) {
707 m_inactiveKeys |= mappedKey ^ 0xC0;
708 m_activeKeys ^= mappedKey ^ 0xC0;
709 }
710 }
711 updateKeys();
712}
713
714void GameController::keyReleased(int key) {
715 int mappedKey = 1 << key;
716 m_activeKeys &= ~mappedKey;
717 if (!m_inputController->allowOpposing()) {
718 if (mappedKey & 0x30) {
719 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
720 m_inactiveKeys &= ~0x30;
721 }
722 if (mappedKey & 0xC0) {
723 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
724 m_inactiveKeys &= ~0xC0;
725 }
726 }
727 updateKeys();
728}
729
730void GameController::clearKeys() {
731 m_activeKeys = 0;
732 m_inactiveKeys = 0;
733 updateKeys();
734}
735
736void GameController::setAutofire(int key, bool enable) {
737 if (key >= GBA_KEY_MAX || key < 0) {
738 return;
739 }
740
741 if (!enable && m_autofireStatus[key]) {
742 keyReleased(key);
743 }
744
745 m_autofire[key] = enable;
746 m_autofireStatus[key] = 0;
747}
748
749void GameController::setAudioBufferSamples(int samples) {
750 if (m_audioProcessor) {
751 threadInterrupt();
752 redoSamples(samples);
753 threadContinue();
754 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
755 }
756}
757
758void GameController::setAudioSampleRate(unsigned rate) {
759 if (!rate) {
760 return;
761 }
762 if (m_audioProcessor) {
763 threadInterrupt();
764 redoSamples(m_audioProcessor->getBufferSamples());
765 threadContinue();
766 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
767 }
768}
769
770void GameController::setAudioChannelEnabled(int channel, bool enable) {
771 if (channel > 5 || channel < 0) {
772 return;
773 }
774#ifdef M_CORE_GBA
775 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
776#endif
777#ifdef M_CORE_GB
778 GB* gb = static_cast<GB*>(m_threadContext.core->board);
779#endif
780 m_audioChannels[channel] = enable;
781 if (isLoaded()) {
782 switch (channel) {
783 case 0:
784 case 1:
785 case 2:
786 case 3:
787 switch (m_threadContext.core->platform(m_threadContext.core)) {
788#ifdef M_CORE_GBA
789 case PLATFORM_GBA:
790 gba->audio.psg.forceDisableCh[channel] = !enable;
791 break;
792#endif
793#ifdef M_CORE_GB
794 case PLATFORM_GB:
795 gb->audio.forceDisableCh[channel] = !enable;
796 break;
797#endif
798 default:
799 break;
800 }
801 break;
802#ifdef M_CORE_GBA
803 case 4:
804 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
805 gba->audio.forceDisableChA = !enable;
806 }
807 break;
808 case 5:
809 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
810 gba->audio.forceDisableChB = !enable;
811 }
812 break;
813#endif
814 }
815 }
816}
817
818void GameController::startAudio() {
819 bool started = false;
820 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
821 if (!started) {
822 LOG(QT, ERROR) << tr("Failed to start audio processor");
823 // Don't freeze!
824 m_audioSync = false;
825 m_videoSync = true;
826 m_threadContext.sync.audioWait = false;
827 m_threadContext.sync.videoFrameWait = true;
828 }
829}
830
831void GameController::setVideoLayerEnabled(int layer, bool enable) {
832 if (layer > 4 || layer < 0) {
833 return;
834 }
835 m_videoLayers[layer] = enable;
836#ifdef M_CORE_GBA
837 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
838 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
839 switch (layer) {
840 case 0:
841 case 1:
842 case 2:
843 case 3:
844 gba->video.renderer->disableBG[layer] = !enable;
845 break;
846 case 4:
847 gba->video.renderer->disableOBJ = !enable;
848 break;
849 }
850 }
851#endif
852}
853
854void GameController::setFPSTarget(float fps) {
855 threadInterrupt();
856 m_fpsTarget = fps;
857 m_threadContext.sync.fpsTarget = fps;
858 if (m_turbo && m_turboSpeed > 0) {
859 m_threadContext.sync.fpsTarget *= m_turboSpeed;
860 }
861 if (m_audioProcessor) {
862 redoSamples(m_audioProcessor->getBufferSamples());
863 }
864 threadContinue();
865}
866
867void GameController::setUseBIOS(bool use) {
868 if (use == m_useBios) {
869 return;
870 }
871 m_useBios = use;
872 if (m_gameOpen) {
873 closeGame();
874 openGame();
875 }
876}
877
878void GameController::loadState(int slot) {
879 if (m_fname.isEmpty()) {
880 // We're in the BIOS
881 return;
882 }
883 if (slot > 0 && slot != m_stateSlot) {
884 m_stateSlot = slot;
885 m_backupSaveState.clear();
886 }
887 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
888 GameController* controller = static_cast<GameController*>(context->userData);
889 if (!controller->m_backupLoadState) {
890 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
891 }
892 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
893 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
894 controller->frameAvailable(controller->m_drawContext);
895 controller->stateLoaded(context);
896 }
897 });
898}
899
900void GameController::saveState(int slot) {
901 if (m_fname.isEmpty()) {
902 // We're in the BIOS
903 return;
904 }
905 if (slot > 0) {
906 m_stateSlot = slot;
907 }
908 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
909 GameController* controller = static_cast<GameController*>(context->userData);
910 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
911 if (vf) {
912 controller->m_backupSaveState.resize(vf->size(vf));
913 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
914 vf->close(vf);
915 }
916 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
917 });
918}
919
920void GameController::loadBackupState() {
921 if (!m_backupLoadState) {
922 return;
923 }
924
925 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
926 GameController* controller = static_cast<GameController*>(context->userData);
927 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
928 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
929 mLOG(STATUS, INFO, "Undid state load");
930 controller->frameAvailable(controller->m_drawContext);
931 controller->stateLoaded(context);
932 }
933 controller->m_backupLoadState->close(controller->m_backupLoadState);
934 controller->m_backupLoadState = nullptr;
935 });
936}
937
938void GameController::saveBackupState() {
939 if (m_backupSaveState.isEmpty()) {
940 return;
941 }
942
943 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
944 GameController* controller = static_cast<GameController*>(context->userData);
945 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
946 if (vf) {
947 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
948 vf->close(vf);
949 mLOG(STATUS, INFO, "Undid state save");
950 }
951 controller->m_backupSaveState.clear();
952 });
953}
954
955void GameController::setTurbo(bool set, bool forced) {
956 if (m_turboForced && !forced) {
957 return;
958 }
959 if (m_turbo == set && m_turboForced == (set && forced)) {
960 // Don't interrupt the thread if we don't need to
961 return;
962 }
963 if (!m_sync) {
964 return;
965 }
966 m_turbo = set;
967 m_turboForced = set && forced;
968 enableTurbo();
969}
970
971void GameController::setTurboSpeed(float ratio) {
972 m_turboSpeed = ratio;
973 enableTurbo();
974}
975
976void GameController::enableTurbo() {
977 threadInterrupt();
978 bool shouldRedoSamples = false;
979 if (!m_turbo) {
980 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
981 m_threadContext.sync.fpsTarget = m_fpsTarget;
982 m_threadContext.sync.audioWait = m_audioSync;
983 m_threadContext.sync.videoFrameWait = m_videoSync;
984 } else if (m_turboSpeed <= 0) {
985 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
986 m_threadContext.sync.fpsTarget = m_fpsTarget;
987 m_threadContext.sync.audioWait = false;
988 m_threadContext.sync.videoFrameWait = false;
989 } else {
990 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
991 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
992 m_threadContext.sync.audioWait = true;
993 m_threadContext.sync.videoFrameWait = false;
994 }
995 if (m_audioProcessor && shouldRedoSamples) {
996 redoSamples(m_audioProcessor->getBufferSamples());
997 }
998 threadContinue();
999}
1000
1001void GameController::setSync(bool enable) {
1002 m_turbo = false;
1003 m_turboForced = false;
1004 if (!enable) {
1005 m_threadContext.sync.audioWait = false;
1006 m_threadContext.sync.videoFrameWait = false;
1007 } else {
1008 m_threadContext.sync.audioWait = m_audioSync;
1009 m_threadContext.sync.videoFrameWait = m_videoSync;
1010 }
1011 m_sync = enable;
1012}
1013void GameController::setAVStream(mAVStream* stream) {
1014 threadInterrupt();
1015 m_stream = stream;
1016 if (isLoaded()) {
1017 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1018 }
1019 threadContinue();
1020}
1021
1022void GameController::clearAVStream() {
1023 threadInterrupt();
1024 m_stream = nullptr;
1025 if (isLoaded()) {
1026 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1027 }
1028 threadContinue();
1029}
1030
1031#ifdef USE_PNG
1032void GameController::screenshot() {
1033 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1034 mCoreTakeScreenshot(context->core);
1035 });
1036}
1037#endif
1038
1039void GameController::reloadAudioDriver() {
1040 int samples = 0;
1041 unsigned sampleRate = 0;
1042 if (m_audioProcessor) {
1043 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1044 samples = m_audioProcessor->getBufferSamples();
1045 sampleRate = m_audioProcessor->sampleRate();
1046 delete m_audioProcessor;
1047 }
1048 m_audioProcessor = AudioProcessor::create();
1049 if (samples) {
1050 m_audioProcessor->setBufferSamples(samples);
1051 }
1052 if (sampleRate) {
1053 m_audioProcessor->requestSampleRate(sampleRate);
1054 }
1055 m_audioProcessor->moveToThread(m_audioThread);
1056 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1057 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1058 if (isLoaded()) {
1059 m_audioProcessor->setInput(&m_threadContext);
1060 startAudio();
1061 }
1062}
1063
1064void GameController::setSaveStateExtdata(int flags) {
1065 m_saveStateFlags = flags;
1066}
1067
1068void GameController::setLoadStateExtdata(int flags) {
1069 m_loadStateFlags = flags;
1070}
1071
1072void GameController::setLuminanceValue(uint8_t value) {
1073 m_luxValue = value;
1074 value = std::max<int>(value - 0x16, 0);
1075 m_luxLevel = 10;
1076 for (int i = 0; i < 10; ++i) {
1077 if (value < GBA_LUX_LEVELS[i]) {
1078 m_luxLevel = i;
1079 break;
1080 }
1081 }
1082 emit luminanceValueChanged(m_luxValue);
1083}
1084
1085void GameController::setLuminanceLevel(int level) {
1086 int value = 0x16;
1087 level = std::max(0, std::min(10, level));
1088 if (level > 0) {
1089 value += GBA_LUX_LEVELS[level - 1];
1090 }
1091 setLuminanceValue(value);
1092}
1093
1094void GameController::setRealTime() {
1095 m_rtc.override = RTC_NO_OVERRIDE;
1096}
1097
1098void GameController::setFixedTime(const QDateTime& time) {
1099 m_rtc.override = RTC_FIXED;
1100 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1101}
1102
1103void GameController::setFakeEpoch(const QDateTime& time) {
1104 m_rtc.override = RTC_FAKE_EPOCH;
1105 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1106}
1107
1108void GameController::updateKeys() {
1109 int activeKeys = m_activeKeys;
1110 activeKeys |= m_activeButtons;
1111 activeKeys &= ~m_inactiveKeys;
1112 if (isLoaded()) {
1113 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1114 }
1115}
1116
1117void GameController::redoSamples(int samples) {
1118 if (m_threadContext.core) {
1119 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1120 }
1121 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1122}
1123
1124void GameController::setLogLevel(int levels) {
1125 threadInterrupt();
1126 m_logLevels = levels;
1127 threadContinue();
1128}
1129
1130void GameController::enableLogLevel(int levels) {
1131 threadInterrupt();
1132 m_logLevels |= levels;
1133 threadContinue();
1134}
1135
1136void GameController::disableLogLevel(int levels) {
1137 threadInterrupt();
1138 m_logLevels &= ~levels;
1139 threadContinue();
1140}
1141
1142void GameController::pollEvents() {
1143 if (!m_inputController) {
1144 return;
1145 }
1146
1147 m_activeButtons = m_inputController->pollEvents();
1148 updateKeys();
1149}
1150
1151void GameController::updateAutofire() {
1152 // TODO: Move all key events onto the CPU thread...somehow
1153 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1154 if (!m_autofire[k]) {
1155 continue;
1156 }
1157 m_autofireStatus[k] ^= 1;
1158 if (m_autofireStatus[k]) {
1159 keyPressed(k);
1160 } else {
1161 keyReleased(k);
1162 }
1163 }
1164}