all repos — mgba @ 0d6cc88f9fc1169dd9549647af8eb6b013813162

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 "MultiplayerController.h"
 11
 12#include <QDateTime>
 13#include <QThread>
 14
 15#include <ctime>
 16
 17extern "C" {
 18#include "gba/audio.h"
 19#include "gba/gba.h"
 20#include "gba/serialize.h"
 21#include "gba/renderers/video-software.h"
 22#include "gba/supervisor/config.h"
 23#include "util/vfs.h"
 24}
 25
 26using namespace QGBA;
 27using namespace std;
 28
 29const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
 30
 31GameController::GameController(QObject* parent)
 32	: QObject(parent)
 33	, m_drawContext(new uint32_t[256 * 256])
 34	, m_threadContext()
 35	, m_activeKeys(0)
 36	, m_inactiveKeys(0)
 37	, m_logLevels(0)
 38	, m_gameOpen(false)
 39	, m_audioThread(new QThread(this))
 40	, m_audioProcessor(AudioProcessor::create())
 41	, m_videoSync(VIDEO_SYNC)
 42	, m_audioSync(AUDIO_SYNC)
 43	, m_turbo(false)
 44	, m_turboForced(false)
 45	, m_inputController(nullptr)
 46	, m_multiplayer(nullptr)
 47{
 48	m_renderer = new GBAVideoSoftwareRenderer;
 49	GBAVideoSoftwareRendererCreate(m_renderer);
 50	m_renderer->outputBuffer = (color_t*) m_drawContext;
 51	m_renderer->outputBufferStride = 256;
 52
 53	GBACheatDeviceCreate(&m_cheatDevice);
 54
 55	m_threadContext.state = THREAD_INITIALIZED;
 56	m_threadContext.debugger = 0;
 57	m_threadContext.frameskip = 0;
 58	m_threadContext.bios = 0;
 59	m_threadContext.renderer = &m_renderer->d;
 60	m_threadContext.userData = this;
 61	m_threadContext.rewindBufferCapacity = 0;
 62	m_threadContext.cheats = &m_cheatDevice;
 63	m_threadContext.logLevel = -1;
 64
 65	m_lux.p = this;
 66	m_lux.sample = [] (GBALuminanceSource* context) {
 67		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 68		lux->value = 0xFF - lux->p->m_luxValue;
 69	};
 70
 71	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 72		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 73		return lux->value;
 74	};
 75	setLuminanceLevel(0);
 76
 77	m_rtc.p = this;
 78	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 79	m_rtc.sample = [] (GBARTCSource* context) { };
 80	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 81		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 82		switch (rtc->override) {
 83		case GameControllerRTC::NO_OVERRIDE:
 84		default:
 85			return time(nullptr);
 86		case GameControllerRTC::FIXED:
 87			return rtc->value;
 88		case GameControllerRTC::FAKE_EPOCH:
 89			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 90		}
 91	};
 92
 93	m_threadContext.startCallback = [] (GBAThread* context) {
 94		GameController* controller = static_cast<GameController*>(context->userData);
 95		controller->m_audioProcessor->setInput(context);
 96		// Override the GBA object's log level to prevent stdout spew
 97		context->gba->logLevel = GBA_LOG_FATAL;
 98		context->gba->luminanceSource = &controller->m_lux;
 99		context->gba->rtcSource = &controller->m_rtc;
100		controller->gameStarted(context);
101	};
102
103	m_threadContext.cleanCallback = [] (GBAThread* context) {
104		GameController* controller = static_cast<GameController*>(context->userData);
105		controller->gameStopped(context);
106	};
107
108	m_threadContext.frameCallback = [] (GBAThread* context) {
109		GameController* controller = static_cast<GameController*>(context->userData);
110		controller->m_pauseMutex.lock();
111		if (controller->m_pauseAfterFrame) {
112			GBAThreadPauseFromThread(context);
113			controller->m_pauseAfterFrame = false;
114			controller->gamePaused(&controller->m_threadContext);
115		}
116		controller->m_pauseMutex.unlock();
117		controller->frameAvailable(controller->m_drawContext);
118	};
119
120	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
121		static const char* stubMessage = "Stub software interrupt";
122		GameController* controller = static_cast<GameController*>(context->userData);
123		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
124			va_list argc;
125			va_copy(argc, args);
126			int immediate = va_arg(argc, int);
127			controller->unimplementedBiosCall(immediate);
128		}
129		if (level == GBA_LOG_FATAL) {
130			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
131		} else if (!(controller->m_logLevels & level)) {
132			return;
133		}
134		controller->postLog(level, QString().vsprintf(format, args));
135	};
136
137	m_audioThread->start(QThread::TimeCriticalPriority);
138	m_audioProcessor->moveToThread(m_audioThread);
139	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
140	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
141	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
142	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
143
144#ifdef BUILD_SDL
145	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
146#endif
147}
148
149GameController::~GameController() {
150	m_audioThread->quit();
151	m_audioThread->wait();
152	disconnect();
153	clearMultiplayerController();
154	closeGame();
155	GBACheatDeviceDestroy(&m_cheatDevice);
156	delete m_renderer;
157	delete[] m_drawContext;
158}
159
160void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
161	if (controller == m_multiplayer) {
162		return;
163	}
164	clearMultiplayerController();
165	m_multiplayer = controller;
166	controller->attachGame(this);
167}
168
169void GameController::clearMultiplayerController() {
170	if (!m_multiplayer) {
171		return;
172	}
173	m_multiplayer->detachGame(this);
174	m_multiplayer.reset();
175}
176
177void GameController::setOverride(const GBACartridgeOverride& override) {
178	m_threadContext.override = override;
179	m_threadContext.hasOverride = true;
180}
181
182void GameController::setOptions(const GBAOptions* opts) {
183	setFrameskip(opts->frameskip);
184	setAudioSync(opts->audioSync);
185	setVideoSync(opts->videoSync);
186	setSkipBIOS(opts->skipBios);
187	setUseBIOS(opts->useBios);
188	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
189
190	threadInterrupt();
191	m_threadContext.idleOptimization = opts->idleOptimization;
192	threadContinue();
193}
194
195#ifdef USE_GDB_STUB
196ARMDebugger* GameController::debugger() {
197	return m_threadContext.debugger;
198}
199
200void GameController::setDebugger(ARMDebugger* debugger) {
201	threadInterrupt();
202	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
203		GBADetachDebugger(m_threadContext.gba);
204	}
205	m_threadContext.debugger = debugger;
206	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
207		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
208	}
209	threadContinue();
210}
211#endif
212
213void GameController::loadGame(const QString& path, bool dirmode) {
214	closeGame();
215	if (!dirmode) {
216		QFile file(path);
217		if (!file.open(QIODevice::ReadOnly)) {
218			return;
219		}
220		file.close();
221	}
222
223	m_fname = path;
224	m_dirmode = dirmode;
225	openGame();
226}
227
228void GameController::openGame() {
229	m_gameOpen = true;
230
231	m_pauseAfterFrame = false;
232
233	if (m_turbo) {
234		m_threadContext.sync.videoFrameWait = false;
235		m_threadContext.sync.audioWait = false;
236	} else {
237		m_threadContext.sync.videoFrameWait = m_videoSync;
238		m_threadContext.sync.audioWait = m_audioSync;
239	}
240
241	m_threadContext.gameDir = 0;
242	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
243	if (m_dirmode) {
244		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
245		m_threadContext.stateDir = m_threadContext.gameDir;
246	} else {
247		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
248#if USE_LIBZIP
249		if (!m_threadContext.gameDir) {
250			m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
251		}
252#endif
253#if USE_LZMA
254		if (!m_threadContext.gameDir) {
255			m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
256		}
257#endif
258	}
259
260	if (!m_bios.isNull() &&m_useBios) {
261		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
262	} else {
263		m_threadContext.bios = nullptr;
264	}
265
266	if (!m_patch.isNull()) {
267		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
268	}
269
270	if (!GBAThreadStart(&m_threadContext)) {
271		m_gameOpen = false;
272		emit gameFailed();
273	}
274}
275
276void GameController::loadBIOS(const QString& path) {
277	if (m_bios == path) {
278		return;
279	}
280	m_bios = path;
281	if (m_gameOpen) {
282		closeGame();
283		openGame();
284	}
285}
286
287void GameController::loadPatch(const QString& path) {
288	if (m_gameOpen) {
289		closeGame();
290		m_patch = path;
291		openGame();
292	} else {
293		m_patch = path;
294	}
295}
296
297void GameController::closeGame() {
298	if (!m_gameOpen) {
299		return;
300	}
301	if (GBAThreadIsPaused(&m_threadContext)) {
302		GBAThreadUnpause(&m_threadContext);
303	}
304	GBAThreadEnd(&m_threadContext);
305	GBAThreadJoin(&m_threadContext);
306	if (m_threadContext.fname) {
307		free(const_cast<char*>(m_threadContext.fname));
308		m_threadContext.fname = nullptr;
309	}
310
311	m_patch = QString();
312
313	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
314		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
315		GBACheatSetDeinit(set);
316		delete set;
317	}
318	GBACheatSetsClear(&m_cheatDevice.cheats);
319
320	m_gameOpen = false;
321	emit gameStopped(&m_threadContext);
322}
323
324void GameController::crashGame(const QString& crashMessage) {
325	closeGame();
326	emit gameCrashed(crashMessage);
327}
328
329bool GameController::isPaused() {
330	if (!m_gameOpen) {
331		return false;
332	}
333	return GBAThreadIsPaused(&m_threadContext);
334}
335
336void GameController::setPaused(bool paused) {
337	if (paused == GBAThreadIsPaused(&m_threadContext)) {
338		return;
339	}
340	if (paused) {
341		GBAThreadPause(&m_threadContext);
342		emit gamePaused(&m_threadContext);
343	} else {
344		GBAThreadUnpause(&m_threadContext);
345		emit gameUnpaused(&m_threadContext);
346	}
347}
348
349void GameController::reset() {
350	GBAThreadReset(&m_threadContext);
351}
352
353void GameController::threadInterrupt() {
354	if (m_gameOpen) {
355		GBAThreadInterrupt(&m_threadContext);
356	}
357}
358
359void GameController::threadContinue() {
360	if (m_gameOpen) {
361		GBAThreadContinue(&m_threadContext);
362	}
363}
364
365void GameController::frameAdvance() {
366	m_pauseMutex.lock();
367	m_pauseAfterFrame = true;
368	setPaused(false);
369	m_pauseMutex.unlock();
370}
371
372void GameController::setRewind(bool enable, int capacity, int interval) {
373	if (m_gameOpen) {
374		threadInterrupt();
375		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
376		threadContinue();
377	} else {
378		if (enable) {
379			m_threadContext.rewindBufferInterval = interval;
380			m_threadContext.rewindBufferCapacity = capacity;
381		} else {
382			m_threadContext.rewindBufferInterval = 0;
383			m_threadContext.rewindBufferCapacity = 0;
384		}
385	}
386}
387
388void GameController::rewind(int states) {
389	threadInterrupt();
390	if (!states) {
391		GBARewindAll(&m_threadContext);
392	} else {
393		GBARewind(&m_threadContext, states);
394	}
395	threadContinue();
396}
397
398void GameController::keyPressed(int key) {
399	int mappedKey = 1 << key;
400	m_activeKeys |= mappedKey;
401	if (!m_inputController->allowOpposing()) {
402		if ((m_activeKeys & 0x30) == 0x30) {
403			m_inactiveKeys |= mappedKey ^ 0x30;
404			m_activeKeys ^= mappedKey ^ 0x30;
405		}
406		if ((m_activeKeys & 0xC0) == 0xC0) {
407			m_inactiveKeys |= mappedKey ^ 0xC0;
408			m_activeKeys ^= mappedKey ^ 0xC0;
409		}
410	}
411	updateKeys();
412}
413
414void GameController::keyReleased(int key) {
415	int mappedKey = 1 << key;
416	m_activeKeys &= ~mappedKey;
417	if (!m_inputController->allowOpposing()) {
418		if (mappedKey & 0x30) {
419			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
420			m_inactiveKeys &= ~0x30;
421		}
422		if (mappedKey & 0xC0) {
423			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
424			m_inactiveKeys &= ~0xC0;
425		}
426	}
427	updateKeys();
428}
429
430void GameController::clearKeys() {
431	m_activeKeys = 0;
432	m_inactiveKeys = 0;
433	updateKeys();
434}
435
436void GameController::setAudioBufferSamples(int samples) {
437	threadInterrupt();
438	redoSamples(samples);
439	threadContinue();
440	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
441}
442
443void GameController::setFPSTarget(float fps) {
444	threadInterrupt();
445	m_threadContext.fpsTarget = fps;
446	redoSamples(m_audioProcessor->getBufferSamples());
447	threadContinue();
448	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
449}
450
451void GameController::setSkipBIOS(bool set) {
452	threadInterrupt();
453	m_threadContext.skipBios = set;
454	threadContinue();
455}
456
457void GameController::setUseBIOS(bool use) {
458	threadInterrupt();
459	m_useBios = use;
460	threadContinue();
461}
462
463void GameController::loadState(int slot) {
464	threadInterrupt();
465	GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
466	threadContinue();
467	emit stateLoaded(&m_threadContext);
468	emit frameAvailable(m_drawContext);
469}
470
471void GameController::saveState(int slot) {
472	threadInterrupt();
473	GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
474	threadContinue();
475}
476
477void GameController::setVideoSync(bool set) {
478	m_videoSync = set;
479	if (!m_turbo) {
480		threadInterrupt();
481		m_threadContext.sync.videoFrameWait = set;
482		threadContinue();
483	}
484}
485
486void GameController::setAudioSync(bool set) {
487	m_audioSync = set;
488	if (!m_turbo) {
489		threadInterrupt();
490		m_threadContext.sync.audioWait = set;
491		threadContinue();
492	}
493}
494
495void GameController::setFrameskip(int skip) {
496	m_threadContext.frameskip = skip;
497}
498
499void GameController::setTurbo(bool set, bool forced) {
500	if (m_turboForced && !forced) {
501		return;
502	}
503	m_turbo = set;
504	m_turboForced = set && forced;
505	threadInterrupt();
506	m_threadContext.sync.audioWait = set ? false : m_audioSync;
507	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
508	threadContinue();
509}
510
511void GameController::setAVStream(GBAAVStream* stream) {
512	threadInterrupt();
513	m_threadContext.stream = stream;
514	threadContinue();
515}
516
517void GameController::clearAVStream() {
518	threadInterrupt();
519	m_threadContext.stream = nullptr;
520	threadContinue();
521}
522
523void GameController::reloadAudioDriver() {
524	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
525	int samples = m_audioProcessor->getBufferSamples();
526	delete m_audioProcessor;
527	m_audioProcessor = AudioProcessor::create();
528	m_audioProcessor->setBufferSamples(samples);
529	m_audioProcessor->moveToThread(m_audioThread);
530	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
531	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
532	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
533	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
534	if (isLoaded()) {
535		m_audioProcessor->setInput(&m_threadContext);
536		QMetaObject::invokeMethod(m_audioProcessor, "start");
537	}
538}
539
540void GameController::setLuminanceValue(uint8_t value) {
541	m_luxValue = value;
542	value = std::max<int>(value - 0x16, 0);
543	m_luxLevel = 10;
544	for (int i = 0; i < 10; ++i) {
545		if (value < LUX_LEVELS[i]) {
546			m_luxLevel = i;
547			break;
548		}
549	}
550	emit luminanceValueChanged(m_luxValue);
551}
552
553void GameController::setLuminanceLevel(int level) {
554	int value = 0x16;
555	level = std::max(0, std::min(10, level));
556	if (level > 0) {
557		value += LUX_LEVELS[level - 1];
558	}
559	setLuminanceValue(value);
560}
561
562void GameController::setRealTime() {
563	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
564}
565
566void GameController::setFixedTime(const QDateTime& time) {
567	m_rtc.override = GameControllerRTC::FIXED;
568	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
569}
570
571void GameController::setFakeEpoch(const QDateTime& time) {
572	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
573	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
574}
575
576void GameController::updateKeys() {
577	int activeKeys = m_activeKeys;
578#ifdef BUILD_SDL
579	activeKeys |= m_activeButtons;
580#endif
581	activeKeys &= ~m_inactiveKeys;
582	m_threadContext.activeKeys = activeKeys;
583}
584
585void GameController::redoSamples(int samples) {
586#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
587	float sampleRate = 0x8000;
588	float ratio;
589	if (m_threadContext.gba) {
590		sampleRate = m_threadContext.gba->audio.sampleRate;
591	}
592	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
593	m_threadContext.audioBuffers = ceil(samples / ratio);
594#else
595	m_threadContext.audioBuffers = samples;
596#endif
597	if (m_threadContext.gba) {
598		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
599	}
600}
601
602void GameController::setLogLevel(int levels) {
603	threadInterrupt();
604	m_logLevels = levels;
605	threadContinue();
606}
607
608void GameController::enableLogLevel(int levels) {
609	threadInterrupt();
610	m_logLevels |= levels;
611	threadContinue();
612}
613
614void GameController::disableLogLevel(int levels) {
615	threadInterrupt();
616	m_logLevels &= ~levels;
617	threadContinue();
618}
619
620#ifdef BUILD_SDL
621void GameController::testSDLEvents() {
622	if (!m_inputController) {
623		return;
624	}
625
626	m_activeButtons = m_inputController->testSDLEvents();
627	updateKeys();
628}
629#endif