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