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
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
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_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_sync(true)
53 , m_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels{ true, true, true, true, true, true }
61 , m_videoLayers{ true, true, true, true, true }
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
72 , m_override(nullptr)
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 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
91 context->core->setRumble(context->core, controller->m_inputController->rumble());
92
93#ifdef M_CORE_GBA
94 GBA* gba = static_cast<GBA*>(context->core->board);
95#endif
96#ifdef M_CORE_GB
97 GB* gb = static_cast<GB*>(context->core->board);
98#endif
99 switch (context->core->platform(context->core)) {
100#ifdef M_CORE_GBA
101 case PLATFORM_GBA:
102 gba->luminanceSource = &controller->m_lux;
103 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
104 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
105 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
106 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
107 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
108 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
109 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
110 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
111 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
112 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
113 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
114 break;
115#endif
116#ifdef M_CORE_GB
117 case PLATFORM_GB:
118 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
119 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
120 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
121 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
122 break;
123#endif
124 default:
125 break;
126 }
127 controller->m_fpsTarget = context->sync.fpsTarget;
128
129 if (controller->m_override) {
130 controller->m_override->identify(context->core);
131 controller->m_override->apply(context->core);
132 }
133
134 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
135 mCoreDeleteState(context->core, 0);
136 }
137
138 controller->m_gameOpen = true;
139 if (controller->m_multiplayer) {
140 controller->m_multiplayer->attachGame(controller);
141 }
142
143 QString path = controller->m_fname;
144 if (!controller->m_fsub.isEmpty()) {
145 path += QDir::separator() + controller->m_fsub;
146 }
147 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
148 QMetaObject::invokeMethod(controller, "startAudio");
149 };
150
151 m_threadContext.resetCallback = [](mCoreThread* context) {
152 GameController* controller = static_cast<GameController*>(context->userData);
153 for (auto action : controller->m_resetActions) {
154 action();
155 }
156 controller->m_resetActions.clear();
157
158 unsigned width, height;
159 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
160 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
161 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
162 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
163 mCoreThreadPauseFromThread(context);
164 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
165 }
166 };
167
168 m_threadContext.cleanCallback = [](mCoreThread* context) {
169 GameController* controller = static_cast<GameController*>(context->userData);
170
171 if (controller->m_multiplayer) {
172 controller->m_multiplayer->detachGame(controller);
173 }
174 controller->m_patch = QString();
175 controller->clearOverride();
176
177 controller->m_audioProcessor->pause();
178
179 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
180 QMetaObject::invokeMethod(controller, "cleanGame");
181 };
182
183 m_threadContext.frameCallback = [](mCoreThread* context) {
184 GameController* controller = static_cast<GameController*>(context->userData);
185 unsigned width, height;
186 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
187 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
188 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
189
190 // If no one is using the tile cache, disable it
191 if (controller->m_tileCache && controller->m_tileCache.unique()) {
192 switch (controller->platform()) {
193#ifdef M_CORE_GBA
194 case PLATFORM_GBA: {
195 GBA* gba = static_cast<GBA*>(context->core->board);
196 gba->video.renderer->cache = nullptr;
197 break;
198 }
199#endif
200#ifdef M_CORE_GB
201 case PLATFORM_GB: {
202 GB* gb = static_cast<GB*>(context->core->board);
203 gb->video.renderer->cache = nullptr;
204 break;
205 }
206#endif
207 default:
208 break;
209 }
210 controller->m_tileCache.reset();
211 }
212
213
214 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
215 mCoreThreadPauseFromThread(context);
216 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
217 }
218 };
219
220 // TODO: Put back
221 /*m_threadContext.stopCallback = [](mCoreThread* context) {
222 if (!context) {
223 return false;
224 }
225 GameController* controller = static_cast<GameController*>(context->userData);
226 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
227 return false;
228 }
229 QMetaObject::invokeMethod(controller, "closeGame");
230 return true;
231 };*/
232
233 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
234 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
235 mCoreThread* context = logContext->p;
236
237 static const char* savestateMessage = "State %i loaded";
238 static const char* savestateFailedMessage = "State %i failed to load";
239 static int biosCat = -1;
240 static int statusCat = -1;
241 if (!context) {
242 return;
243 }
244 GameController* controller = static_cast<GameController*>(context->userData);
245 QString message;
246 if (biosCat < 0) {
247 biosCat = mLogCategoryById("gba.bios");
248 }
249 if (statusCat < 0) {
250 statusCat = mLogCategoryById("core.status");
251 }
252#ifdef M_CORE_GBA
253 if (level == mLOG_STUB && category == biosCat) {
254 va_list argc;
255 va_copy(argc, args);
256 int immediate = va_arg(argc, int);
257 va_end(argc);
258 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
259 } else
260#endif
261 if (category == statusCat) {
262 // Slot 0 is reserved for suspend points
263 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
264 va_list argc;
265 va_copy(argc, args);
266 int slot = va_arg(argc, int);
267 va_end(argc);
268 if (slot == 0) {
269 format = "Loaded suspend state";
270 }
271 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
272 va_list argc;
273 va_copy(argc, args);
274 int slot = va_arg(argc, int);
275 va_end(argc);
276 if (slot == 0) {
277 return;
278 }
279 }
280 message = QString().vsprintf(format, args);
281 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
282 }
283 if (level == mLOG_FATAL) {
284 mCoreThreadMarkCrashed(controller->thread());
285 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
286 } else if (!(controller->m_logLevels & level)) {
287 return;
288 }
289 message = QString().vsprintf(format, args);
290 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
291 };
292
293 m_threadContext.userData = this;
294
295 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
296 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
297 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
298 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
299}
300
301GameController::~GameController() {
302 disconnect();
303 closeGame();
304 clearMultiplayerController();
305 delete m_backupLoadState;
306}
307
308void GameController::setMultiplayerController(MultiplayerController* controller) {
309 if (controller == m_multiplayer) {
310 return;
311 }
312 clearMultiplayerController();
313 m_multiplayer = controller;
314 if (isLoaded()) {
315 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
316 GameController* controller = static_cast<GameController*>(thread->userData);
317 controller->m_multiplayer->attachGame(controller);
318 });
319 }
320}
321
322void GameController::clearMultiplayerController() {
323 if (!m_multiplayer) {
324 return;
325 }
326 m_multiplayer->detachGame(this);
327 m_multiplayer = nullptr;
328}
329
330void GameController::setOverride(Override* override) {
331 m_override = override;
332 if (isLoaded()) {
333 Interrupter interrupter(this);
334 m_override->identify(m_threadContext.core);
335 }
336}
337
338void GameController::clearOverride() {
339 delete m_override;
340 m_override = nullptr;
341}
342
343void GameController::setConfig(const mCoreConfig* config) {
344 m_config = config;
345 if (isLoaded()) {
346 Interrupter interrupter(this);
347 mCoreLoadForeignConfig(m_threadContext.core, config);
348 m_audioSync = m_threadContext.sync.audioWait;
349 m_videoSync = m_threadContext.sync.videoFrameWait;
350 m_audioProcessor->setInput(&m_threadContext);
351 }
352}
353
354#ifdef USE_GDB_STUB
355mDebugger* GameController::debugger() {
356 if (!isLoaded()) {
357 return nullptr;
358 }
359 return m_threadContext.core->debugger;
360}
361
362void GameController::setDebugger(mDebugger* debugger) {
363 Interrupter interrupter(this);
364 if (debugger) {
365 mDebuggerAttach(debugger, m_threadContext.core);
366 } else {
367 m_threadContext.core->detachDebugger(m_threadContext.core);
368 }
369}
370#endif
371
372void GameController::loadGame(const QString& path) {
373 closeGame();
374 QFileInfo info(path);
375 if (!info.isReadable()) {
376 QString fname = info.fileName();
377 QString base = info.path();
378 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
379 base.chop(1);
380 }
381 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
382 if (dir) {
383 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
384 if (vf) {
385 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
386 uint8_t buffer[2048];
387 ssize_t read;
388 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
389 vfclone->write(vfclone, buffer, read);
390 }
391 vf->close(vf);
392 vf = vfclone;
393 }
394 dir->close(dir);
395 loadGame(vf, fname, base);
396 } else {
397 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
398 }
399 return;
400 } else {
401 m_fname = info.canonicalFilePath();
402 m_fsub = QString();
403 }
404 m_vf = nullptr;
405 openGame();
406}
407
408void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
409 closeGame();
410 QFileInfo info(base);
411 if (info.isDir()) {
412 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
413 m_fsub = QString();
414 } else {
415 m_fname = info.canonicalFilePath();
416 m_fsub = path;
417 }
418 m_vf = vf;
419 openGame();
420}
421
422void GameController::bootBIOS() {
423 closeGame();
424 m_fname = QString();
425 openGame(true);
426}
427
428void GameController::openGame(bool biosOnly) {
429 if (m_fname.isEmpty()) {
430 biosOnly = true;
431 }
432 if (isLoaded()) {
433 // We need to delay if the game is still cleaning up
434 QTimer::singleShot(10, this, SLOT(openGame()));
435 return;
436 } else if(m_gameOpen) {
437 cleanGame();
438 }
439
440 m_threadContext.core = nullptr;
441 if (!biosOnly) {
442 if (m_vf) {
443 m_threadContext.core = mCoreFindVF(m_vf);
444 } else {
445 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
446 }
447#ifdef M_CORE_GBA
448 } else {
449 m_threadContext.core = GBACoreCreate();
450#endif
451 }
452
453 if (!m_threadContext.core) {
454 return;
455 }
456
457 m_pauseAfterFrame = false;
458
459 if (m_turbo) {
460 m_threadContext.sync.videoFrameWait = false;
461 m_threadContext.sync.audioWait = false;
462 } else {
463 m_threadContext.sync.videoFrameWait = m_videoSync;
464 m_threadContext.sync.audioWait = m_audioSync;
465 }
466 m_threadContext.core->init(m_threadContext.core);
467 mCoreInitConfig(m_threadContext.core, nullptr);
468
469 unsigned width, height;
470 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
471 m_drawContext = new uint32_t[width * height];
472 m_frontBuffer = new uint32_t[width * height];
473
474 if (m_config) {
475 mCoreLoadForeignConfig(m_threadContext.core, m_config);
476 }
477
478 QByteArray bytes;
479 if (!biosOnly) {
480 bytes = m_fname.toUtf8();
481 if (m_vf) {
482 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
483 } else {
484 mCoreLoadFile(m_threadContext.core, bytes.constData());
485 mDirectorySetDetachBase(&m_threadContext.core->dirs);
486 }
487 } else {
488 bytes = m_bios.toUtf8();
489 }
490 if (bytes.isNull()) {
491 return;
492 }
493
494 char dirname[PATH_MAX];
495 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
496 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
497
498 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
499
500 m_inputController->recalibrateAxes();
501 memset(m_drawContext, 0xF8, width * height * 4);
502
503 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
504
505 if (!biosOnly) {
506 mCoreAutoloadSave(m_threadContext.core);
507 if (!m_patch.isNull()) {
508 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
509 if (patch) {
510 m_threadContext.core->loadPatch(m_threadContext.core, patch);
511 }
512 patch->close(patch);
513 } else {
514 mCoreAutoloadPatch(m_threadContext.core);
515 }
516 }
517 m_vf = nullptr;
518
519 if (!mCoreThreadStart(&m_threadContext)) {
520 emit gameFailed();
521 }
522}
523
524void GameController::loadBIOS(int platform, const QString& path) {
525 if (m_bios == path) {
526 return;
527 }
528 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
529 closeGame();
530 m_bios = path;
531 openGame();
532 } else if (!m_gameOpen || m_bios.isNull()) {
533 m_bios = path;
534 }
535}
536
537void GameController::loadSave(const QString& path, bool temporary) {
538 if (!isLoaded()) {
539 return;
540 }
541 m_resetActions.append([this, path, temporary]() {
542 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
543 if (!vf) {
544 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
545 return;
546 }
547
548 if (temporary) {
549 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
550 } else {
551 m_threadContext.core->loadSave(m_threadContext.core, vf);
552 }
553 });
554 reset();
555}
556
557void GameController::yankPak() {
558 if (!m_gameOpen) {
559 return;
560 }
561 Interrupter interrupter(this);
562 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
563}
564
565void GameController::replaceGame(const QString& path) {
566 if (!m_gameOpen) {
567 return;
568 }
569
570 QFileInfo info(path);
571 if (!info.isReadable()) {
572 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
573 return;
574 }
575 m_fname = info.canonicalFilePath();
576 Interrupter interrupter(this);
577 mDirectorySetDetachBase(&m_threadContext.core->dirs);
578 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
579}
580
581void GameController::loadPatch(const QString& path) {
582 if (m_gameOpen) {
583 closeGame();
584 m_patch = path;
585 openGame();
586 } else {
587 m_patch = path;
588 }
589}
590
591void GameController::importSharkport(const QString& path) {
592 if (!isLoaded()) {
593 return;
594 }
595#ifdef M_CORE_GBA
596 if (platform() != PLATFORM_GBA) {
597 return;
598 }
599 VFile* vf = VFileDevice::open(path, O_RDONLY);
600 if (!vf) {
601 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
602 return;
603 }
604 threadInterrupt();
605 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
606 threadContinue();
607 vf->close(vf);
608#endif
609}
610
611void GameController::exportSharkport(const QString& path) {
612 if (!isLoaded()) {
613 return;
614 }
615#ifdef M_CORE_GBA
616 if (platform() != PLATFORM_GBA) {
617 return;
618 }
619 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
620 if (!vf) {
621 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
622 return;
623 }
624 threadInterrupt();
625 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
626 threadContinue();
627 vf->close(vf);
628#endif
629}
630
631void GameController::closeGame() {
632 if (!m_gameOpen) {
633 return;
634 }
635
636 if (mCoreThreadIsPaused(&m_threadContext)) {
637 mCoreThreadUnpause(&m_threadContext);
638 }
639 mCoreThreadEnd(&m_threadContext);
640}
641
642void GameController::cleanGame() {
643 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
644 return;
645 }
646 mCoreThreadJoin(&m_threadContext);
647
648 if (m_tileCache) {
649 mTileCacheDeinit(m_tileCache.get());
650 m_tileCache.reset();
651 }
652
653 delete[] m_drawContext;
654 delete[] m_frontBuffer;
655
656 m_threadContext.core->deinit(m_threadContext.core);
657 m_threadContext.core = nullptr;
658 m_gameOpen = false;
659}
660
661void GameController::crashGame(const QString& crashMessage) {
662 closeGame();
663 emit gameCrashed(crashMessage);
664}
665
666bool GameController::isPaused() {
667 if (!m_gameOpen) {
668 return false;
669 }
670 return mCoreThreadIsPaused(&m_threadContext);
671}
672
673mPlatform GameController::platform() const {
674 if (!m_gameOpen) {
675 return PLATFORM_NONE;
676 }
677 return m_threadContext.core->platform(m_threadContext.core);
678}
679
680QSize GameController::screenDimensions() const {
681 if (!m_gameOpen) {
682 return QSize();
683 }
684 unsigned width, height;
685 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
686
687 return QSize(width, height);
688}
689
690void GameController::setPaused(bool paused) {
691 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
692 return;
693 }
694 m_wasPaused = paused;
695 if (paused) {
696 m_pauseAfterFrame.testAndSetRelaxed(false, true);
697 } else {
698 mCoreThreadUnpause(&m_threadContext);
699 startAudio();
700 emit gameUnpaused(&m_threadContext);
701 }
702}
703
704void GameController::reset() {
705 if (!m_gameOpen) {
706 return;
707 }
708 bool wasPaused = isPaused();
709 setPaused(false);
710 Interrupter interrupter(this);
711 mCoreThreadReset(&m_threadContext);
712 if (wasPaused) {
713 setPaused(true);
714 }
715}
716
717void GameController::threadInterrupt() {
718 if (m_gameOpen) {
719 mCoreThreadInterrupt(&m_threadContext);
720 }
721}
722
723void GameController::threadContinue() {
724 if (m_gameOpen) {
725 mCoreThreadContinue(&m_threadContext);
726 }
727}
728
729void GameController::frameAdvance() {
730 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
731 setPaused(false);
732 }
733}
734
735void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
736 if (m_gameOpen) {
737 Interrupter interrupter(this);
738 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
739 mCoreRewindContextDeinit(&m_threadContext.rewind);
740 }
741 m_threadContext.core->opts.rewindEnable = enable;
742 m_threadContext.core->opts.rewindBufferCapacity = capacity;
743 m_threadContext.core->opts.rewindSave = rewindSave;
744 if (enable && capacity > 0) {
745 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
746 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
747 }
748 }
749}
750
751void GameController::rewind(int states) {
752 threadInterrupt();
753 if (!states) {
754 states = INT_MAX;
755 }
756 for (int i = 0; i < states; ++i) {
757 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
758 break;
759 }
760 }
761 threadContinue();
762 emit frameAvailable(m_drawContext);
763 emit rewound(&m_threadContext);
764}
765
766void GameController::startRewinding() {
767 if (!isLoaded()) {
768 return;
769 }
770 if (!m_threadContext.core->opts.rewindEnable) {
771 return;
772 }
773 if (m_multiplayer && m_multiplayer->attached() > 1) {
774 return;
775 }
776 if (m_wasPaused) {
777 setPaused(false);
778 m_wasPaused = true;
779 }
780 mCoreThreadSetRewinding(&m_threadContext, true);
781}
782
783void GameController::stopRewinding() {
784 if (!isLoaded()) {
785 return;
786 }
787 mCoreThreadSetRewinding(&m_threadContext, false);
788 bool signalsBlocked = blockSignals(true);
789 setPaused(m_wasPaused);
790 blockSignals(signalsBlocked);
791}
792
793void GameController::keyPressed(int key) {
794 int mappedKey = 1 << key;
795 m_activeKeys |= mappedKey;
796 if (!m_inputController->allowOpposing()) {
797 if ((m_activeKeys & 0x30) == 0x30) {
798 m_inactiveKeys |= mappedKey ^ 0x30;
799 m_activeKeys ^= mappedKey ^ 0x30;
800 }
801 if ((m_activeKeys & 0xC0) == 0xC0) {
802 m_inactiveKeys |= mappedKey ^ 0xC0;
803 m_activeKeys ^= mappedKey ^ 0xC0;
804 }
805 }
806 updateKeys();
807}
808
809void GameController::keyReleased(int key) {
810 int mappedKey = 1 << key;
811 m_activeKeys &= ~mappedKey;
812 if (!m_inputController->allowOpposing()) {
813 if (mappedKey & 0x30) {
814 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
815 m_inactiveKeys &= ~0x30;
816 }
817 if (mappedKey & 0xC0) {
818 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
819 m_inactiveKeys &= ~0xC0;
820 }
821 }
822 updateKeys();
823}
824
825void GameController::clearKeys() {
826 m_activeKeys = 0;
827 m_inactiveKeys = 0;
828 updateKeys();
829}
830
831void GameController::setAutofire(int key, bool enable) {
832 if (key >= GBA_KEY_MAX || key < 0) {
833 return;
834 }
835
836 if (!enable && m_autofireStatus[key]) {
837 keyReleased(key);
838 }
839
840 m_autofire[key] = enable;
841 m_autofireStatus[key] = 0;
842}
843
844void GameController::setAudioBufferSamples(int samples) {
845 if (m_audioProcessor) {
846 threadInterrupt();
847 redoSamples(samples);
848 threadContinue();
849 m_audioProcessor->setBufferSamples(samples);
850 }
851}
852
853void GameController::setAudioSampleRate(unsigned rate) {
854 if (!rate) {
855 return;
856 }
857 if (m_audioProcessor) {
858 threadInterrupt();
859 redoSamples(m_audioProcessor->getBufferSamples());
860 threadContinue();
861 m_audioProcessor->requestSampleRate(rate);
862 }
863}
864
865void GameController::setAudioChannelEnabled(int channel, bool enable) {
866 if (channel > 5 || channel < 0) {
867 return;
868 }
869#ifdef M_CORE_GBA
870 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
871#endif
872#ifdef M_CORE_GB
873 GB* gb = static_cast<GB*>(m_threadContext.core->board);
874#endif
875 m_audioChannels[channel] = enable;
876 if (isLoaded()) {
877 switch (channel) {
878 case 0:
879 case 1:
880 case 2:
881 case 3:
882 switch (m_threadContext.core->platform(m_threadContext.core)) {
883#ifdef M_CORE_GBA
884 case PLATFORM_GBA:
885 gba->audio.psg.forceDisableCh[channel] = !enable;
886 break;
887#endif
888#ifdef M_CORE_GB
889 case PLATFORM_GB:
890 gb->audio.forceDisableCh[channel] = !enable;
891 break;
892#endif
893 default:
894 break;
895 }
896 break;
897#ifdef M_CORE_GBA
898 case 4:
899 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
900 gba->audio.forceDisableChA = !enable;
901 }
902 break;
903 case 5:
904 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
905 gba->audio.forceDisableChB = !enable;
906 }
907 break;
908#endif
909 }
910 }
911}
912
913void GameController::startAudio() {
914 if (!m_audioProcessor->start()) {
915 LOG(QT, ERROR) << tr("Failed to start audio processor");
916 // Don't freeze!
917 m_audioSync = false;
918 m_videoSync = true;
919 m_threadContext.sync.audioWait = false;
920 m_threadContext.sync.videoFrameWait = true;
921 }
922}
923
924void GameController::setVideoLayerEnabled(int layer, bool enable) {
925 if (layer > 4 || layer < 0) {
926 return;
927 }
928 m_videoLayers[layer] = enable;
929#ifdef M_CORE_GBA
930 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
931 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
932 switch (layer) {
933 case 0:
934 case 1:
935 case 2:
936 case 3:
937 gba->video.renderer->disableBG[layer] = !enable;
938 break;
939 case 4:
940 gba->video.renderer->disableOBJ = !enable;
941 break;
942 }
943 }
944#endif
945}
946
947void GameController::setFPSTarget(float fps) {
948 Interrupter interrupter(this);
949 m_fpsTarget = fps;
950 m_threadContext.sync.fpsTarget = fps;
951 if (m_turbo && m_turboSpeed > 0) {
952 m_threadContext.sync.fpsTarget *= m_turboSpeed;
953 }
954 if (m_audioProcessor) {
955 redoSamples(m_audioProcessor->getBufferSamples());
956 }
957}
958
959void GameController::setUseBIOS(bool use) {
960 if (use == m_useBios) {
961 return;
962 }
963 m_useBios = use;
964 if (m_gameOpen) {
965 closeGame();
966 openGame();
967 }
968}
969
970void GameController::loadState(int slot) {
971 if (m_fname.isEmpty()) {
972 // We're in the BIOS
973 return;
974 }
975 if (slot > 0 && slot != m_stateSlot) {
976 m_stateSlot = slot;
977 m_backupSaveState.clear();
978 }
979 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
980 GameController* controller = static_cast<GameController*>(context->userData);
981 if (!controller->m_backupLoadState) {
982 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
983 }
984 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
985 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
986 controller->frameAvailable(controller->m_drawContext);
987 controller->stateLoaded(context);
988 }
989 });
990}
991
992void GameController::saveState(int slot) {
993 if (m_fname.isEmpty()) {
994 // We're in the BIOS
995 return;
996 }
997 if (slot > 0) {
998 m_stateSlot = slot;
999 }
1000 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1001 GameController* controller = static_cast<GameController*>(context->userData);
1002 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
1003 if (vf) {
1004 controller->m_backupSaveState.resize(vf->size(vf));
1005 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
1006 vf->close(vf);
1007 }
1008 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
1009 });
1010}
1011
1012void GameController::loadBackupState() {
1013 if (!m_backupLoadState) {
1014 return;
1015 }
1016
1017 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1018 GameController* controller = static_cast<GameController*>(context->userData);
1019 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
1020 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
1021 mLOG(STATUS, INFO, "Undid state load");
1022 controller->frameAvailable(controller->m_drawContext);
1023 controller->stateLoaded(context);
1024 }
1025 controller->m_backupLoadState->close(controller->m_backupLoadState);
1026 controller->m_backupLoadState = nullptr;
1027 });
1028}
1029
1030void GameController::saveBackupState() {
1031 if (m_backupSaveState.isEmpty()) {
1032 return;
1033 }
1034
1035 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1036 GameController* controller = static_cast<GameController*>(context->userData);
1037 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1038 if (vf) {
1039 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1040 vf->close(vf);
1041 mLOG(STATUS, INFO, "Undid state save");
1042 }
1043 controller->m_backupSaveState.clear();
1044 });
1045}
1046
1047void GameController::setTurbo(bool set, bool forced) {
1048 if (m_turboForced && !forced) {
1049 return;
1050 }
1051 if (m_turbo == set && m_turboForced == (set && forced)) {
1052 // Don't interrupt the thread if we don't need to
1053 return;
1054 }
1055 if (!m_sync) {
1056 return;
1057 }
1058 m_turbo = set;
1059 m_turboForced = set && forced;
1060 enableTurbo();
1061}
1062
1063void GameController::setTurboSpeed(float ratio) {
1064 m_turboSpeed = ratio;
1065 enableTurbo();
1066}
1067
1068void GameController::enableTurbo() {
1069 Interrupter interrupter(this);
1070 bool shouldRedoSamples = false;
1071 if (!m_turbo) {
1072 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1073 m_threadContext.sync.fpsTarget = m_fpsTarget;
1074 m_threadContext.sync.audioWait = m_audioSync;
1075 m_threadContext.sync.videoFrameWait = m_videoSync;
1076 } else if (m_turboSpeed <= 0) {
1077 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1078 m_threadContext.sync.fpsTarget = m_fpsTarget;
1079 m_threadContext.sync.audioWait = false;
1080 m_threadContext.sync.videoFrameWait = false;
1081 } else {
1082 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1083 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1084 m_threadContext.sync.audioWait = true;
1085 m_threadContext.sync.videoFrameWait = false;
1086 }
1087 if (m_audioProcessor && shouldRedoSamples) {
1088 redoSamples(m_audioProcessor->getBufferSamples());
1089 }
1090}
1091
1092void GameController::setSync(bool enable) {
1093 m_turbo = false;
1094 m_turboForced = false;
1095 if (!enable) {
1096 m_threadContext.sync.audioWait = false;
1097 m_threadContext.sync.videoFrameWait = false;
1098 } else {
1099 m_threadContext.sync.audioWait = m_audioSync;
1100 m_threadContext.sync.videoFrameWait = m_videoSync;
1101 }
1102 m_sync = enable;
1103}
1104
1105void GameController::setAudioSync(bool enable) {
1106 m_audioSync = enable;
1107 m_threadContext.sync.audioWait = enable;
1108}
1109
1110void GameController::setVideoSync(bool enable) {
1111 m_videoSync = enable;
1112 m_threadContext.sync.videoFrameWait = enable;
1113}
1114
1115void GameController::setAVStream(mAVStream* stream) {
1116 Interrupter interrupter(this);
1117 m_stream = stream;
1118 if (isLoaded()) {
1119 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1120 }
1121}
1122
1123void GameController::clearAVStream() {
1124 Interrupter interrupter(this);
1125 m_stream = nullptr;
1126 if (isLoaded()) {
1127 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1128 }
1129}
1130
1131#ifdef USE_PNG
1132void GameController::screenshot() {
1133 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1134 mCoreTakeScreenshot(context->core);
1135 });
1136}
1137#endif
1138
1139void GameController::reloadAudioDriver() {
1140 int samples = 0;
1141 unsigned sampleRate = 0;
1142 if (m_audioProcessor) {
1143 m_audioProcessor->pause();
1144 samples = m_audioProcessor->getBufferSamples();
1145 sampleRate = m_audioProcessor->sampleRate();
1146 delete m_audioProcessor;
1147 }
1148 m_audioProcessor = AudioProcessor::create();
1149 if (samples) {
1150 m_audioProcessor->setBufferSamples(samples);
1151 }
1152 if (sampleRate) {
1153 m_audioProcessor->requestSampleRate(sampleRate);
1154 }
1155 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1156 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1157 if (isLoaded()) {
1158 m_audioProcessor->setInput(&m_threadContext);
1159 startAudio();
1160 }
1161}
1162
1163void GameController::setSaveStateExtdata(int flags) {
1164 m_saveStateFlags = flags;
1165}
1166
1167void GameController::setLoadStateExtdata(int flags) {
1168 m_loadStateFlags = flags;
1169}
1170
1171void GameController::setLuminanceValue(uint8_t value) {
1172 m_luxValue = value;
1173 value = std::max<int>(value - 0x16, 0);
1174 m_luxLevel = 10;
1175 for (int i = 0; i < 10; ++i) {
1176 if (value < GBA_LUX_LEVELS[i]) {
1177 m_luxLevel = i;
1178 break;
1179 }
1180 }
1181 emit luminanceValueChanged(m_luxValue);
1182}
1183
1184void GameController::setLuminanceLevel(int level) {
1185 int value = 0x16;
1186 level = std::max(0, std::min(10, level));
1187 if (level > 0) {
1188 value += GBA_LUX_LEVELS[level - 1];
1189 }
1190 setLuminanceValue(value);
1191}
1192
1193void GameController::setRealTime() {
1194 if (!isLoaded()) {
1195 return;
1196 }
1197 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1198}
1199
1200void GameController::setFixedTime(const QDateTime& time) {
1201 if (!isLoaded()) {
1202 return;
1203 }
1204 m_threadContext.core->rtc.override = RTC_FIXED;
1205 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1206}
1207
1208void GameController::setFakeEpoch(const QDateTime& time) {
1209 if (!isLoaded()) {
1210 return;
1211 }
1212 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1213 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1214}
1215
1216void GameController::updateKeys() {
1217 int activeKeys = m_activeKeys;
1218 activeKeys |= m_activeButtons;
1219 activeKeys &= ~m_inactiveKeys;
1220 if (isLoaded()) {
1221 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1222 }
1223}
1224
1225void GameController::redoSamples(int samples) {
1226 if (m_gameOpen && m_threadContext.core) {
1227 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1228 }
1229 m_audioProcessor->inputParametersChanged();
1230}
1231
1232void GameController::setLogLevel(int levels) {
1233 Interrupter interrupter(this);
1234 m_logLevels = levels;
1235}
1236
1237void GameController::enableLogLevel(int levels) {
1238 Interrupter interrupter(this);
1239 m_logLevels |= levels;
1240}
1241
1242void GameController::disableLogLevel(int levels) {
1243 Interrupter interrupter(this);
1244 m_logLevels &= ~levels;
1245}
1246
1247void GameController::pollEvents() {
1248 if (!m_inputController) {
1249 return;
1250 }
1251
1252 m_activeButtons = m_inputController->pollEvents();
1253 updateKeys();
1254}
1255
1256void GameController::updateAutofire() {
1257 // TODO: Move all key events onto the CPU thread...somehow
1258 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1259 if (!m_autofire[k]) {
1260 continue;
1261 }
1262 m_autofireStatus[k] ^= 1;
1263 if (m_autofireStatus[k]) {
1264 keyPressed(k);
1265 } else {
1266 keyReleased(k);
1267 }
1268 }
1269}
1270
1271std::shared_ptr<mTileCache> GameController::tileCache() {
1272 if (m_tileCache) {
1273 return m_tileCache;
1274 }
1275 switch (platform()) {
1276#ifdef M_CORE_GBA
1277 case PLATFORM_GBA: {
1278 Interrupter interrupter(this);
1279 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1280 m_tileCache = std::make_shared<mTileCache>();
1281 GBAVideoTileCacheInit(m_tileCache.get());
1282 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1283 mTileCacheSetPalette(m_tileCache.get(), 0);
1284 break;
1285 }
1286#endif
1287#ifdef M_CORE_GB
1288 case PLATFORM_GB: {
1289 Interrupter interrupter(this);
1290 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1291 m_tileCache = std::make_shared<mTileCache>();
1292 GBVideoTileCacheInit(m_tileCache.get());
1293 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1294 mTileCacheSetPalette(m_tileCache.get(), 0);
1295 break;
1296 }
1297#endif
1298 default:
1299 return nullptr;
1300 }
1301 return m_tileCache;
1302}
1303
1304GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1305 : m_parent(parent)
1306 , m_fromThread(fromThread)
1307{
1308 if (!m_fromThread) {
1309 m_parent->threadInterrupt();
1310 } else {
1311 mCoreThreadInterruptFromThread(m_parent->thread());
1312 }
1313}
1314
1315GameController::Interrupter::~Interrupter() {
1316 if (!m_fromThread) {
1317 m_parent->threadContinue();
1318 } else {
1319 mCoreThreadContinue(m_parent->thread());
1320 }
1321}