/* Copyright (c) 2013-2014 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "GameController.h" #include "AudioProcessor.h" #include "InputController.h" #include #include #include extern "C" { #include "gba/audio.h" #include "gba/gba.h" #include "gba/serialize.h" #include "gba/renderers/video-software.h" #include "gba/supervisor/config.h" #include "util/vfs.h" } using namespace QGBA; using namespace std; const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 }; GameController::GameController(QObject* parent) : QObject(parent) , m_drawContext(new uint32_t[256 * 256]) , m_threadContext() , m_activeKeys(0) , m_logLevels(0) , m_gameOpen(false) , m_audioThread(new QThread(this)) , m_audioProcessor(AudioProcessor::create()) , m_videoSync(VIDEO_SYNC) , m_audioSync(AUDIO_SYNC) , m_turbo(false) , m_turboForced(false) , m_inputController(nullptr) { m_renderer = new GBAVideoSoftwareRenderer; GBAVideoSoftwareRendererCreate(m_renderer); m_renderer->outputBuffer = (color_t*) m_drawContext; m_renderer->outputBufferStride = 256; GBACheatDeviceCreate(&m_cheatDevice); m_threadContext.state = THREAD_INITIALIZED; m_threadContext.debugger = 0; m_threadContext.frameskip = 0; m_threadContext.bios = 0; m_threadContext.renderer = &m_renderer->d; m_threadContext.userData = this; m_threadContext.rewindBufferCapacity = 0; m_threadContext.cheats = &m_cheatDevice; m_threadContext.logLevel = -1; m_lux.p = this; m_lux.sample = [] (GBALuminanceSource* context) { GameControllerLux* lux = static_cast(context); lux->value = 0xFF - lux->p->m_luxValue; }; m_lux.readLuminance = [] (GBALuminanceSource* context) { GameControllerLux* lux = static_cast(context); return lux->value; }; setLuminanceLevel(0); m_rtc.p = this; m_rtc.override = GameControllerRTC::NO_OVERRIDE; m_rtc.sample = [] (GBARTCSource* context) { }; m_rtc.unixTime = [] (GBARTCSource* context) -> time_t { GameControllerRTC* rtc = static_cast(context); switch (rtc->override) { case GameControllerRTC::NO_OVERRIDE: default: return time(nullptr); case GameControllerRTC::FIXED: return rtc->value; case GameControllerRTC::FAKE_EPOCH: return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY; } }; m_threadContext.startCallback = [] (GBAThread* context) { GameController* controller = static_cast(context->userData); controller->m_audioProcessor->setInput(context); // Override the GBA object's log level to prevent stdout spew context->gba->logLevel = GBA_LOG_FATAL; context->gba->luminanceSource = &controller->m_lux; context->gba->rtcSource = &controller->m_rtc; controller->gameStarted(context); }; m_threadContext.cleanCallback = [] (GBAThread* context) { GameController* controller = static_cast(context->userData); controller->gameStopped(context); }; m_threadContext.frameCallback = [] (GBAThread* context) { GameController* controller = static_cast(context->userData); controller->m_pauseMutex.lock(); if (controller->m_pauseAfterFrame) { GBAThreadPauseFromThread(context); controller->m_pauseAfterFrame = false; controller->gamePaused(&controller->m_threadContext); } controller->m_pauseMutex.unlock(); controller->frameAvailable(controller->m_drawContext); }; m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) { GameController* controller = static_cast(context->userData); if (level == GBA_LOG_FATAL) { QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args))); } else if (!(controller->m_logLevels & level)) { return; } controller->postLog(level, QString().vsprintf(format, args)); }; m_audioThread->start(QThread::TimeCriticalPriority); m_audioProcessor->moveToThread(m_audioThread); connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start())); connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause())); connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause())); connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start())); #ifdef BUILD_SDL connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents())); #endif } GameController::~GameController() { m_audioThread->quit(); m_audioThread->wait(); disconnect(); closeGame(); GBACheatDeviceDestroy(&m_cheatDevice); delete m_renderer; delete[] m_drawContext; } void GameController::setOverride(const GBACartridgeOverride& override) { m_threadContext.override = override; m_threadContext.hasOverride = true; } void GameController::setOptions(const GBAOptions* opts) { setFrameskip(opts->frameskip); setAudioSync(opts->audioSync); setVideoSync(opts->videoSync); setSkipBIOS(opts->skipBios); setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval); threadInterrupt(); m_threadContext.idleOptimization = opts->idleOptimization; threadContinue(); } #ifdef USE_GDB_STUB ARMDebugger* GameController::debugger() { return m_threadContext.debugger; } void GameController::setDebugger(ARMDebugger* debugger) { threadInterrupt(); if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) { GBADetachDebugger(m_threadContext.gba); } m_threadContext.debugger = debugger; if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) { GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger); } threadContinue(); } #endif void GameController::loadGame(const QString& path, bool dirmode) { closeGame(); if (!dirmode) { QFile file(path); if (!file.open(QIODevice::ReadOnly)) { return; } file.close(); } m_fname = path; m_dirmode = dirmode; openGame(); } void GameController::openGame() { m_gameOpen = true; m_pauseAfterFrame = false; if (m_turbo) { m_threadContext.sync.videoFrameWait = false; m_threadContext.sync.audioWait = false; } else { m_threadContext.sync.videoFrameWait = m_videoSync; m_threadContext.sync.audioWait = m_audioSync; } m_threadContext.gameDir = 0; m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData()); if (m_dirmode) { m_threadContext.gameDir = VDirOpen(m_threadContext.fname); m_threadContext.stateDir = m_threadContext.gameDir; } else { m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY); #if USE_LIBZIP if (!m_threadContext.gameDir) { m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0); } #endif #if USE_LZMA if (!m_threadContext.gameDir) { m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0); } #endif } if (!m_bios.isNull()) { m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY); } if (!m_patch.isNull()) { m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY); } if (!GBAThreadStart(&m_threadContext)) { m_gameOpen = false; emit gameFailed(); } } void GameController::loadBIOS(const QString& path) { if (m_bios == path) { return; } m_bios = path; if (m_gameOpen) { closeGame(); openGame(); } } void GameController::loadPatch(const QString& path) { if (m_gameOpen) { closeGame(); m_patch = path; openGame(); } else { m_patch = path; } } void GameController::closeGame() { if (!m_gameOpen) { return; } if (GBAThreadIsPaused(&m_threadContext)) { GBAThreadUnpause(&m_threadContext); } GBAThreadEnd(&m_threadContext); GBAThreadJoin(&m_threadContext); if (m_threadContext.fname) { free(const_cast(m_threadContext.fname)); m_threadContext.fname = nullptr; } m_patch = QString(); for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) { GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i); GBACheatSetDeinit(set); delete set; } GBACheatSetsClear(&m_cheatDevice.cheats); m_gameOpen = false; emit gameStopped(&m_threadContext); } void GameController::crashGame(const QString& crashMessage) { closeGame(); emit gameCrashed(crashMessage); } bool GameController::isPaused() { if (!m_gameOpen) { return false; } return GBAThreadIsPaused(&m_threadContext); } void GameController::setPaused(bool paused) { if (paused == GBAThreadIsPaused(&m_threadContext)) { return; } if (paused) { GBAThreadPause(&m_threadContext); emit gamePaused(&m_threadContext); } else { GBAThreadUnpause(&m_threadContext); emit gameUnpaused(&m_threadContext); } } void GameController::reset() { GBAThreadReset(&m_threadContext); } void GameController::threadInterrupt() { if (m_gameOpen) { GBAThreadInterrupt(&m_threadContext); } } void GameController::threadContinue() { if (m_gameOpen) { GBAThreadContinue(&m_threadContext); } } void GameController::frameAdvance() { m_pauseMutex.lock(); m_pauseAfterFrame = true; setPaused(false); m_pauseMutex.unlock(); } void GameController::setRewind(bool enable, int capacity, int interval) { if (m_gameOpen) { threadInterrupt(); GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0); threadContinue(); } else { if (enable) { m_threadContext.rewindBufferInterval = interval; m_threadContext.rewindBufferCapacity = capacity; } else { m_threadContext.rewindBufferInterval = 0; m_threadContext.rewindBufferCapacity = 0; } } } void GameController::rewind(int states) { threadInterrupt(); if (!states) { GBARewindAll(&m_threadContext); } else { GBARewind(&m_threadContext, states); } threadContinue(); } void GameController::keyPressed(int key) { int mappedKey = 1 << key; m_activeKeys |= mappedKey; updateKeys(); } void GameController::keyReleased(int key) { int mappedKey = 1 << key; m_activeKeys &= ~mappedKey; updateKeys(); } void GameController::clearKeys() { m_activeKeys = 0; updateKeys(); } void GameController::setAudioBufferSamples(int samples) { threadInterrupt(); redoSamples(samples); threadContinue(); QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples)); } void GameController::setFPSTarget(float fps) { threadInterrupt(); m_threadContext.fpsTarget = fps; redoSamples(m_audioProcessor->getBufferSamples()); threadContinue(); QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged"); } void GameController::setSkipBIOS(bool set) { threadInterrupt(); m_threadContext.skipBios = set; threadContinue(); } void GameController::loadState(int slot) { threadInterrupt(); GBALoadState(&m_threadContext, m_threadContext.stateDir, slot); threadContinue(); emit stateLoaded(&m_threadContext); emit frameAvailable(m_drawContext); } void GameController::saveState(int slot) { threadInterrupt(); GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true); threadContinue(); } void GameController::setVideoSync(bool set) { m_videoSync = set; if (!m_turbo) { threadInterrupt(); m_threadContext.sync.videoFrameWait = set; threadContinue(); } } void GameController::setAudioSync(bool set) { m_audioSync = set; if (!m_turbo) { threadInterrupt(); m_threadContext.sync.audioWait = set; threadContinue(); } } void GameController::setFrameskip(int skip) { m_threadContext.frameskip = skip; } void GameController::setTurbo(bool set, bool forced) { if (m_turboForced && !forced) { return; } m_turbo = set; m_turboForced = set && forced; threadInterrupt(); m_threadContext.sync.audioWait = set ? false : m_audioSync; m_threadContext.sync.videoFrameWait = set ? false : m_videoSync; threadContinue(); } void GameController::setAVStream(GBAAVStream* stream) { threadInterrupt(); m_threadContext.stream = stream; threadContinue(); } void GameController::clearAVStream() { threadInterrupt(); m_threadContext.stream = nullptr; threadContinue(); } void GameController::reloadAudioDriver() { QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection); int samples = m_audioProcessor->getBufferSamples(); delete m_audioProcessor; m_audioProcessor = AudioProcessor::create(); m_audioProcessor->setBufferSamples(samples); m_audioProcessor->moveToThread(m_audioThread); connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start())); connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause())); connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause())); connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start())); if (isLoaded()) { m_audioProcessor->setInput(&m_threadContext); QMetaObject::invokeMethod(m_audioProcessor, "start"); } } void GameController::setLuminanceValue(uint8_t value) { m_luxValue = value; value = std::max(value - 0x16, 0); m_luxLevel = 10; for (int i = 0; i < 10; ++i) { if (value < LUX_LEVELS[i]) { m_luxLevel = i; break; } } } void GameController::setLuminanceLevel(int level) { int value = 0x16; level = std::max(0, std::min(10, level)); if (level > 0) { value += LUX_LEVELS[level - 1]; } setLuminanceValue(value); } void GameController::setRealTime() { m_rtc.override = GameControllerRTC::NO_OVERRIDE; } void GameController::setFixedTime(const QDateTime& time) { m_rtc.override = GameControllerRTC::FIXED; m_rtc.value = time.toMSecsSinceEpoch() / 1000; } void GameController::setFakeEpoch(const QDateTime& time) { m_rtc.override = GameControllerRTC::FAKE_EPOCH; m_rtc.value = time.toMSecsSinceEpoch() / 1000; } void GameController::updateKeys() { int activeKeys = m_activeKeys; #ifdef BUILD_SDL activeKeys |= m_activeButtons; #endif m_threadContext.activeKeys = activeKeys; } void GameController::redoSamples(int samples) { #if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF float sampleRate = 0x8000; float ratio; if (m_threadContext.gba) { sampleRate = m_threadContext.gba->audio.sampleRate; } ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100); m_threadContext.audioBuffers = ceil(samples / ratio); #else m_threadContext.audioBuffers = samples; #endif if (m_threadContext.gba) { GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers); } } void GameController::setLogLevel(int levels) { threadInterrupt(); m_logLevels = levels; threadContinue(); } void GameController::enableLogLevel(int levels) { threadInterrupt(); m_logLevels |= levels; threadContinue(); } void GameController::disableLogLevel(int levels) { threadInterrupt(); m_logLevels &= ~levels; threadContinue(); } #ifdef BUILD_SDL void GameController::testSDLEvents() { if (!m_inputController) { return; } m_activeButtons = m_inputController->testSDLEvents(); updateKeys(); } #endif