/* 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 "LogController.h" #include "MultiplayerController.h" #include "VFileDevice.h" #include #include #include #include extern "C" { #include "core/directories.h" #include "gba/audio.h" #include "gba/context/config.h" #include "gba/gba.h" #include "gba/serialize.h" #include "gba/sharkport.h" #include "gba/renderers/video-software.h" #include "util/vfs.h" } using namespace QGBA; using namespace std; GameController::GameController(QObject* parent) : QObject(parent) , m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS]) , m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS]) , m_threadContext() , m_activeKeys(0) , m_inactiveKeys(0) , m_logLevels(0) , m_gameOpen(false) , m_audioThread(new QThread(this)) , m_audioProcessor(AudioProcessor::create()) , m_pauseAfterFrame(false) , m_videoSync(VIDEO_SYNC) , m_audioSync(AUDIO_SYNC) , m_fpsTarget(-1) , m_turbo(false) , m_turboForced(false) , m_turboSpeed(-1) , m_wasPaused(false) , m_audioChannels{ true, true, true, true, true, true } , m_videoLayers{ true, true, true, true, true } , m_autofire{} , m_autofireStatus{} , m_inputController(nullptr) , m_multiplayer(nullptr) , m_stateSlot(1) , m_backupLoadState(nullptr) , m_backupSaveState(nullptr) , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS) , m_loadStateFlags(SAVESTATE_SCREENSHOT) { m_renderer = new GBAVideoSoftwareRenderer; GBAVideoSoftwareRendererCreate(m_renderer); m_renderer->outputBuffer = (color_t*) m_drawContext; m_renderer->outputBufferStride = VIDEO_HORIZONTAL_PIXELS; 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 = GBA_LOG_ALL; mDirectorySetInit(&m_threadContext.dirs); 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_threadContext.startCallback = [](GBAThread* context) { GameController* controller = static_cast(context->userData); if (controller->m_audioProcessor) { controller->m_audioProcessor->setInput(context); } context->gba->luminanceSource = &controller->m_lux; GBARTCGenericSourceInit(&controller->m_rtc, context->gba); context->gba->rtcSource = &controller->m_rtc.d; context->gba->rumble = controller->m_inputController->rumble(); context->gba->rotationSource = controller->m_inputController->rotationSource(); context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0]; context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1]; context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2]; context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3]; context->gba->audio.forceDisableChA = !controller->m_audioChannels[4]; context->gba->audio.forceDisableChB = !controller->m_audioChannels[5]; context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0]; context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1]; context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2]; context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3]; context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4]; controller->m_fpsTarget = context->fpsTarget; if (context->dirs.state && GBALoadState(context, context->dirs.state, 0, controller->m_loadStateFlags)) { GBADeleteState(context->gba, context->dirs.state, 0); } QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context)); }; m_threadContext.cleanCallback = [](GBAThread* context) { GameController* controller = static_cast(context->userData); QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context)); }; m_threadContext.frameCallback = [](GBAThread* context) { GameController* controller = static_cast(context->userData); memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL); QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer)); if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) { GBAThreadPauseFromThread(context); QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context)); } }; m_threadContext.stopCallback = [](GBAThread* context) { if (!context) { return false; } GameController* controller = static_cast(context->userData); if (!GBASaveState(context, context->dirs.state, 0, controller->m_saveStateFlags)) { return false; } QMetaObject::invokeMethod(controller, "closeGame"); return true; }; m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) { static const char* stubMessage = "Stub software interrupt: %02X"; static const char* savestateMessage = "State %i loaded"; static const char* savestateFailedMessage = "State %i failed to load"; if (!context) { return; } GameController* controller = static_cast(context->userData); if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) { va_list argc; va_copy(argc, args); int immediate = va_arg(argc, int); va_end(argc); QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate)); } else if (level == GBA_LOG_STATUS) { // Slot 0 is reserved for suspend points if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) { va_list argc; va_copy(argc, args); int slot = va_arg(argc, int); va_end(argc); if (slot == 0) { format = "Loaded suspend state"; } } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) { va_list argc; va_copy(argc, args); int slot = va_arg(argc, int); va_end(argc); if (slot == 0) { return; } } } if (level == GBA_LOG_FATAL) { QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args))); } else if (!(controller->m_logLevels & level)) { return; } QString message(QString().vsprintf(format, args)); if (level == GBA_LOG_STATUS) { QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message)); } QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message)); }; connect(&m_rewindTimer, &QTimer::timeout, [this]() { GBARewind(&m_threadContext, 1); emit frameAvailable(m_drawContext); emit rewound(&m_threadContext); }); m_rewindTimer.setInterval(100); m_audioThread->setObjectName("Audio Thread"); m_audioThread->start(QThread::TimeCriticalPriority); m_audioProcessor->moveToThread(m_audioThread); connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause())); connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents())); connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire())); } GameController::~GameController() { m_audioThread->quit(); m_audioThread->wait(); disconnect(); clearMultiplayerController(); closeGame(); GBACheatDeviceDestroy(&m_cheatDevice); mDirectorySetDeinit(&m_threadContext.dirs); delete m_renderer; delete[] m_drawContext; delete[] m_frontBuffer; delete m_backupLoadState; } void GameController::setMultiplayerController(MultiplayerController* controller) { if (controller == m_multiplayer) { return; } clearMultiplayerController(); m_multiplayer = controller; controller->attachGame(this); } void GameController::clearMultiplayerController() { if (!m_multiplayer) { return; } m_multiplayer->detachGame(this); m_multiplayer = nullptr; } 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); setUseBIOS(opts->useBios); setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval); setVolume(opts->volume); setMute(opts->mute); threadInterrupt(); mDirectorySetMapOptions(&m_threadContext.dirs, opts); 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) { closeGame(); QFile file(path); if (!file.open(QIODevice::ReadOnly)) { postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path)); return; } file.close(); m_fname = path; openGame(); } void GameController::bootBIOS() { closeGame(); m_fname = QString(); openGame(true); } void GameController::openGame(bool biosOnly) { if (biosOnly && (!m_useBios || m_bios.isNull())) { return; } 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.bootBios = biosOnly; if (biosOnly) { m_threadContext.fname = nullptr; } else { m_threadContext.fname = strdup(m_fname.toUtf8().constData()); GBAThreadLoadROM(&m_threadContext, m_threadContext.fname); } if (!m_bios.isNull() && m_useBios) { m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY); } else { m_threadContext.bios = nullptr; } if (!m_patch.isNull()) { m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY); } m_inputController->recalibrateAxes(); memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4); if (!GBAThreadStart(&m_threadContext)) { m_gameOpen = false; emit gameFailed(); } else if (m_audioProcessor) { startAudio(); } } void GameController::loadBIOS(const QString& path) { if (m_bios == path) { return; } m_bios = path; if (m_gameOpen) { closeGame(); openGame(); } } void GameController::yankPak() { if (!m_gameOpen) { return; } threadInterrupt(); GBAYankROM(m_threadContext.gba); threadContinue(); } void GameController::replaceGame(const QString& path) { if (!m_gameOpen) { return; } m_fname = path; threadInterrupt(); m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData()); GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname); threadContinue(); } void GameController::loadPatch(const QString& path) { if (m_gameOpen) { closeGame(); m_patch = path; openGame(); } else { m_patch = path; } } void GameController::importSharkport(const QString& path) { if (!isLoaded()) { return; } VFile* vf = VFileDevice::open(path, O_RDONLY); if (!vf) { postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path)); return; } threadInterrupt(); GBASavedataImportSharkPort(m_threadContext.gba, vf, false); threadContinue(); vf->close(vf); } void GameController::exportSharkport(const QString& path) { if (!isLoaded()) { return; } VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC); if (!vf) { postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path)); return; } threadInterrupt(); GBASavedataExportSharkPort(m_threadContext.gba, vf); threadContinue(); vf->close(vf); } void GameController::closeGame() { if (!m_gameOpen) { return; } m_gameOpen = false; m_rewindTimer.stop(); if (GBAThreadIsPaused(&m_threadContext)) { GBAThreadUnpause(&m_threadContext); } m_audioProcessor->pause(); GBAThreadEnd(&m_threadContext); GBAThreadJoin(&m_threadContext); // Make sure the event queue clears out before the thread is reused QCoreApplication::processEvents(); 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); emit gameStopped(&m_threadContext); } bool GameController::isPaused() { if (!m_gameOpen) { return false; } return GBAThreadIsPaused(&m_threadContext); } void GameController::setPaused(bool paused) { if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) { return; } if (paused) { m_pauseAfterFrame.testAndSetRelaxed(false, true); } else { GBAThreadUnpause(&m_threadContext); startAudio(); emit gameUnpaused(&m_threadContext); } } void GameController::reset() { if (!m_gameOpen) { return; } bool wasPaused = isPaused(); setPaused(false); GBAThreadReset(&m_threadContext); if (wasPaused) { setPaused(true); } } void GameController::threadInterrupt() { if (m_gameOpen) { GBAThreadInterrupt(&m_threadContext); } } void GameController::threadContinue() { if (m_gameOpen) { GBAThreadContinue(&m_threadContext); } } void GameController::frameAdvance() { if (m_rewindTimer.isActive()) { return; } if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) { setPaused(false); } } 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(); emit frameAvailable(m_drawContext); emit rewound(&m_threadContext); } void GameController::startRewinding() { if (!m_gameOpen || m_rewindTimer.isActive()) { return; } if (m_multiplayer && m_multiplayer->attached() > 1) { return; } m_wasPaused = isPaused(); if (!GBAThreadIsPaused(&m_threadContext)) { GBAThreadPause(&m_threadContext); } m_rewindTimer.start(); } void GameController::stopRewinding() { if (!m_rewindTimer.isActive()) { return; } m_rewindTimer.stop(); bool signalsBlocked = blockSignals(true); setPaused(m_wasPaused); blockSignals(signalsBlocked); } void GameController::keyPressed(int key) { int mappedKey = 1 << key; m_activeKeys |= mappedKey; if (!m_inputController->allowOpposing()) { if ((m_activeKeys & 0x30) == 0x30) { m_inactiveKeys |= mappedKey ^ 0x30; m_activeKeys ^= mappedKey ^ 0x30; } if ((m_activeKeys & 0xC0) == 0xC0) { m_inactiveKeys |= mappedKey ^ 0xC0; m_activeKeys ^= mappedKey ^ 0xC0; } } updateKeys(); } void GameController::keyReleased(int key) { int mappedKey = 1 << key; m_activeKeys &= ~mappedKey; if (!m_inputController->allowOpposing()) { if (mappedKey & 0x30) { m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey); m_inactiveKeys &= ~0x30; } if (mappedKey & 0xC0) { m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey); m_inactiveKeys &= ~0xC0; } } updateKeys(); } void GameController::clearKeys() { m_activeKeys = 0; m_inactiveKeys = 0; updateKeys(); } void GameController::setAutofire(int key, bool enable) { if (key >= GBA_KEY_MAX || key < 0) { return; } m_autofire[key] = enable; m_autofireStatus[key] = 0; } void GameController::setAudioBufferSamples(int samples) { if (m_audioProcessor) { threadInterrupt(); redoSamples(samples); threadContinue(); QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples)); } } void GameController::setAudioSampleRate(unsigned rate) { if (!rate) { return; } if (m_audioProcessor) { threadInterrupt(); redoSamples(m_audioProcessor->getBufferSamples()); threadContinue(); QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate)); } } void GameController::setAudioChannelEnabled(int channel, bool enable) { if (channel > 5 || channel < 0) { return; } m_audioChannels[channel] = enable; if (isLoaded()) { switch (channel) { case 0: case 1: case 2: case 3: m_threadContext.gba->audio.forceDisableCh[channel] = !enable; break; case 4: m_threadContext.gba->audio.forceDisableChA = !enable; break; case 5: m_threadContext.gba->audio.forceDisableChB = !enable; break; } } } void GameController::startAudio() { bool started = false; QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started)); if (!started) { LOG(ERROR) << tr("Failed to start audio processor"); // Don't freeze! m_audioSync = false; m_videoSync = true; m_threadContext.sync.audioWait = false; m_threadContext.sync.videoFrameWait = true; } } void GameController::setVideoLayerEnabled(int layer, bool enable) { if (layer > 4 || layer < 0) { return; } m_videoLayers[layer] = enable; if (isLoaded()) { switch (layer) { case 0: case 1: case 2: case 3: m_threadContext.gba->video.renderer->disableBG[layer] = !enable; break; case 4: m_threadContext.gba->video.renderer->disableOBJ = !enable; break; } } } void GameController::setFPSTarget(float fps) { threadInterrupt(); m_fpsTarget = fps; m_threadContext.fpsTarget = fps; if (m_turbo && m_turboSpeed > 0) { m_threadContext.fpsTarget *= m_turboSpeed; } if (m_audioProcessor) { redoSamples(m_audioProcessor->getBufferSamples()); } threadContinue(); } void GameController::setSkipBIOS(bool set) { threadInterrupt(); m_threadContext.skipBios = set; threadContinue(); } void GameController::setUseBIOS(bool use) { if (use == m_useBios) { return; } m_useBios = use; if (m_gameOpen) { closeGame(); openGame(); } } void GameController::loadState(int slot) { if (!m_threadContext.fname) { // We're in the BIOS return; } if (slot > 0 && slot != m_stateSlot) { m_stateSlot = slot; m_backupSaveState.clear(); } GBARunOnThread(&m_threadContext, [](GBAThread* context) { GameController* controller = static_cast(context->userData); if (!controller->m_backupLoadState) { controller->m_backupLoadState = new GBASerializedState; } GBASerialize(context->gba, controller->m_backupLoadState); if (GBALoadState(context, context->dirs.state, controller->m_stateSlot, controller->m_loadStateFlags)) { controller->frameAvailable(controller->m_drawContext); controller->stateLoaded(context); } }); } void GameController::saveState(int slot) { if (!m_threadContext.fname) { // We're in the BIOS return; } if (slot > 0) { m_stateSlot = slot; } GBARunOnThread(&m_threadContext, [](GBAThread* context) { GameController* controller = static_cast(context->userData); VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, false); if (vf) { controller->m_backupSaveState.resize(vf->size(vf)); vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size()); vf->close(vf); } GBASaveState(context, context->dirs.state, controller->m_stateSlot, controller->m_saveStateFlags); }); } void GameController::loadBackupState() { if (!m_backupLoadState) { return; } GBARunOnThread(&m_threadContext, [](GBAThread* context) { GameController* controller = static_cast(context->userData); if (GBADeserialize(context->gba, controller->m_backupLoadState)) { GBALog(context->gba, GBA_LOG_STATUS, "Undid state load"); controller->frameAvailable(controller->m_drawContext); controller->stateLoaded(context); } delete controller->m_backupLoadState; controller->m_backupLoadState = nullptr; }); } void GameController::saveBackupState() { if (m_backupSaveState.isEmpty()) { return; } GBARunOnThread(&m_threadContext, [](GBAThread* context) { GameController* controller = static_cast(context->userData); VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, true); if (vf) { vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size()); vf->close(vf); GBALog(context->gba, GBA_LOG_STATUS, "Undid state save"); } controller->m_backupSaveState.clear(); }); } 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) { threadInterrupt(); m_threadContext.frameskip = skip; if (isLoaded()) { m_threadContext.gba->video.frameskip = skip; } threadContinue(); } void GameController::setVolume(int volume) { threadInterrupt(); m_threadContext.volume = volume; if (isLoaded()) { m_threadContext.gba->audio.masterVolume = volume; } threadContinue(); } void GameController::setMute(bool mute) { threadInterrupt(); m_threadContext.mute = mute; if (isLoaded()) { m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume; } threadContinue(); } void GameController::setTurbo(bool set, bool forced) { if (m_turboForced && !forced) { return; } if (m_turbo == set && m_turboForced == forced) { // Don't interrupt the thread if we don't need to return; } m_turbo = set; m_turboForced = set && forced; enableTurbo(); } void GameController::setTurboSpeed(float ratio) { m_turboSpeed = ratio; enableTurbo(); } void GameController::enableTurbo() { threadInterrupt(); if (!m_turbo) { m_threadContext.fpsTarget = m_fpsTarget; m_threadContext.sync.audioWait = m_audioSync; m_threadContext.sync.videoFrameWait = m_videoSync; } else if (m_turboSpeed <= 0) { m_threadContext.fpsTarget = m_fpsTarget; m_threadContext.sync.audioWait = false; m_threadContext.sync.videoFrameWait = false; } else { m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed; m_threadContext.sync.audioWait = true; m_threadContext.sync.videoFrameWait = false; } if (m_audioProcessor) { redoSamples(m_audioProcessor->getBufferSamples()); } threadContinue(); } void GameController::setAVStream(GBAAVStream* stream) { threadInterrupt(); m_threadContext.stream = stream; if (isLoaded()) { m_threadContext.gba->stream = stream; } threadContinue(); } void GameController::clearAVStream() { threadInterrupt(); m_threadContext.stream = nullptr; if (isLoaded()) { m_threadContext.gba->stream = nullptr; } threadContinue(); } #ifdef USE_PNG void GameController::screenshot() { GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot); } #endif void GameController::reloadAudioDriver() { int samples = 0; unsigned sampleRate = 0; if (m_audioProcessor) { QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection); samples = m_audioProcessor->getBufferSamples(); sampleRate = m_audioProcessor->sampleRate(); delete m_audioProcessor; } m_audioProcessor = AudioProcessor::create(); if (samples) { m_audioProcessor->setBufferSamples(samples); } if (sampleRate) { m_audioProcessor->requestSampleRate(sampleRate); } m_audioProcessor->moveToThread(m_audioThread); connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause())); if (isLoaded()) { m_audioProcessor->setInput(&m_threadContext); startAudio(); } } void GameController::setSaveStateExtdata(int flags) { m_saveStateFlags = flags; } void GameController::setLoadStateExtdata(int flags) { m_loadStateFlags = flags; } 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 < GBA_LUX_LEVELS[i]) { m_luxLevel = i; break; } } emit luminanceValueChanged(m_luxValue); } void GameController::setLuminanceLevel(int level) { int value = 0x16; level = std::max(0, std::min(10, level)); if (level > 0) { value += GBA_LUX_LEVELS[level - 1]; } setLuminanceValue(value); } void GameController::setRealTime() { m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE; } void GameController::setFixedTime(const QDateTime& time) { m_rtc.override = GBARTCGenericSource::RTC_FIXED; m_rtc.value = time.toMSecsSinceEpoch() / 1000; } void GameController::setFakeEpoch(const QDateTime& time) { m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH; m_rtc.value = time.toMSecsSinceEpoch() / 1000; } void GameController::updateKeys() { int activeKeys = m_activeKeys; activeKeys |= m_activeButtons; activeKeys &= ~m_inactiveKeys; 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, m_audioProcess->sampleRate()); m_threadContext.audioBuffers = ceil(samples / ratio); #else m_threadContext.audioBuffers = samples; #endif if (m_threadContext.gba) { GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers); } QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged"); } 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(); } void GameController::pollEvents() { if (!m_inputController) { return; } m_activeButtons = m_inputController->pollEvents(); updateKeys(); } void GameController::updateAutofire() { // TODO: Move all key events onto the CPU thread...somehow for (int k = 0; k < GBA_KEY_MAX; ++k) { if (!m_autofire[k]) { continue; } m_autofireStatus[k] ^= 1; if (m_autofireStatus[k]) { keyPressed(k); } else { keyReleased(k); } } }