all repos — mgba @ 24c0893cf5ea1f234dee7bcbeaa829e921333049

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

   1/* Copyright (c) 2013-2014 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include "GameController.h"
   7
   8#include "AudioProcessor.h"
   9#include "InputController.h"
  10#include "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#ifdef M_CORE_GBA
  24#include "gba/bios.h"
  25#include "gba/core.h"
  26#include "gba/gba.h"
  27#include "gba/serialize.h"
  28#include "gba/extra/sharkport.h"
  29#endif
  30#ifdef M_CORE_GB
  31#include "gb/gb.h"
  32#endif
  33#include "util/vfs.h"
  34}
  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_useBios(false)
  49	, m_audioThread(new QThread(this))
  50	, m_audioProcessor(AudioProcessor::create())
  51	, m_pauseAfterFrame(false)
  52	, m_videoSync(VIDEO_SYNC)
  53	, m_audioSync(AUDIO_SYNC)
  54	, m_fpsTarget(-1)
  55	, m_turbo(false)
  56	, m_turboForced(false)
  57	, m_turboSpeed(-1)
  58	, m_wasPaused(false)
  59	, m_audioChannels{ true, true, true, true, true, true }
  60	, m_videoLayers{ true, true, true, true, true }
  61	, m_autofire{}
  62	, m_autofireStatus{}
  63	, m_inputController(nullptr)
  64	, m_multiplayer(nullptr)
  65	, m_stream(nullptr)
  66	, m_stateSlot(1)
  67	, m_backupLoadState(nullptr)
  68	, m_backupSaveState(nullptr)
  69	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  70	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  71{
  72	GBACheatDeviceCreate(&m_cheatDevice);
  73
  74	m_lux.p = this;
  75	m_lux.sample = [](GBALuminanceSource* context) {
  76		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  77		lux->value = 0xFF - lux->p->m_luxValue;
  78	};
  79
  80	m_lux.readLuminance = [](GBALuminanceSource* context) {
  81		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  82		return lux->value;
  83	};
  84	setLuminanceLevel(0);
  85
  86	m_threadContext.startCallback = [](mCoreThread* context) {
  87		GameController* controller = static_cast<GameController*>(context->userData);
  88		if (controller->m_audioProcessor) {
  89			controller->m_audioProcessor->setInput(context);
  90		}
  91		mRTCGenericSourceInit(&controller->m_rtc, context->core);
  92		context->core->setRTC(context->core, &controller->m_rtc.d);
  93		context->core->setRotation(context->core, controller->m_inputController->rotationSource());
  94		context->core->setRumble(context->core, controller->m_inputController->rumble());
  95
  96#ifdef M_CORE_GBA
  97		GBA* gba = static_cast<GBA*>(context->core->board);
  98#endif
  99#ifdef M_CORE_GB
 100		GB* gb = static_cast<GB*>(context->core->board);
 101#endif
 102		switch (context->core->platform(context->core)) {
 103#ifdef M_CORE_GBA
 104		case PLATFORM_GBA:
 105			gba->luminanceSource = &controller->m_lux;
 106			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 107			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 108			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 109			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 110			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 111			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 112			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 113			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 114			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 115			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 116			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 117			break;
 118#endif
 119#ifdef M_CORE_GB
 120		case PLATFORM_GB:
 121			gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 122			gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 123			gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 124			gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 125			break;
 126#endif
 127		default:
 128			break;
 129		}
 130		controller->m_fpsTarget = context->sync.fpsTarget;
 131
 132		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
 133			mCoreDeleteState(context->core, 0);
 134		}
 135		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 136	};
 137
 138	m_threadContext.cleanCallback = [](mCoreThread* context) {
 139		GameController* controller = static_cast<GameController*>(context->userData);
 140		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 141	};
 142
 143	m_threadContext.frameCallback = [](mCoreThread* context) {
 144		GameController* controller = static_cast<GameController*>(context->userData);
 145		unsigned width, height;
 146		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 147		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 148		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 149		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 150			mCoreThreadPauseFromThread(context);
 151			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 152		}
 153	};
 154
 155	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 156		if (!context) {
 157			return false;
 158		}
 159		GameController* controller = static_cast<GameController*>(context->userData);
 160		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 161			return false;
 162		}
 163		QMetaObject::invokeMethod(controller, "closeGame");
 164		return true;
 165	};*/
 166
 167	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 168		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 169		mCoreThread* context = logContext->p;
 170
 171		static const char* savestateMessage = "State %i loaded";
 172		static const char* savestateFailedMessage = "State %i failed to load";
 173		if (!context) {
 174			return;
 175		}
 176		GameController* controller = static_cast<GameController*>(context->userData);
 177		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 178			va_list argc;
 179			va_copy(argc, args);
 180			int immediate = va_arg(argc, int);
 181			va_end(argc);
 182			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 183		} else if (category == _mLOG_CAT_STATUS()) {
 184			// Slot 0 is reserved for suspend points
 185			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 186				va_list argc;
 187				va_copy(argc, args);
 188				int slot = va_arg(argc, int);
 189				va_end(argc);
 190				if (slot == 0) {
 191					format = "Loaded suspend state";
 192				}
 193			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 194				va_list argc;
 195				va_copy(argc, args);
 196				int slot = va_arg(argc, int);
 197				va_end(argc);
 198				if (slot == 0) {
 199					return;
 200				}
 201			}
 202		}
 203		if (level == mLOG_FATAL) {
 204			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 205		} else if (!(controller->m_logLevels & level)) {
 206			return;
 207		}
 208		QString message(QString().vsprintf(format, args));
 209		if (category == _mLOG_CAT_STATUS()) {
 210			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 211		}
 212		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 213	};
 214
 215	m_threadContext.userData = this;
 216
 217	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 218		// TODO: Put rewind back
 219		emit frameAvailable(m_drawContext);
 220		emit rewound(&m_threadContext);
 221	});
 222	m_rewindTimer.setInterval(100);
 223
 224	m_audioThread->setObjectName("Audio Thread");
 225	m_audioThread->start(QThread::TimeCriticalPriority);
 226	m_audioProcessor->moveToThread(m_audioThread);
 227	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 228	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 229	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 230}
 231
 232GameController::~GameController() {
 233	m_audioThread->quit();
 234	m_audioThread->wait();
 235	disconnect();
 236	clearMultiplayerController();
 237	closeGame();
 238	GBACheatDeviceDestroy(&m_cheatDevice);
 239	delete m_backupLoadState;
 240}
 241
 242void GameController::setMultiplayerController(MultiplayerController* controller) {
 243	if (controller == m_multiplayer) {
 244		return;
 245	}
 246	clearMultiplayerController();
 247	m_multiplayer = controller;
 248	controller->attachGame(this);
 249}
 250
 251void GameController::clearMultiplayerController() {
 252	if (!m_multiplayer) {
 253		return;
 254	}
 255	m_multiplayer->detachGame(this);
 256	m_multiplayer = nullptr;
 257}
 258
 259void GameController::setOverride(const GBACartridgeOverride& override) {
 260	// TODO: Put back overrides
 261}
 262
 263void GameController::setConfig(const mCoreConfig* config) {
 264	m_config = config;
 265	if (isLoaded()) {
 266		threadInterrupt();
 267		mCoreLoadForeignConfig(m_threadContext.core, config);
 268		m_audioProcessor->setInput(&m_threadContext);
 269		threadContinue();
 270	}
 271}
 272
 273#ifdef USE_GDB_STUB
 274mDebugger* GameController::debugger() {
 275	if (!isLoaded()) {
 276		return nullptr;
 277	}
 278	return m_threadContext.core->debugger;
 279}
 280
 281void GameController::setDebugger(mDebugger* debugger) {
 282	threadInterrupt();
 283	if (debugger) {
 284		mDebuggerAttach(debugger, m_threadContext.core);
 285	} else {
 286		m_threadContext.core->detachDebugger(m_threadContext.core);
 287	}
 288	threadContinue();
 289}
 290#endif
 291
 292void GameController::loadGame(const QString& path) {
 293	closeGame();
 294	QFile file(path);
 295	if (!file.open(QIODevice::ReadOnly)) {
 296		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 297		return;
 298	}
 299	file.close();
 300
 301	m_fname = path;
 302	openGame();
 303}
 304
 305void GameController::bootBIOS() {
 306	closeGame();
 307	m_fname = QString();
 308	openGame(true);
 309}
 310
 311void GameController::openGame(bool biosOnly) {
 312	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 313		return;
 314	}
 315
 316	if (!biosOnly) {
 317		m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 318	} else {
 319		m_threadContext.core = GBACoreCreate();
 320	}
 321
 322	if (!m_threadContext.core) {
 323		return;
 324	}
 325
 326	m_gameOpen = true;
 327
 328	m_pauseAfterFrame = false;
 329
 330	if (m_turbo) {
 331		m_threadContext.sync.videoFrameWait = false;
 332		m_threadContext.sync.audioWait = false;
 333	} else {
 334		m_threadContext.sync.videoFrameWait = m_videoSync;
 335		m_threadContext.sync.audioWait = m_audioSync;
 336	}
 337	m_threadContext.core->init(m_threadContext.core);
 338
 339	unsigned width, height;
 340	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 341	m_drawContext = new uint32_t[width * height];
 342	m_frontBuffer = new uint32_t[width * height];
 343
 344	if (!biosOnly) {
 345		mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
 346	}
 347
 348	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 349
 350	if (!m_bios.isNull() && m_useBios) {
 351		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 352		if (bios) {
 353			// TODO: Lifetime issues?
 354			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 355		}
 356	}
 357
 358	if (!m_patch.isNull()) {
 359		VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 360		if (patch) {
 361			m_threadContext.core->loadPatch(m_threadContext.core, patch);
 362		}
 363		patch->close(patch);
 364	}
 365
 366	m_inputController->recalibrateAxes();
 367	memset(m_drawContext, 0xF8, width * height * 4);
 368
 369	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 370
 371	if (m_config) {
 372		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 373	}
 374
 375	if (!biosOnly) {
 376		mCoreAutoloadSave(m_threadContext.core);
 377	}
 378
 379	if (!mCoreThreadStart(&m_threadContext)) {
 380		m_gameOpen = false;
 381		emit gameFailed();
 382	} else if (m_audioProcessor) {
 383		startAudio();
 384	}
 385}
 386
 387void GameController::loadBIOS(const QString& path) {
 388	if (m_bios == path) {
 389		return;
 390	}
 391	m_bios = path;
 392	if (m_gameOpen) {
 393		closeGame();
 394		openGame();
 395	}
 396}
 397
 398void GameController::yankPak() {
 399	if (!m_gameOpen) {
 400		return;
 401	}
 402	threadInterrupt();
 403	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 404	threadContinue();
 405}
 406
 407void GameController::replaceGame(const QString& path) {
 408	if (!m_gameOpen) {
 409		return;
 410	}
 411
 412	m_fname = path;
 413	threadInterrupt();
 414	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 415	threadContinue();
 416}
 417
 418void GameController::loadPatch(const QString& path) {
 419	if (m_gameOpen) {
 420		closeGame();
 421		m_patch = path;
 422		openGame();
 423	} else {
 424		m_patch = path;
 425	}
 426}
 427
 428void GameController::importSharkport(const QString& path) {
 429	if (!isLoaded()) {
 430		return;
 431	}
 432	VFile* vf = VFileDevice::open(path, O_RDONLY);
 433	if (!vf) {
 434		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 435		return;
 436	}
 437	threadInterrupt();
 438	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 439	threadContinue();
 440	vf->close(vf);
 441}
 442
 443void GameController::exportSharkport(const QString& path) {
 444	if (!isLoaded()) {
 445		return;
 446	}
 447	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 448	if (!vf) {
 449		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 450		return;
 451	}
 452	threadInterrupt();
 453	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 454	threadContinue();
 455	vf->close(vf);
 456}
 457
 458void GameController::closeGame() {
 459	if (!m_gameOpen) {
 460		return;
 461	}
 462	m_gameOpen = false;
 463
 464	m_rewindTimer.stop();
 465	if (mCoreThreadIsPaused(&m_threadContext)) {
 466		mCoreThreadUnpause(&m_threadContext);
 467	}
 468	m_audioProcessor->pause();
 469	mCoreThreadEnd(&m_threadContext);
 470	mCoreThreadJoin(&m_threadContext);
 471	// Make sure the event queue clears out before the thread is reused
 472	QCoreApplication::processEvents();
 473
 474	delete[] m_drawContext;
 475	delete[] m_frontBuffer;
 476
 477	m_patch = QString();
 478
 479	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
 480		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
 481		GBACheatSetDeinit(set);
 482		delete set;
 483	}
 484	GBACheatSetsClear(&m_cheatDevice.cheats);
 485
 486	m_threadContext.core->deinit(m_threadContext.core);
 487}
 488
 489void GameController::crashGame(const QString& crashMessage) {
 490	closeGame();
 491	emit gameCrashed(crashMessage);
 492	emit gameStopped(&m_threadContext);
 493}
 494
 495bool GameController::isPaused() {
 496	if (!m_gameOpen) {
 497		return false;
 498	}
 499	return mCoreThreadIsPaused(&m_threadContext);
 500}
 501
 502mPlatform GameController::platform() const {
 503	if (!m_gameOpen) {
 504		return PLATFORM_NONE;
 505	}
 506	return m_threadContext.core->platform(m_threadContext.core);
 507}
 508
 509QSize GameController::screenDimensions() const {
 510	if (!m_gameOpen) {
 511		return QSize();
 512	}
 513	unsigned width, height;
 514	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 515
 516	return QSize(width, height);
 517}
 518
 519void GameController::setPaused(bool paused) {
 520	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 521		return;
 522	}
 523	if (paused) {
 524		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 525	} else {
 526		mCoreThreadUnpause(&m_threadContext);
 527		startAudio();
 528		emit gameUnpaused(&m_threadContext);
 529	}
 530}
 531
 532void GameController::reset() {
 533	if (!m_gameOpen) {
 534		return;
 535	}
 536	bool wasPaused = isPaused();
 537	setPaused(false);
 538	mCoreThreadReset(&m_threadContext);
 539	if (wasPaused) {
 540		setPaused(true);
 541	}
 542}
 543
 544void GameController::threadInterrupt() {
 545	if (m_gameOpen) {
 546		mCoreThreadInterrupt(&m_threadContext);
 547	}
 548}
 549
 550void GameController::threadContinue() {
 551	if (m_gameOpen) {
 552		mCoreThreadContinue(&m_threadContext);
 553	}
 554}
 555
 556void GameController::frameAdvance() {
 557	if (m_rewindTimer.isActive()) {
 558		return;
 559	}
 560	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 561		setPaused(false);
 562	}
 563}
 564
 565void GameController::setRewind(bool enable, int capacity, int interval) {
 566	if (m_gameOpen) {
 567		threadInterrupt();
 568		// TODO: Put back rewind
 569		threadContinue();
 570	} else {
 571		// TODO: Put back rewind
 572	}
 573}
 574
 575void GameController::rewind(int states) {
 576	threadInterrupt();
 577	if (!states) {
 578		// TODO: Put back rewind
 579	} else {
 580		// TODO: Put back rewind
 581	}
 582	threadContinue();
 583	emit frameAvailable(m_drawContext);
 584	emit rewound(&m_threadContext);
 585}
 586
 587void GameController::startRewinding() {
 588	if (!m_gameOpen || m_rewindTimer.isActive()) {
 589		return;
 590	}
 591	if (m_multiplayer && m_multiplayer->attached() > 1) {
 592		return;
 593	}
 594	m_wasPaused = isPaused();
 595	if (!mCoreThreadIsPaused(&m_threadContext)) {
 596		mCoreThreadPause(&m_threadContext);
 597	}
 598	m_rewindTimer.start();
 599}
 600
 601void GameController::stopRewinding() {
 602	if (!m_rewindTimer.isActive()) {
 603		return;
 604	}
 605	m_rewindTimer.stop();
 606	bool signalsBlocked = blockSignals(true);
 607	setPaused(m_wasPaused);
 608	blockSignals(signalsBlocked);
 609}
 610
 611void GameController::keyPressed(int key) {
 612	int mappedKey = 1 << key;
 613	m_activeKeys |= mappedKey;
 614	if (!m_inputController->allowOpposing()) {
 615		if ((m_activeKeys & 0x30) == 0x30) {
 616			m_inactiveKeys |= mappedKey ^ 0x30;
 617			m_activeKeys ^= mappedKey ^ 0x30;
 618		}
 619		if ((m_activeKeys & 0xC0) == 0xC0) {
 620			m_inactiveKeys |= mappedKey ^ 0xC0;
 621			m_activeKeys ^= mappedKey ^ 0xC0;
 622		}
 623	}
 624	updateKeys();
 625}
 626
 627void GameController::keyReleased(int key) {
 628	int mappedKey = 1 << key;
 629	m_activeKeys &= ~mappedKey;
 630	if (!m_inputController->allowOpposing()) {
 631		if (mappedKey & 0x30) {
 632			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 633			m_inactiveKeys &= ~0x30;
 634		}
 635		if (mappedKey & 0xC0) {
 636			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 637			m_inactiveKeys &= ~0xC0;
 638		}
 639	}
 640	updateKeys();
 641}
 642
 643void GameController::clearKeys() {
 644	m_activeKeys = 0;
 645	m_inactiveKeys = 0;
 646	updateKeys();
 647}
 648
 649void GameController::setAutofire(int key, bool enable) {
 650	if (key >= GBA_KEY_MAX || key < 0) {
 651		return;
 652	}
 653	m_autofire[key] = enable;
 654	m_autofireStatus[key] = 0;
 655}
 656
 657void GameController::setAudioBufferSamples(int samples) {
 658	if (m_audioProcessor) {
 659		threadInterrupt();
 660		redoSamples(samples);
 661		threadContinue();
 662		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 663	}
 664}
 665
 666void GameController::setAudioSampleRate(unsigned rate) {
 667	if (!rate) {
 668		return;
 669	}
 670	if (m_audioProcessor) {
 671		threadInterrupt();
 672		redoSamples(m_audioProcessor->getBufferSamples());
 673		threadContinue();
 674		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 675	}
 676}
 677
 678void GameController::setAudioChannelEnabled(int channel, bool enable) {
 679	if (channel > 5 || channel < 0) {
 680		return;
 681	}
 682#ifdef M_CORE_GBA
 683	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 684#endif
 685#ifdef M_CORE_GB
 686	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 687#endif
 688	m_audioChannels[channel] = enable;
 689	if (isLoaded()) {
 690		switch (channel) {
 691		case 0:
 692		case 1:
 693		case 2:
 694		case 3:
 695			switch (m_threadContext.core->platform(m_threadContext.core)) {
 696#ifdef M_CORE_GBA
 697			case PLATFORM_GBA:
 698				gba->audio.psg.forceDisableCh[channel] = !enable;
 699				break;
 700#endif
 701#ifdef M_CORE_GB
 702			case PLATFORM_GB:
 703				gb->audio.forceDisableCh[channel] = !enable;
 704				break;
 705#endif
 706			default:
 707				break;
 708			}
 709			break;
 710#ifdef M_CORE_GBA
 711		case 4:
 712			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 713				gba->audio.forceDisableChA = !enable;
 714			}
 715			break;
 716		case 5:
 717			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 718				gba->audio.forceDisableChB = !enable;
 719			}
 720			break;
 721#endif
 722		}
 723	}
 724}
 725
 726void GameController::startAudio() {
 727	bool started = false;
 728	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 729	if (!started) {
 730		LOG(QT, ERROR) << tr("Failed to start audio processor");
 731		// Don't freeze!
 732		m_audioSync = false;
 733		m_videoSync = true;
 734		m_threadContext.sync.audioWait = false;
 735		m_threadContext.sync.videoFrameWait = true;
 736	}
 737}
 738
 739void GameController::setVideoLayerEnabled(int layer, bool enable) {
 740	if (layer > 4 || layer < 0) {
 741		return;
 742	}
 743	m_videoLayers[layer] = enable;
 744	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 745		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 746		switch (layer) {
 747		case 0:
 748		case 1:
 749		case 2:
 750		case 3:
 751			gba->video.renderer->disableBG[layer] = !enable;
 752			break;
 753		case 4:
 754			gba->video.renderer->disableOBJ = !enable;
 755			break;
 756		}
 757	}
 758}
 759
 760void GameController::setFPSTarget(float fps) {
 761	threadInterrupt();
 762	m_fpsTarget = fps;
 763	m_threadContext.sync.fpsTarget = fps;
 764	if (m_turbo && m_turboSpeed > 0) {
 765		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 766	}
 767	if (m_audioProcessor) {
 768		redoSamples(m_audioProcessor->getBufferSamples());
 769	}
 770	threadContinue();
 771}
 772
 773void GameController::setUseBIOS(bool use) {
 774	if (use == m_useBios) {
 775		return;
 776	}
 777	m_useBios = use;
 778	if (m_gameOpen) {
 779		closeGame();
 780		openGame();
 781	}
 782}
 783
 784void GameController::loadState(int slot) {
 785	if (m_fname.isEmpty()) {
 786		// We're in the BIOS
 787		return;
 788	}
 789	if (slot > 0 && slot != m_stateSlot) {
 790		m_stateSlot = slot;
 791		m_backupSaveState.clear();
 792	}
 793	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 794		GameController* controller = static_cast<GameController*>(context->userData);
 795		if (!controller->m_backupLoadState) {
 796			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 797		}
 798		context->core->saveState(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 799		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 800			controller->frameAvailable(controller->m_drawContext);
 801			controller->stateLoaded(context);
 802		}
 803	});
 804}
 805
 806void GameController::saveState(int slot) {
 807	if (m_fname.isEmpty()) {
 808		// We're in the BIOS
 809		return;
 810	}
 811	if (slot > 0) {
 812		m_stateSlot = slot;
 813	}
 814	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 815		GameController* controller = static_cast<GameController*>(context->userData);
 816		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 817		if (vf) {
 818			controller->m_backupSaveState.resize(vf->size(vf));
 819			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 820			vf->close(vf);
 821		}
 822		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 823	});
 824}
 825
 826void GameController::loadBackupState() {
 827	if (!m_backupLoadState) {
 828		return;
 829	}
 830
 831	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 832		GameController* controller = static_cast<GameController*>(context->userData);
 833		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 834		if (context->core->loadState(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 835			mLOG(STATUS, INFO, "Undid state load");
 836			controller->frameAvailable(controller->m_drawContext);
 837			controller->stateLoaded(context);
 838		}
 839		controller->m_backupLoadState->close(controller->m_backupLoadState);
 840		controller->m_backupLoadState = nullptr;
 841	});
 842}
 843
 844void GameController::saveBackupState() {
 845	if (m_backupSaveState.isEmpty()) {
 846		return;
 847	}
 848
 849	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 850		GameController* controller = static_cast<GameController*>(context->userData);
 851		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 852		if (vf) {
 853			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 854			vf->close(vf);
 855			mLOG(STATUS, INFO, "Undid state save");
 856		}
 857		controller->m_backupSaveState.clear();
 858	});
 859}
 860
 861void GameController::setTurbo(bool set, bool forced) {
 862	if (m_turboForced && !forced) {
 863		return;
 864	}
 865	if (m_turbo == set && m_turboForced == forced) {
 866		// Don't interrupt the thread if we don't need to
 867		return;
 868	}
 869	m_turbo = set;
 870	m_turboForced = set && forced;
 871	enableTurbo();
 872}
 873
 874void GameController::setTurboSpeed(float ratio) {
 875	m_turboSpeed = ratio;
 876	enableTurbo();
 877}
 878
 879void GameController::enableTurbo() {
 880	threadInterrupt();
 881	if (!m_turbo) {
 882		m_threadContext.sync.fpsTarget = m_fpsTarget;
 883		m_threadContext.sync.audioWait = m_audioSync;
 884		m_threadContext.sync.videoFrameWait = m_videoSync;
 885	} else if (m_turboSpeed <= 0) {
 886		m_threadContext.sync.fpsTarget = m_fpsTarget;
 887		m_threadContext.sync.audioWait = false;
 888		m_threadContext.sync.videoFrameWait = false;
 889	} else {
 890		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 891		m_threadContext.sync.audioWait = true;
 892		m_threadContext.sync.videoFrameWait = false;
 893	}
 894	if (m_audioProcessor) {
 895		redoSamples(m_audioProcessor->getBufferSamples());
 896	}
 897	threadContinue();
 898}
 899
 900void GameController::setAVStream(mAVStream* stream) {
 901	threadInterrupt();
 902	m_stream = stream;
 903	if (isLoaded()) {
 904		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 905	}
 906	threadContinue();
 907}
 908
 909void GameController::clearAVStream() {
 910	threadInterrupt();
 911	m_stream = nullptr;
 912	if (isLoaded()) {
 913		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 914	}
 915	threadContinue();
 916}
 917
 918#ifdef USE_PNG
 919void GameController::screenshot() {
 920	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 921		mCoreTakeScreenshot(context->core);
 922	});
 923}
 924#endif
 925
 926void GameController::reloadAudioDriver() {
 927	int samples = 0;
 928	unsigned sampleRate = 0;
 929	if (m_audioProcessor) {
 930		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 931		samples = m_audioProcessor->getBufferSamples();
 932		sampleRate = m_audioProcessor->sampleRate();
 933		delete m_audioProcessor;
 934	}
 935	m_audioProcessor = AudioProcessor::create();
 936	if (samples) {
 937		m_audioProcessor->setBufferSamples(samples);
 938	}
 939	if (sampleRate) {
 940		m_audioProcessor->requestSampleRate(sampleRate);
 941	}
 942	m_audioProcessor->moveToThread(m_audioThread);
 943	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 944	if (isLoaded()) {
 945		m_audioProcessor->setInput(&m_threadContext);
 946		startAudio();
 947	}
 948}
 949
 950void GameController::setSaveStateExtdata(int flags) {
 951	m_saveStateFlags = flags;
 952}
 953
 954void GameController::setLoadStateExtdata(int flags) {
 955	m_loadStateFlags = flags;
 956}
 957
 958void GameController::setLuminanceValue(uint8_t value) {
 959	m_luxValue = value;
 960	value = std::max<int>(value - 0x16, 0);
 961	m_luxLevel = 10;
 962	for (int i = 0; i < 10; ++i) {
 963		if (value < GBA_LUX_LEVELS[i]) {
 964			m_luxLevel = i;
 965			break;
 966		}
 967	}
 968	emit luminanceValueChanged(m_luxValue);
 969}
 970
 971void GameController::setLuminanceLevel(int level) {
 972	int value = 0x16;
 973	level = std::max(0, std::min(10, level));
 974	if (level > 0) {
 975		value += GBA_LUX_LEVELS[level - 1];
 976	}
 977	setLuminanceValue(value);
 978}
 979
 980void GameController::setRealTime() {
 981	m_rtc.override = RTC_NO_OVERRIDE;
 982}
 983
 984void GameController::setFixedTime(const QDateTime& time) {
 985	m_rtc.override = RTC_FIXED;
 986	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 987}
 988
 989void GameController::setFakeEpoch(const QDateTime& time) {
 990	m_rtc.override = RTC_FAKE_EPOCH;
 991	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 992}
 993
 994void GameController::updateKeys() {
 995	int activeKeys = m_activeKeys;
 996	activeKeys |= m_activeButtons;
 997	activeKeys &= ~m_inactiveKeys;
 998	if (isLoaded()) {
 999		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1000	}
1001}
1002
1003void GameController::redoSamples(int samples) {
1004	if (m_threadContext.core) {
1005		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1006	}
1007	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1008}
1009
1010void GameController::setLogLevel(int levels) {
1011	threadInterrupt();
1012	m_logLevels = levels;
1013	threadContinue();
1014}
1015
1016void GameController::enableLogLevel(int levels) {
1017	threadInterrupt();
1018	m_logLevels |= levels;
1019	threadContinue();
1020}
1021
1022void GameController::disableLogLevel(int levels) {
1023	threadInterrupt();
1024	m_logLevels &= ~levels;
1025	threadContinue();
1026}
1027
1028void GameController::pollEvents() {
1029	if (!m_inputController) {
1030		return;
1031	}
1032
1033	m_activeButtons = m_inputController->pollEvents();
1034	updateKeys();
1035}
1036
1037void GameController::updateAutofire() {
1038	// TODO: Move all key events onto the CPU thread...somehow
1039	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1040		if (!m_autofire[k]) {
1041			continue;
1042		}
1043		m_autofireStatus[k] ^= 1;
1044		if (m_autofireStatus[k]) {
1045			keyPressed(k);
1046		} else {
1047			keyReleased(k);
1048		}
1049	}
1050}