src/platform/qt/GameController.cpp (view raw)
1#include "GameController.h"
2
3#include "AudioProcessor.h"
4
5#include <QThread>
6
7extern "C" {
8#include "gba.h"
9#include "gba-audio.h"
10#include "gba-serialize.h"
11#include "renderers/video-software.h"
12#include "util/vfs.h"
13}
14
15using namespace QGBA;
16
17GameController::GameController(QObject* parent)
18 : QObject(parent)
19 , m_drawContext(new uint32_t[256 * 256])
20 , m_threadContext()
21 , m_activeKeys(0)
22 , m_gameOpen(false)
23 , m_audioThread(new QThread(this))
24 , m_audioProcessor(new AudioProcessor)
25 , m_videoSync(VIDEO_SYNC)
26 , m_audioSync(AUDIO_SYNC)
27 , m_turbo(false)
28 , m_turboForced(false)
29{
30 m_renderer = new GBAVideoSoftwareRenderer;
31 GBAVideoSoftwareRendererCreate(m_renderer);
32 m_renderer->outputBuffer = (color_t*) m_drawContext;
33 m_renderer->outputBufferStride = 256;
34 m_threadContext.state = THREAD_INITIALIZED;
35 m_threadContext.debugger = 0;
36 m_threadContext.frameskip = 0;
37 m_threadContext.bios = 0;
38 m_threadContext.renderer = &m_renderer->d;
39 m_threadContext.userData = this;
40 m_threadContext.rewindBufferCapacity = 0;
41 m_threadContext.logLevel = -1;
42
43 GBAInputMapInit(&m_threadContext.inputMap);
44
45#ifdef BUILD_SDL
46 SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_NOPARACHUTE);
47 m_sdlEvents.bindings = &m_threadContext.inputMap;
48 GBASDLInitEvents(&m_sdlEvents);
49 SDL_JoystickEventState(SDL_QUERY);
50#endif
51
52 m_threadContext.startCallback = [] (GBAThread* context) {
53 GameController* controller = static_cast<GameController*>(context->userData);
54 controller->m_audioProcessor->setInput(context);
55 controller->gameStarted(context);
56 };
57
58 m_threadContext.cleanCallback = [] (GBAThread* context) {
59 GameController* controller = static_cast<GameController*>(context->userData);
60 controller->gameStopped(context);
61 };
62
63 m_threadContext.frameCallback = [] (GBAThread* context) {
64 GameController* controller = static_cast<GameController*>(context->userData);
65 controller->m_pauseMutex.lock();
66 if (controller->m_pauseAfterFrame) {
67 GBAThreadPauseFromThread(context);
68 controller->m_pauseAfterFrame = false;
69 controller->gamePaused(&controller->m_threadContext);
70 }
71 controller->m_pauseMutex.unlock();
72 controller->frameAvailable(controller->m_drawContext);
73 };
74
75 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
76 GameController* controller = static_cast<GameController*>(context->userData);
77 controller->postLog(level, QString().vsprintf(format, args));
78 };
79
80 m_audioThread->start(QThread::TimeCriticalPriority);
81 m_audioProcessor->moveToThread(m_audioThread);
82 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
83 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
84 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
85 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
86
87#ifdef BUILD_SDL
88 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
89#endif
90}
91
92GameController::~GameController() {
93 m_audioThread->quit();
94 m_audioThread->wait();
95 disconnect();
96 closeGame();
97 GBAInputMapDeinit(&m_threadContext.inputMap);
98 delete m_renderer;
99 delete[] m_drawContext;
100}
101
102ARMDebugger* GameController::debugger() {
103 return m_threadContext.debugger;
104}
105
106void GameController::setDebugger(ARMDebugger* debugger) {
107 bool wasPaused = isPaused();
108 setPaused(true);
109 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
110 GBADetachDebugger(m_threadContext.gba);
111 }
112 m_threadContext.debugger = debugger;
113 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
114 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
115 }
116 setPaused(wasPaused);
117}
118
119void GameController::loadGame(const QString& path, bool dirmode) {
120 closeGame();
121 if (!dirmode) {
122 QFile file(path);
123 if (!file.open(QIODevice::ReadOnly)) {
124 return;
125 }
126 file.close();
127 }
128
129 m_fname = path;
130 m_dirmode = dirmode;
131 openGame();
132}
133
134void GameController::openGame() {
135 m_gameOpen = true;
136
137 m_pauseAfterFrame = false;
138
139 if (m_turbo) {
140 m_threadContext.sync.videoFrameWait = false;
141 m_threadContext.sync.audioWait = false;
142 } else {
143 m_threadContext.sync.videoFrameWait = m_videoSync;
144 m_threadContext.sync.audioWait = m_audioSync;
145 }
146
147 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
148 if (m_dirmode) {
149 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
150 m_threadContext.stateDir = m_threadContext.gameDir;
151 } else {
152 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
153#if ENABLE_LIBZIP
154 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
155#endif
156 }
157
158 if (!m_bios.isNull()) {
159 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
160 }
161
162 if (!m_patch.isNull()) {
163 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
164 }
165
166 if (!GBAThreadStart(&m_threadContext)) {
167 m_gameOpen = false;
168 }
169}
170
171void GameController::loadBIOS(const QString& path) {
172 m_bios = path;
173 if (m_gameOpen) {
174 closeGame();
175 openGame();
176 }
177}
178
179void GameController::loadPatch(const QString& path) {
180 m_patch = path;
181 if (m_gameOpen) {
182 closeGame();
183 openGame();
184 }
185}
186
187void GameController::closeGame() {
188 if (!m_gameOpen) {
189 return;
190 }
191 if (GBAThreadIsPaused(&m_threadContext)) {
192 GBAThreadUnpause(&m_threadContext);
193 }
194 GBAThreadEnd(&m_threadContext);
195 GBAThreadJoin(&m_threadContext);
196 if (m_threadContext.fname) {
197 free(const_cast<char*>(m_threadContext.fname));
198 m_threadContext.fname = nullptr;
199 }
200
201 m_patch = QString();
202
203 m_gameOpen = false;
204 emit gameStopped(&m_threadContext);
205}
206
207bool GameController::isPaused() {
208 return GBAThreadIsPaused(&m_threadContext);
209}
210
211void GameController::setPaused(bool paused) {
212 if (paused == GBAThreadIsPaused(&m_threadContext)) {
213 return;
214 }
215 if (paused) {
216 GBAThreadPause(&m_threadContext);
217 emit gamePaused(&m_threadContext);
218 } else {
219 GBAThreadUnpause(&m_threadContext);
220 emit gameUnpaused(&m_threadContext);
221 }
222}
223
224void GameController::reset() {
225 GBAThreadReset(&m_threadContext);
226}
227
228void GameController::frameAdvance() {
229 m_pauseMutex.lock();
230 m_pauseAfterFrame = true;
231 setPaused(false);
232 m_pauseMutex.unlock();
233}
234
235void GameController::keyPressed(int key) {
236 int mappedKey = 1 << key;
237 m_activeKeys |= mappedKey;
238 updateKeys();
239}
240
241void GameController::keyReleased(int key) {
242 int mappedKey = 1 << key;
243 m_activeKeys &= ~mappedKey;
244 updateKeys();
245}
246
247void GameController::setAudioBufferSamples(int samples) {
248 if (m_gameOpen) {
249 GBAThreadInterrupt(&m_threadContext);
250 m_threadContext.audioBuffers = samples;
251 GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
252 GBAThreadContinue(&m_threadContext);
253 } else {
254 m_threadContext.audioBuffers = samples;
255
256 }
257 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
258}
259
260void GameController::setFPSTarget(float fps) {
261 if (m_gameOpen) {
262 GBAThreadInterrupt(&m_threadContext);
263 m_threadContext.fpsTarget = fps;
264 GBAThreadContinue(&m_threadContext);
265 } else {
266 m_threadContext.fpsTarget = fps;
267 }
268 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
269}
270
271void GameController::loadState(int slot) {
272 GBAThreadInterrupt(&m_threadContext);
273 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
274 GBAThreadContinue(&m_threadContext);
275 emit stateLoaded(&m_threadContext);
276 emit frameAvailable(m_drawContext);
277}
278
279void GameController::saveState(int slot) {
280 GBAThreadInterrupt(&m_threadContext);
281 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
282 GBAThreadContinue(&m_threadContext);
283}
284
285void GameController::setVideoSync(bool set) {
286 m_videoSync = set;
287 if (!m_turbo && m_gameOpen) {
288 GBAThreadInterrupt(&m_threadContext);
289 m_threadContext.sync.videoFrameWait = set;
290 GBAThreadContinue(&m_threadContext);
291 }
292}
293
294void GameController::setAudioSync(bool set) {
295 m_audioSync = set;
296 if (!m_turbo && m_gameOpen) {
297 GBAThreadInterrupt(&m_threadContext);
298 m_threadContext.sync.audioWait = set;
299 GBAThreadContinue(&m_threadContext);
300 }
301}
302
303void GameController::setFrameskip(int skip) {
304 m_threadContext.frameskip = skip;
305}
306
307void GameController::setTurbo(bool set, bool forced) {
308 if (m_turboForced && !forced) {
309 return;
310 }
311 m_turbo = set;
312 if (set) {
313 m_turboForced = forced;
314 } else {
315 m_turboForced = false;
316 }
317 if (m_gameOpen) {
318 GBAThreadInterrupt(&m_threadContext);
319 m_threadContext.sync.audioWait = set ? false : m_audioSync;
320 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
321 GBAThreadContinue(&m_threadContext);
322 }
323}
324
325void GameController::setAVStream(GBAAVStream* stream) {
326 if (m_gameOpen) {
327 GBAThreadInterrupt(&m_threadContext);
328 m_threadContext.stream = stream;
329 GBAThreadContinue(&m_threadContext);
330 } else {
331 m_threadContext.stream = stream;
332 }
333}
334
335void GameController::clearAVStream() {
336 if (m_gameOpen) {
337 GBAThreadInterrupt(&m_threadContext);
338 m_threadContext.stream = nullptr;
339 GBAThreadContinue(&m_threadContext);
340 } else {
341 m_threadContext.stream = nullptr;
342 }
343}
344
345void GameController::updateKeys() {
346 int activeKeys = m_activeKeys;
347#ifdef BUILD_SDL
348 activeKeys |= m_activeButtons;
349#endif
350 m_threadContext.activeKeys = activeKeys;
351}
352
353#ifdef BUILD_SDL
354void GameController::testSDLEvents() {
355 SDL_Joystick* joystick = m_sdlEvents.joystick;
356 SDL_JoystickUpdate();
357 int numButtons = SDL_JoystickNumButtons(joystick);
358 m_activeButtons = 0;
359 int i;
360 for (i = 0; i < numButtons; ++i) {
361 GBAKey key = GBAInputMapKey(&m_threadContext.inputMap, SDL_BINDING_BUTTON, i);
362 if (key == GBA_KEY_NONE) {
363 continue;
364 }
365 if (SDL_JoystickGetButton(joystick, i)) {
366 m_activeButtons |= 1 << key;
367 }
368 }
369 int numHats = SDL_JoystickNumHats(joystick);
370 for (i = 0; i < numHats; ++i) {
371 int hat = SDL_JoystickGetHat(joystick, i);
372 if (hat & SDL_HAT_UP) {
373 m_activeButtons |= 1 << GBA_KEY_UP;
374 }
375 if (hat & SDL_HAT_LEFT) {
376 m_activeButtons |= 1 << GBA_KEY_LEFT;
377 }
378 if (hat & SDL_HAT_DOWN) {
379 m_activeButtons |= 1 << GBA_KEY_DOWN;
380 }
381 if (hat & SDL_HAT_RIGHT) {
382 m_activeButtons |= 1 << GBA_KEY_RIGHT;
383 }
384 }
385 updateKeys();
386}
387#endif