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 "MultiplayerController.h"
11
12#include <QDateTime>
13#include <QThread>
14
15#include <ctime>
16
17extern "C" {
18#include "gba/audio.h"
19#include "gba/gba.h"
20#include "gba/serialize.h"
21#include "gba/renderers/video-software.h"
22#include "gba/supervisor/config.h"
23#include "util/vfs.h"
24}
25
26using namespace QGBA;
27using namespace std;
28
29const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
30
31GameController::GameController(QObject* parent)
32 : QObject(parent)
33 , m_drawContext(new uint32_t[256 * 256])
34 , m_threadContext()
35 , m_activeKeys(0)
36 , m_inactiveKeys(0)
37 , m_logLevels(0)
38 , m_gameOpen(false)
39 , m_audioThread(new QThread(this))
40 , m_audioProcessor(AudioProcessor::create())
41 , m_videoSync(VIDEO_SYNC)
42 , m_audioSync(AUDIO_SYNC)
43 , m_turbo(false)
44 , m_turboForced(false)
45 , m_inputController(nullptr)
46 , m_multiplayer(nullptr)
47{
48 m_renderer = new GBAVideoSoftwareRenderer;
49 GBAVideoSoftwareRendererCreate(m_renderer);
50 m_renderer->outputBuffer = (color_t*) m_drawContext;
51 m_renderer->outputBufferStride = 256;
52
53 GBACheatDeviceCreate(&m_cheatDevice);
54
55 m_threadContext.state = THREAD_INITIALIZED;
56 m_threadContext.debugger = 0;
57 m_threadContext.frameskip = 0;
58 m_threadContext.bios = 0;
59 m_threadContext.renderer = &m_renderer->d;
60 m_threadContext.userData = this;
61 m_threadContext.rewindBufferCapacity = 0;
62 m_threadContext.cheats = &m_cheatDevice;
63 m_threadContext.logLevel = -1;
64
65 m_lux.p = this;
66 m_lux.sample = [] (GBALuminanceSource* context) {
67 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
68 lux->value = 0xFF - lux->p->m_luxValue;
69 };
70
71 m_lux.readLuminance = [] (GBALuminanceSource* context) {
72 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
73 return lux->value;
74 };
75 setLuminanceLevel(0);
76
77 m_rtc.p = this;
78 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
79 m_rtc.sample = [] (GBARTCSource* context) { };
80 m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
81 GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
82 switch (rtc->override) {
83 case GameControllerRTC::NO_OVERRIDE:
84 default:
85 return time(nullptr);
86 case GameControllerRTC::FIXED:
87 return rtc->value;
88 case GameControllerRTC::FAKE_EPOCH:
89 return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
90 }
91 };
92
93 m_threadContext.startCallback = [] (GBAThread* context) {
94 GameController* controller = static_cast<GameController*>(context->userData);
95 controller->m_audioProcessor->setInput(context);
96 // Override the GBA object's log level to prevent stdout spew
97 context->gba->logLevel = GBA_LOG_FATAL;
98 context->gba->luminanceSource = &controller->m_lux;
99 context->gba->rtcSource = &controller->m_rtc;
100 controller->gameStarted(context);
101 };
102
103 m_threadContext.cleanCallback = [] (GBAThread* context) {
104 GameController* controller = static_cast<GameController*>(context->userData);
105 controller->gameStopped(context);
106 };
107
108 m_threadContext.frameCallback = [] (GBAThread* context) {
109 GameController* controller = static_cast<GameController*>(context->userData);
110 controller->m_pauseMutex.lock();
111 if (controller->m_pauseAfterFrame) {
112 GBAThreadPauseFromThread(context);
113 controller->m_pauseAfterFrame = false;
114 controller->gamePaused(&controller->m_threadContext);
115 }
116 controller->m_pauseMutex.unlock();
117 controller->frameAvailable(controller->m_drawContext);
118 };
119
120 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
121 static const char* stubMessage = "Stub software interrupt";
122 GameController* controller = static_cast<GameController*>(context->userData);
123 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
124 va_list argc;
125 va_copy(argc, args);
126 int immediate = va_arg(argc, int);
127 controller->unimplementedBiosCall(immediate);
128 }
129 if (level == GBA_LOG_FATAL) {
130 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
131 } else if (!(controller->m_logLevels & level)) {
132 return;
133 }
134 controller->postLog(level, QString().vsprintf(format, args));
135 };
136
137 m_audioThread->start(QThread::TimeCriticalPriority);
138 m_audioProcessor->moveToThread(m_audioThread);
139 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
140 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
141 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
142 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
143
144#ifdef BUILD_SDL
145 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
146#endif
147}
148
149GameController::~GameController() {
150 m_audioThread->quit();
151 m_audioThread->wait();
152 disconnect();
153 clearMultiplayerController();
154 closeGame();
155 GBACheatDeviceDestroy(&m_cheatDevice);
156 delete m_renderer;
157 delete[] m_drawContext;
158}
159
160void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
161 if (controller == m_multiplayer) {
162 return;
163 }
164 clearMultiplayerController();
165 m_multiplayer = controller;
166 controller->attachGame(this);
167}
168
169void GameController::clearMultiplayerController() {
170 if (!m_multiplayer) {
171 return;
172 }
173 m_multiplayer->detachGame(this);
174 m_multiplayer.reset();
175}
176
177void GameController::setOverride(const GBACartridgeOverride& override) {
178 m_threadContext.override = override;
179 m_threadContext.hasOverride = true;
180}
181
182void GameController::setOptions(const GBAOptions* opts) {
183 setFrameskip(opts->frameskip);
184 setAudioSync(opts->audioSync);
185 setVideoSync(opts->videoSync);
186 setSkipBIOS(opts->skipBios);
187 setUseBIOS(opts->useBios);
188 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
189 setVolume(opts->volume);
190 setMute(opts->mute);
191
192 threadInterrupt();
193 m_threadContext.idleOptimization = opts->idleOptimization;
194 threadContinue();
195}
196
197#ifdef USE_GDB_STUB
198ARMDebugger* GameController::debugger() {
199 return m_threadContext.debugger;
200}
201
202void GameController::setDebugger(ARMDebugger* debugger) {
203 threadInterrupt();
204 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
205 GBADetachDebugger(m_threadContext.gba);
206 }
207 m_threadContext.debugger = debugger;
208 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
209 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
210 }
211 threadContinue();
212}
213#endif
214
215void GameController::loadGame(const QString& path, bool dirmode) {
216 closeGame();
217 if (!dirmode) {
218 QFile file(path);
219 if (!file.open(QIODevice::ReadOnly)) {
220 return;
221 }
222 file.close();
223 }
224
225 m_fname = path;
226 m_dirmode = dirmode;
227 openGame();
228}
229
230void GameController::openGame() {
231 m_gameOpen = true;
232
233 m_pauseAfterFrame = false;
234
235 if (m_turbo) {
236 m_threadContext.sync.videoFrameWait = false;
237 m_threadContext.sync.audioWait = false;
238 } else {
239 m_threadContext.sync.videoFrameWait = m_videoSync;
240 m_threadContext.sync.audioWait = m_audioSync;
241 }
242
243 m_threadContext.gameDir = 0;
244 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
245 if (m_dirmode) {
246 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
247 m_threadContext.stateDir = m_threadContext.gameDir;
248 } else {
249 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
250#if USE_LIBZIP
251 if (!m_threadContext.gameDir) {
252 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
253 }
254#endif
255#if USE_LZMA
256 if (!m_threadContext.gameDir) {
257 m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
258 }
259#endif
260 }
261
262 if (!m_bios.isNull() &&m_useBios) {
263 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
264 } else {
265 m_threadContext.bios = nullptr;
266 }
267
268 if (!m_patch.isNull()) {
269 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
270 }
271
272 if (!GBAThreadStart(&m_threadContext)) {
273 m_gameOpen = false;
274 emit gameFailed();
275 }
276}
277
278void GameController::loadBIOS(const QString& path) {
279 if (m_bios == path) {
280 return;
281 }
282 m_bios = path;
283 if (m_gameOpen) {
284 closeGame();
285 openGame();
286 }
287}
288
289void GameController::loadPatch(const QString& path) {
290 if (m_gameOpen) {
291 closeGame();
292 m_patch = path;
293 openGame();
294 } else {
295 m_patch = path;
296 }
297}
298
299void GameController::closeGame() {
300 if (!m_gameOpen) {
301 return;
302 }
303 if (GBAThreadIsPaused(&m_threadContext)) {
304 GBAThreadUnpause(&m_threadContext);
305 }
306 GBAThreadEnd(&m_threadContext);
307 GBAThreadJoin(&m_threadContext);
308 if (m_threadContext.fname) {
309 free(const_cast<char*>(m_threadContext.fname));
310 m_threadContext.fname = nullptr;
311 }
312
313 m_patch = QString();
314
315 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
316 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
317 GBACheatSetDeinit(set);
318 delete set;
319 }
320 GBACheatSetsClear(&m_cheatDevice.cheats);
321
322 m_gameOpen = false;
323 emit gameStopped(&m_threadContext);
324}
325
326void GameController::crashGame(const QString& crashMessage) {
327 closeGame();
328 emit gameCrashed(crashMessage);
329}
330
331bool GameController::isPaused() {
332 if (!m_gameOpen) {
333 return false;
334 }
335 return GBAThreadIsPaused(&m_threadContext);
336}
337
338void GameController::setPaused(bool paused) {
339 if (!m_gameOpen || paused == GBAThreadIsPaused(&m_threadContext)) {
340 return;
341 }
342 if (paused) {
343 GBAThreadPause(&m_threadContext);
344 emit gamePaused(&m_threadContext);
345 } else {
346 GBAThreadUnpause(&m_threadContext);
347 emit gameUnpaused(&m_threadContext);
348 }
349}
350
351void GameController::reset() {
352 GBAThreadReset(&m_threadContext);
353}
354
355void GameController::threadInterrupt() {
356 if (m_gameOpen) {
357 GBAThreadInterrupt(&m_threadContext);
358 }
359}
360
361void GameController::threadContinue() {
362 if (m_gameOpen) {
363 GBAThreadContinue(&m_threadContext);
364 }
365}
366
367void GameController::frameAdvance() {
368 m_pauseMutex.lock();
369 m_pauseAfterFrame = true;
370 setPaused(false);
371 m_pauseMutex.unlock();
372}
373
374void GameController::setRewind(bool enable, int capacity, int interval) {
375 if (m_gameOpen) {
376 threadInterrupt();
377 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
378 threadContinue();
379 } else {
380 if (enable) {
381 m_threadContext.rewindBufferInterval = interval;
382 m_threadContext.rewindBufferCapacity = capacity;
383 } else {
384 m_threadContext.rewindBufferInterval = 0;
385 m_threadContext.rewindBufferCapacity = 0;
386 }
387 }
388}
389
390void GameController::rewind(int states) {
391 threadInterrupt();
392 if (!states) {
393 GBARewindAll(&m_threadContext);
394 } else {
395 GBARewind(&m_threadContext, states);
396 }
397 threadContinue();
398 emit rewound(&m_threadContext);
399 emit frameAvailable(m_drawContext);
400}
401
402void GameController::keyPressed(int key) {
403 int mappedKey = 1 << key;
404 m_activeKeys |= mappedKey;
405 if (!m_inputController->allowOpposing()) {
406 if ((m_activeKeys & 0x30) == 0x30) {
407 m_inactiveKeys |= mappedKey ^ 0x30;
408 m_activeKeys ^= mappedKey ^ 0x30;
409 }
410 if ((m_activeKeys & 0xC0) == 0xC0) {
411 m_inactiveKeys |= mappedKey ^ 0xC0;
412 m_activeKeys ^= mappedKey ^ 0xC0;
413 }
414 }
415 updateKeys();
416}
417
418void GameController::keyReleased(int key) {
419 int mappedKey = 1 << key;
420 m_activeKeys &= ~mappedKey;
421 if (!m_inputController->allowOpposing()) {
422 if (mappedKey & 0x30) {
423 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
424 m_inactiveKeys &= ~0x30;
425 }
426 if (mappedKey & 0xC0) {
427 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
428 m_inactiveKeys &= ~0xC0;
429 }
430 }
431 updateKeys();
432}
433
434void GameController::clearKeys() {
435 m_activeKeys = 0;
436 m_inactiveKeys = 0;
437 updateKeys();
438}
439
440void GameController::setAudioBufferSamples(int samples) {
441 threadInterrupt();
442 redoSamples(samples);
443 threadContinue();
444 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
445}
446
447void GameController::setFPSTarget(float fps) {
448 threadInterrupt();
449 m_threadContext.fpsTarget = fps;
450 redoSamples(m_audioProcessor->getBufferSamples());
451 threadContinue();
452 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
453}
454
455void GameController::setSkipBIOS(bool set) {
456 threadInterrupt();
457 m_threadContext.skipBios = set;
458 threadContinue();
459}
460
461void GameController::setUseBIOS(bool use) {
462 threadInterrupt();
463 m_useBios = use;
464 threadContinue();
465}
466
467void GameController::loadState(int slot) {
468 threadInterrupt();
469 GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
470 threadContinue();
471 emit stateLoaded(&m_threadContext);
472 emit frameAvailable(m_drawContext);
473}
474
475void GameController::saveState(int slot) {
476 threadInterrupt();
477 GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
478 threadContinue();
479}
480
481void GameController::setVideoSync(bool set) {
482 m_videoSync = set;
483 if (!m_turbo) {
484 threadInterrupt();
485 m_threadContext.sync.videoFrameWait = set;
486 threadContinue();
487 }
488}
489
490void GameController::setAudioSync(bool set) {
491 m_audioSync = set;
492 if (!m_turbo) {
493 threadInterrupt();
494 m_threadContext.sync.audioWait = set;
495 threadContinue();
496 }
497}
498
499void GameController::setFrameskip(int skip) {
500 m_threadContext.frameskip = skip;
501}
502
503void GameController::setVolume(int volume) {
504 threadInterrupt();
505 m_threadContext.volume = volume;
506 if (m_gameOpen) {
507 m_threadContext.gba->audio.masterVolume = volume;
508 }
509 threadContinue();
510}
511
512void GameController::setMute(bool mute) {
513 threadInterrupt();
514 m_threadContext.mute = mute;
515 if (m_gameOpen) {
516 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
517 }
518 threadContinue();
519}
520
521void GameController::setTurbo(bool set, bool forced) {
522 if (m_turboForced && !forced) {
523 return;
524 }
525 m_turbo = set;
526 m_turboForced = set && forced;
527 threadInterrupt();
528 m_threadContext.sync.audioWait = set ? false : m_audioSync;
529 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
530 threadContinue();
531}
532
533void GameController::setAVStream(GBAAVStream* stream) {
534 threadInterrupt();
535 m_threadContext.stream = stream;
536 if (m_gameOpen) {
537 m_threadContext.gba->stream = stream;
538 }
539 threadContinue();
540}
541
542void GameController::clearAVStream() {
543 threadInterrupt();
544 m_threadContext.stream = nullptr;
545 if (m_gameOpen) {
546 m_threadContext.gba->stream = nullptr;
547 }
548 threadContinue();
549}
550
551#ifdef USE_PNG
552void GameController::screenshot() {
553 GBAThreadInterrupt(&m_threadContext);
554 GBAThreadTakeScreenshot(&m_threadContext);
555 GBAThreadContinue(&m_threadContext);
556}
557#endif
558
559void GameController::reloadAudioDriver() {
560 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
561 int samples = m_audioProcessor->getBufferSamples();
562 delete m_audioProcessor;
563 m_audioProcessor = AudioProcessor::create();
564 m_audioProcessor->setBufferSamples(samples);
565 m_audioProcessor->moveToThread(m_audioThread);
566 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
567 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
568 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
569 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
570 if (isLoaded()) {
571 m_audioProcessor->setInput(&m_threadContext);
572 QMetaObject::invokeMethod(m_audioProcessor, "start");
573 }
574}
575
576void GameController::setLuminanceValue(uint8_t value) {
577 m_luxValue = value;
578 value = std::max<int>(value - 0x16, 0);
579 m_luxLevel = 10;
580 for (int i = 0; i < 10; ++i) {
581 if (value < LUX_LEVELS[i]) {
582 m_luxLevel = i;
583 break;
584 }
585 }
586 emit luminanceValueChanged(m_luxValue);
587}
588
589void GameController::setLuminanceLevel(int level) {
590 int value = 0x16;
591 level = std::max(0, std::min(10, level));
592 if (level > 0) {
593 value += LUX_LEVELS[level - 1];
594 }
595 setLuminanceValue(value);
596}
597
598void GameController::setRealTime() {
599 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
600}
601
602void GameController::setFixedTime(const QDateTime& time) {
603 m_rtc.override = GameControllerRTC::FIXED;
604 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
605}
606
607void GameController::setFakeEpoch(const QDateTime& time) {
608 m_rtc.override = GameControllerRTC::FAKE_EPOCH;
609 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
610}
611
612void GameController::updateKeys() {
613 int activeKeys = m_activeKeys;
614#ifdef BUILD_SDL
615 activeKeys |= m_activeButtons;
616#endif
617 activeKeys &= ~m_inactiveKeys;
618 m_threadContext.activeKeys = activeKeys;
619}
620
621void GameController::redoSamples(int samples) {
622#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
623 float sampleRate = 0x8000;
624 float ratio;
625 if (m_threadContext.gba) {
626 sampleRate = m_threadContext.gba->audio.sampleRate;
627 }
628 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
629 m_threadContext.audioBuffers = ceil(samples / ratio);
630#else
631 m_threadContext.audioBuffers = samples;
632#endif
633 if (m_threadContext.gba) {
634 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
635 }
636}
637
638void GameController::setLogLevel(int levels) {
639 threadInterrupt();
640 m_logLevels = levels;
641 threadContinue();
642}
643
644void GameController::enableLogLevel(int levels) {
645 threadInterrupt();
646 m_logLevels |= levels;
647 threadContinue();
648}
649
650void GameController::disableLogLevel(int levels) {
651 threadInterrupt();
652 m_logLevels &= ~levels;
653 threadContinue();
654}
655
656#ifdef BUILD_SDL
657void GameController::testSDLEvents() {
658 if (!m_inputController) {
659 return;
660 }
661
662 m_activeButtons = m_inputController->testSDLEvents();
663 updateKeys();
664}
665#endif