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
11#include <QThread>
12
13extern "C" {
14#include "gba.h"
15#include "gba-audio.h"
16#include "gba-serialize.h"
17#include "renderers/video-software.h"
18#include "util/vfs.h"
19}
20
21using namespace QGBA;
22
23GameController::GameController(QObject* parent)
24 : QObject(parent)
25 , m_drawContext(new uint32_t[256 * 256])
26 , m_threadContext()
27 , m_activeKeys(0)
28 , m_logLevels(0)
29 , m_gameOpen(false)
30 , m_audioThread(new QThread(this))
31 , m_audioProcessor(AudioProcessor::create())
32 , m_videoSync(VIDEO_SYNC)
33 , m_audioSync(AUDIO_SYNC)
34 , m_turbo(false)
35 , m_turboForced(false)
36 , m_inputController(nullptr)
37{
38 m_renderer = new GBAVideoSoftwareRenderer;
39 GBAVideoSoftwareRendererCreate(m_renderer);
40 m_renderer->outputBuffer = (color_t*) m_drawContext;
41 m_renderer->outputBufferStride = 256;
42 m_threadContext.state = THREAD_INITIALIZED;
43 m_threadContext.debugger = 0;
44 m_threadContext.frameskip = 0;
45 m_threadContext.bios = 0;
46 m_threadContext.renderer = &m_renderer->d;
47 m_threadContext.userData = this;
48 m_threadContext.rewindBufferCapacity = 0;
49 m_threadContext.logLevel = -1;
50
51 m_threadContext.startCallback = [] (GBAThread* context) {
52 GameController* controller = static_cast<GameController*>(context->userData);
53 controller->m_audioProcessor->setInput(context);
54 controller->gameStarted(context);
55 };
56
57 m_threadContext.cleanCallback = [] (GBAThread* context) {
58 GameController* controller = static_cast<GameController*>(context->userData);
59 controller->gameStopped(context);
60 };
61
62 m_threadContext.frameCallback = [] (GBAThread* context) {
63 GameController* controller = static_cast<GameController*>(context->userData);
64 controller->m_pauseMutex.lock();
65 if (controller->m_pauseAfterFrame) {
66 GBAThreadPauseFromThread(context);
67 controller->m_pauseAfterFrame = false;
68 controller->gamePaused(&controller->m_threadContext);
69 }
70 controller->m_pauseMutex.unlock();
71 controller->frameAvailable(controller->m_drawContext);
72 };
73
74 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
75 GameController* controller = static_cast<GameController*>(context->userData);
76 if (level == GBA_LOG_FATAL) {
77 MutexLock(&controller->m_threadContext.stateMutex);
78 controller->m_threadContext.state = THREAD_EXITING;
79 MutexUnlock(&controller->m_threadContext.stateMutex);
80 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
81 } else if (!(controller->m_logLevels & level)) {
82 return;
83 }
84 controller->postLog(level, QString().vsprintf(format, args));
85 };
86
87 m_audioThread->start(QThread::TimeCriticalPriority);
88 m_audioProcessor->moveToThread(m_audioThread);
89 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
90 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
91 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
92 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
93
94#ifdef BUILD_SDL
95 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
96#endif
97}
98
99GameController::~GameController() {
100 m_audioThread->quit();
101 m_audioThread->wait();
102 disconnect();
103 closeGame();
104 delete m_renderer;
105 delete[] m_drawContext;
106}
107
108#ifdef USE_GDB_STUB
109ARMDebugger* GameController::debugger() {
110 return m_threadContext.debugger;
111}
112
113void GameController::setDebugger(ARMDebugger* debugger) {
114 bool wasPaused = isPaused();
115 setPaused(true);
116 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
117 GBADetachDebugger(m_threadContext.gba);
118 }
119 m_threadContext.debugger = debugger;
120 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
121 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
122 }
123 setPaused(wasPaused);
124}
125#endif
126
127void GameController::loadGame(const QString& path, bool dirmode) {
128 closeGame();
129 if (!dirmode) {
130 QFile file(path);
131 if (!file.open(QIODevice::ReadOnly)) {
132 return;
133 }
134 file.close();
135 }
136
137 m_fname = path;
138 m_dirmode = dirmode;
139 openGame();
140}
141
142void GameController::openGame() {
143 m_gameOpen = true;
144
145 m_pauseAfterFrame = false;
146
147 if (m_turbo) {
148 m_threadContext.sync.videoFrameWait = false;
149 m_threadContext.sync.audioWait = false;
150 } else {
151 m_threadContext.sync.videoFrameWait = m_videoSync;
152 m_threadContext.sync.audioWait = m_audioSync;
153 }
154
155 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
156 if (m_dirmode) {
157 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
158 m_threadContext.stateDir = m_threadContext.gameDir;
159 } else {
160 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
161#if ENABLE_LIBZIP
162 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
163#endif
164 }
165
166 if (!m_bios.isNull()) {
167 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
168 }
169
170 if (!m_patch.isNull()) {
171 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
172 }
173
174 if (!GBAThreadStart(&m_threadContext)) {
175 m_gameOpen = false;
176 }
177}
178
179void GameController::loadBIOS(const QString& path) {
180 m_bios = path;
181 if (m_gameOpen) {
182 closeGame();
183 openGame();
184 }
185}
186
187void GameController::loadPatch(const QString& path) {
188 m_patch = path;
189 if (m_gameOpen) {
190 closeGame();
191 openGame();
192 }
193}
194
195void GameController::closeGame() {
196 if (!m_gameOpen) {
197 return;
198 }
199 if (GBAThreadIsPaused(&m_threadContext)) {
200 GBAThreadUnpause(&m_threadContext);
201 }
202 GBAThreadEnd(&m_threadContext);
203 GBAThreadJoin(&m_threadContext);
204 if (m_threadContext.fname) {
205 free(const_cast<char*>(m_threadContext.fname));
206 m_threadContext.fname = nullptr;
207 }
208
209 m_patch = QString();
210
211 m_gameOpen = false;
212 emit gameStopped(&m_threadContext);
213}
214
215void GameController::crashGame(const QString& crashMessage) {
216 closeGame();
217 emit gameCrashed(crashMessage);
218}
219
220bool GameController::isPaused() {
221 if (!m_gameOpen) {
222 return false;
223 }
224 return GBAThreadIsPaused(&m_threadContext);
225}
226
227void GameController::setPaused(bool paused) {
228 if (paused == GBAThreadIsPaused(&m_threadContext)) {
229 return;
230 }
231 if (paused) {
232 GBAThreadPause(&m_threadContext);
233 emit gamePaused(&m_threadContext);
234 } else {
235 GBAThreadUnpause(&m_threadContext);
236 emit gameUnpaused(&m_threadContext);
237 }
238}
239
240void GameController::reset() {
241 GBAThreadReset(&m_threadContext);
242}
243
244void GameController::threadInterrupt() {
245 if (m_gameOpen) {
246 GBAThreadInterrupt(&m_threadContext);
247 }
248}
249
250void GameController::threadContinue() {
251 if (m_gameOpen) {
252 GBAThreadContinue(&m_threadContext);
253 }
254}
255
256void GameController::frameAdvance() {
257 m_pauseMutex.lock();
258 m_pauseAfterFrame = true;
259 setPaused(false);
260 m_pauseMutex.unlock();
261}
262
263void GameController::keyPressed(int key) {
264 int mappedKey = 1 << key;
265 m_activeKeys |= mappedKey;
266 updateKeys();
267}
268
269void GameController::keyReleased(int key) {
270 int mappedKey = 1 << key;
271 m_activeKeys &= ~mappedKey;
272 updateKeys();
273}
274
275void GameController::setAudioBufferSamples(int samples) {
276 if (m_gameOpen) {
277 threadInterrupt();
278 m_threadContext.audioBuffers = samples;
279 GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
280 threadContinue();
281 } else {
282 m_threadContext.audioBuffers = samples;
283
284 }
285 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
286}
287
288void GameController::setFPSTarget(float fps) {
289 threadInterrupt();
290 m_threadContext.fpsTarget = fps;
291 threadContinue();
292 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
293}
294
295void GameController::loadState(int slot) {
296 threadInterrupt();
297 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
298 threadContinue();
299 emit stateLoaded(&m_threadContext);
300 emit frameAvailable(m_drawContext);
301}
302
303void GameController::saveState(int slot) {
304 threadInterrupt();
305 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
306 threadContinue();
307}
308
309void GameController::setVideoSync(bool set) {
310 m_videoSync = set;
311 if (!m_turbo) {
312 threadInterrupt();
313 m_threadContext.sync.videoFrameWait = set;
314 threadContinue();
315 }
316}
317
318void GameController::setAudioSync(bool set) {
319 m_audioSync = set;
320 if (!m_turbo) {
321 threadInterrupt();
322 m_threadContext.sync.audioWait = set;
323 threadContinue();
324 }
325}
326
327void GameController::setFrameskip(int skip) {
328 m_threadContext.frameskip = skip;
329}
330
331void GameController::setTurbo(bool set, bool forced) {
332 if (m_turboForced && !forced) {
333 return;
334 }
335 m_turbo = set;
336 if (set) {
337 m_turboForced = forced;
338 } else {
339 m_turboForced = false;
340 }
341 threadInterrupt();
342 m_threadContext.sync.audioWait = set ? false : m_audioSync;
343 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
344 threadContinue();
345}
346
347void GameController::setAVStream(GBAAVStream* stream) {
348 threadInterrupt();
349 m_threadContext.stream = stream;
350 threadContinue();
351}
352
353void GameController::clearAVStream() {
354 threadInterrupt();
355 m_threadContext.stream = nullptr;
356 threadContinue();
357}
358
359void GameController::updateKeys() {
360 int activeKeys = m_activeKeys;
361#ifdef BUILD_SDL
362 activeKeys |= m_activeButtons;
363#endif
364 m_threadContext.activeKeys = activeKeys;
365}
366
367void GameController::setLogLevel(int levels) {
368 threadInterrupt();
369 m_logLevels = levels;
370 threadContinue();
371}
372
373void GameController::enableLogLevel(int levels) {
374 threadInterrupt();
375 m_logLevels |= levels;
376 threadContinue();
377}
378
379void GameController::disableLogLevel(int levels) {
380 threadInterrupt();
381 m_logLevels &= ~levels;
382 threadContinue();
383}
384
385#ifdef BUILD_SDL
386void GameController::testSDLEvents() {
387 if (!m_inputController) {
388 return;
389 }
390
391 m_activeButtons = m_inputController->testSDLEvents();
392 updateKeys();
393}
394#endif