all repos — mgba @ 297551a5be1858061a84e2482bfd3b83a39f94b0

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