all repos — mgba @ 2a80ddf8d0e1eaee3437c46547e6255f039987d0

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 "gba/audio.h"
  22#include "gba/context/config.h"
  23#include "gba/context/directories.h"
  24#include "gba/gba.h"
  25#include "gba/serialize.h"
  26#include "gba/sharkport.h"
  27#include "gba/renderers/video-software.h"
  28#include "util/vfs.h"
  29}
  30
  31using namespace QGBA;
  32using namespace std;
  33
  34GameController::GameController(QObject* parent)
  35	: QObject(parent)
  36	, m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
  37	, m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
  38	, m_threadContext()
  39	, m_activeKeys(0)
  40	, m_inactiveKeys(0)
  41	, m_logLevels(0)
  42	, m_gameOpen(false)
  43	, m_audioThread(new QThread(this))
  44	, m_audioProcessor(AudioProcessor::create())
  45	, m_pauseAfterFrame(false)
  46	, m_videoSync(VIDEO_SYNC)
  47	, m_audioSync(AUDIO_SYNC)
  48	, m_fpsTarget(-1)
  49	, m_turbo(false)
  50	, m_turboForced(false)
  51	, m_turboSpeed(-1)
  52	, m_wasPaused(false)
  53	, m_audioChannels{ true, true, true, true, true, true }
  54	, m_videoLayers{ true, true, true, true, true }
  55	, m_autofire{}
  56	, m_autofireStatus{}
  57	, m_inputController(nullptr)
  58	, m_multiplayer(nullptr)
  59	, m_stateSlot(1)
  60	, m_backupLoadState(nullptr)
  61	, m_backupSaveState(nullptr)
  62	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  63	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  64{
  65	m_renderer = new GBAVideoSoftwareRenderer;
  66	GBAVideoSoftwareRendererCreate(m_renderer);
  67	m_renderer->outputBuffer = (color_t*) m_drawContext;
  68	m_renderer->outputBufferStride = VIDEO_HORIZONTAL_PIXELS;
  69
  70	GBACheatDeviceCreate(&m_cheatDevice);
  71
  72	m_threadContext.state = THREAD_INITIALIZED;
  73	m_threadContext.debugger = 0;
  74	m_threadContext.frameskip = 0;
  75	m_threadContext.bios = 0;
  76	m_threadContext.renderer = &m_renderer->d;
  77	m_threadContext.userData = this;
  78	m_threadContext.rewindBufferCapacity = 0;
  79	m_threadContext.cheats = &m_cheatDevice;
  80	m_threadContext.logLevel = GBA_LOG_ALL;
  81	GBADirectorySetInit(&m_threadContext.dirs);
  82
  83	m_lux.p = this;
  84	m_lux.sample = [](GBALuminanceSource* context) {
  85		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  86		lux->value = 0xFF - lux->p->m_luxValue;
  87	};
  88
  89	m_lux.readLuminance = [](GBALuminanceSource* context) {
  90		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  91		return lux->value;
  92	};
  93	setLuminanceLevel(0);
  94
  95	m_threadContext.startCallback = [](GBAThread* context) {
  96		GameController* controller = static_cast<GameController*>(context->userData);
  97		if (controller->m_audioProcessor) {
  98			controller->m_audioProcessor->setInput(context);
  99		}
 100		context->gba->luminanceSource = &controller->m_lux;
 101		GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
 102		context->gba->rtcSource = &controller->m_rtc.d;
 103		context->gba->rumble = controller->m_inputController->rumble();
 104		context->gba->rotationSource = controller->m_inputController->rotationSource();
 105		context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 106		context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 107		context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 108		context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 109		context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 110		context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 111		context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 112		context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 113		context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 114		context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 115		context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 116		controller->m_fpsTarget = context->fpsTarget;
 117
 118		if (context->dirs.state && GBALoadState(context, context->dirs.state, 0, controller->m_loadStateFlags)) {
 119			GBADeleteState(context->gba, context->dirs.state, 0);
 120		}
 121		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
 122	};
 123
 124	m_threadContext.cleanCallback = [](GBAThread* context) {
 125		GameController* controller = static_cast<GameController*>(context->userData);
 126		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
 127	};
 128
 129	m_threadContext.frameCallback = [](GBAThread* context) {
 130		GameController* controller = static_cast<GameController*>(context->userData);
 131		memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
 132		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 133		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 134			GBAThreadPauseFromThread(context);
 135			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
 136		}
 137	};
 138
 139	m_threadContext.stopCallback = [](GBAThread* context) {
 140		if (!context) {
 141			return false;
 142		}
 143		GameController* controller = static_cast<GameController*>(context->userData);
 144		if (!GBASaveState(context, context->dirs.state, 0, controller->m_saveStateFlags)) {
 145			return false;
 146		}
 147		QMetaObject::invokeMethod(controller, "closeGame");
 148		return true;
 149	};
 150
 151	m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
 152		static const char* stubMessage = "Stub software interrupt: %02X";
 153		static const char* savestateMessage = "State %i loaded";
 154		static const char* savestateFailedMessage = "State %i failed to load";
 155		if (!context) {
 156			return;
 157		}
 158		GameController* controller = static_cast<GameController*>(context->userData);
 159		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
 160			va_list argc;
 161			va_copy(argc, args);
 162			int immediate = va_arg(argc, int);
 163			va_end(argc);
 164			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 165		} else if (level == GBA_LOG_STATUS) {
 166			// Slot 0 is reserved for suspend points
 167			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 168				va_list argc;
 169				va_copy(argc, args);
 170				int slot = va_arg(argc, int);
 171				va_end(argc);
 172				if (slot == 0) {
 173					format = "Loaded suspend state";
 174				}
 175			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 176				va_list argc;
 177				va_copy(argc, args);
 178				int slot = va_arg(argc, int);
 179				va_end(argc);
 180				if (slot == 0) {
 181					return;
 182				}
 183			}
 184		}
 185		if (level == GBA_LOG_FATAL) {
 186			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 187		} else if (!(controller->m_logLevels & level)) {
 188			return;
 189		}
 190		QString message(QString().vsprintf(format, args));
 191		if (level == GBA_LOG_STATUS) {
 192			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 193		}
 194		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
 195	};
 196
 197	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 198		GBARewind(&m_threadContext, 1);
 199		emit frameAvailable(m_drawContext);
 200		emit rewound(&m_threadContext);
 201	});
 202	m_rewindTimer.setInterval(100);
 203
 204	m_audioThread->setObjectName("Audio Thread");
 205	m_audioThread->start(QThread::TimeCriticalPriority);
 206	m_audioProcessor->moveToThread(m_audioThread);
 207	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 208	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 209	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 210}
 211
 212GameController::~GameController() {
 213	m_audioThread->quit();
 214	m_audioThread->wait();
 215	disconnect();
 216	clearMultiplayerController();
 217	closeGame();
 218	GBACheatDeviceDestroy(&m_cheatDevice);
 219	GBADirectorySetDeinit(&m_threadContext.dirs);
 220	delete m_renderer;
 221	delete[] m_drawContext;
 222	delete[] m_frontBuffer;
 223	delete m_backupLoadState;
 224}
 225
 226void GameController::setMultiplayerController(MultiplayerController* controller) {
 227	if (controller == m_multiplayer) {
 228		return;
 229	}
 230	clearMultiplayerController();
 231	m_multiplayer = controller;
 232	controller->attachGame(this);
 233}
 234
 235void GameController::clearMultiplayerController() {
 236	if (!m_multiplayer) {
 237		return;
 238	}
 239	m_multiplayer->detachGame(this);
 240	m_multiplayer = nullptr;
 241}
 242
 243void GameController::setOverride(const GBACartridgeOverride& override) {
 244	m_threadContext.override = override;
 245	m_threadContext.hasOverride = true;
 246}
 247
 248void GameController::setOptions(const GBAOptions* opts) {
 249	setFrameskip(opts->frameskip);
 250	setAudioSync(opts->audioSync);
 251	setVideoSync(opts->videoSync);
 252	setSkipBIOS(opts->skipBios);
 253	setUseBIOS(opts->useBios);
 254	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
 255	setVolume(opts->volume);
 256	setMute(opts->mute);
 257
 258	threadInterrupt();
 259	GBADirectorySetMapOptions(&m_threadContext.dirs, opts);
 260	m_threadContext.idleOptimization = opts->idleOptimization;
 261	threadContinue();
 262}
 263
 264#ifdef USE_GDB_STUB
 265ARMDebugger* GameController::debugger() {
 266	return m_threadContext.debugger;
 267}
 268
 269void GameController::setDebugger(ARMDebugger* debugger) {
 270	threadInterrupt();
 271	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 272		GBADetachDebugger(m_threadContext.gba);
 273	}
 274	m_threadContext.debugger = debugger;
 275	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 276		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
 277	}
 278	threadContinue();
 279}
 280#endif
 281
 282void GameController::loadGame(const QString& path) {
 283	closeGame();
 284	QFile file(path);
 285	if (!file.open(QIODevice::ReadOnly)) {
 286		postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
 287		return;
 288	}
 289	file.close();
 290
 291	m_fname = path;
 292	openGame();
 293}
 294
 295void GameController::bootBIOS() {
 296	closeGame();
 297	m_fname = QString();
 298	openGame(true);
 299}
 300
 301void GameController::openGame(bool biosOnly) {
 302	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 303		return;
 304	}
 305
 306	m_gameOpen = true;
 307
 308	m_pauseAfterFrame = false;
 309
 310	if (m_turbo) {
 311		m_threadContext.sync.videoFrameWait = false;
 312		m_threadContext.sync.audioWait = false;
 313	} else {
 314		m_threadContext.sync.videoFrameWait = m_videoSync;
 315		m_threadContext.sync.audioWait = m_audioSync;
 316	}
 317
 318	m_threadContext.bootBios = biosOnly;
 319	if (biosOnly) {
 320		m_threadContext.fname = nullptr;
 321	} else {
 322		m_threadContext.fname = strdup(m_fname.toUtf8().constData());
 323		GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
 324	}
 325
 326	if (!m_bios.isNull() && m_useBios) {
 327		m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
 328	} else {
 329		m_threadContext.bios = nullptr;
 330	}
 331
 332	if (!m_patch.isNull()) {
 333		m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
 334	}
 335
 336	m_inputController->recalibrateAxes();
 337	memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4);
 338
 339	if (!GBAThreadStart(&m_threadContext)) {
 340		m_gameOpen = false;
 341		emit gameFailed();
 342	} else if (m_audioProcessor) {
 343		bool started = false;
 344		QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 345		if (!started) {
 346			LOG(ERROR) << tr("Failed to start audio processor");
 347			// Don't freeze!
 348			m_audioSync = false;
 349			m_videoSync = true;
 350			m_threadContext.sync.audioWait = false;
 351			m_threadContext.sync.videoFrameWait = true;
 352		}
 353	}
 354}
 355
 356void GameController::loadBIOS(const QString& path) {
 357	if (m_bios == path) {
 358		return;
 359	}
 360	m_bios = path;
 361	if (m_gameOpen) {
 362		closeGame();
 363		openGame();
 364	}
 365}
 366
 367void GameController::yankPak() {
 368	if (!m_gameOpen) {
 369		return;
 370	}
 371	threadInterrupt();
 372	GBAYankROM(m_threadContext.gba);
 373	threadContinue();
 374}
 375
 376void GameController::replaceGame(const QString& path) {
 377	if (!m_gameOpen) {
 378		return;
 379	}
 380
 381	m_fname = path;
 382	threadInterrupt();
 383	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
 384	GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
 385	threadContinue();
 386}
 387
 388void GameController::loadPatch(const QString& path) {
 389	if (m_gameOpen) {
 390		closeGame();
 391		m_patch = path;
 392		openGame();
 393	} else {
 394		m_patch = path;
 395	}
 396}
 397
 398void GameController::importSharkport(const QString& path) {
 399	if (!isLoaded()) {
 400		return;
 401	}
 402	VFile* vf = VFileDevice::open(path, O_RDONLY);
 403	if (!vf) {
 404		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
 405		return;
 406	}
 407	threadInterrupt();
 408	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
 409	threadContinue();
 410	vf->close(vf);
 411}
 412
 413void GameController::exportSharkport(const QString& path) {
 414	if (!isLoaded()) {
 415		return;
 416	}
 417	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 418	if (!vf) {
 419		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
 420		return;
 421	}
 422	threadInterrupt();
 423	GBASavedataExportSharkPort(m_threadContext.gba, vf);
 424	threadContinue();
 425	vf->close(vf);
 426}
 427
 428void GameController::closeGame() {
 429	if (!m_gameOpen) {
 430		return;
 431	}
 432	m_gameOpen = false;
 433
 434	m_rewindTimer.stop();
 435	if (GBAThreadIsPaused(&m_threadContext)) {
 436		GBAThreadUnpause(&m_threadContext);
 437	}
 438	m_audioProcessor->pause();
 439	GBAThreadEnd(&m_threadContext);
 440	GBAThreadJoin(&m_threadContext);
 441	// Make sure the event queue clears out before the thread is reused
 442	QCoreApplication::processEvents();
 443	if (m_threadContext.fname) {
 444		free(const_cast<char*>(m_threadContext.fname));
 445		m_threadContext.fname = nullptr;
 446	}
 447
 448	m_patch = QString();
 449
 450	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
 451		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
 452		GBACheatSetDeinit(set);
 453		delete set;
 454	}
 455	GBACheatSetsClear(&m_cheatDevice.cheats);
 456
 457	m_gameOpen = false;
 458	emit gameStopped(&m_threadContext);
 459}
 460
 461void GameController::crashGame(const QString& crashMessage) {
 462	closeGame();
 463	emit gameCrashed(crashMessage);
 464	emit gameStopped(&m_threadContext);
 465}
 466
 467bool GameController::isPaused() {
 468	if (!m_gameOpen) {
 469		return false;
 470	}
 471	return GBAThreadIsPaused(&m_threadContext);
 472}
 473
 474void GameController::setPaused(bool paused) {
 475	if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
 476		return;
 477	}
 478	if (paused) {
 479		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 480	} else {
 481		GBAThreadUnpause(&m_threadContext);
 482		emit gameUnpaused(&m_threadContext);
 483	}
 484}
 485
 486void GameController::reset() {
 487	if (!m_gameOpen) {
 488		return;
 489	}
 490	bool wasPaused = isPaused();
 491	setPaused(false);
 492	GBAThreadReset(&m_threadContext);
 493	if (wasPaused) {
 494		setPaused(true);
 495	}
 496}
 497
 498void GameController::threadInterrupt() {
 499	if (m_gameOpen) {
 500		GBAThreadInterrupt(&m_threadContext);
 501	}
 502}
 503
 504void GameController::threadContinue() {
 505	if (m_gameOpen) {
 506		GBAThreadContinue(&m_threadContext);
 507	}
 508}
 509
 510void GameController::frameAdvance() {
 511	if (m_rewindTimer.isActive()) {
 512		return;
 513	}
 514	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 515		setPaused(false);
 516	}
 517}
 518
 519void GameController::setRewind(bool enable, int capacity, int interval) {
 520	if (m_gameOpen) {
 521		threadInterrupt();
 522		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
 523		threadContinue();
 524	} else {
 525		if (enable) {
 526			m_threadContext.rewindBufferInterval = interval;
 527			m_threadContext.rewindBufferCapacity = capacity;
 528		} else {
 529			m_threadContext.rewindBufferInterval = 0;
 530			m_threadContext.rewindBufferCapacity = 0;
 531		}
 532	}
 533}
 534
 535void GameController::rewind(int states) {
 536	threadInterrupt();
 537	if (!states) {
 538		GBARewindAll(&m_threadContext);
 539	} else {
 540		GBARewind(&m_threadContext, states);
 541	}
 542	threadContinue();
 543	emit frameAvailable(m_drawContext);
 544	emit rewound(&m_threadContext);
 545}
 546
 547void GameController::startRewinding() {
 548	if (!m_gameOpen || m_rewindTimer.isActive()) {
 549		return;
 550	}
 551	if (m_multiplayer && m_multiplayer->attached() > 1) {
 552		return;
 553	}
 554	m_wasPaused = isPaused();
 555	if (!GBAThreadIsPaused(&m_threadContext)) {
 556		GBAThreadPause(&m_threadContext);
 557	}
 558	m_rewindTimer.start();
 559}
 560
 561void GameController::stopRewinding() {
 562	if (!m_rewindTimer.isActive()) {
 563		return;
 564	}
 565	m_rewindTimer.stop();
 566	bool signalsBlocked = blockSignals(true);
 567	setPaused(m_wasPaused);
 568	blockSignals(signalsBlocked);
 569}
 570
 571void GameController::keyPressed(int key) {
 572	int mappedKey = 1 << key;
 573	m_activeKeys |= mappedKey;
 574	if (!m_inputController->allowOpposing()) {
 575		if ((m_activeKeys & 0x30) == 0x30) {
 576			m_inactiveKeys |= mappedKey ^ 0x30;
 577			m_activeKeys ^= mappedKey ^ 0x30;
 578		}
 579		if ((m_activeKeys & 0xC0) == 0xC0) {
 580			m_inactiveKeys |= mappedKey ^ 0xC0;
 581			m_activeKeys ^= mappedKey ^ 0xC0;
 582		}
 583	}
 584	updateKeys();
 585}
 586
 587void GameController::keyReleased(int key) {
 588	int mappedKey = 1 << key;
 589	m_activeKeys &= ~mappedKey;
 590	if (!m_inputController->allowOpposing()) {
 591		if (mappedKey & 0x30) {
 592			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 593			m_inactiveKeys &= ~0x30;
 594		}
 595		if (mappedKey & 0xC0) {
 596			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 597			m_inactiveKeys &= ~0xC0;
 598		}
 599	}
 600	updateKeys();
 601}
 602
 603void GameController::clearKeys() {
 604	m_activeKeys = 0;
 605	m_inactiveKeys = 0;
 606	updateKeys();
 607}
 608
 609void GameController::setAutofire(int key, bool enable) {
 610	if (key >= GBA_KEY_MAX || key < 0) {
 611		return;
 612	}
 613	m_autofire[key] = enable;
 614	m_autofireStatus[key] = 0;
 615}
 616
 617void GameController::setAudioBufferSamples(int samples) {
 618	if (m_audioProcessor) {
 619		threadInterrupt();
 620		redoSamples(samples);
 621		threadContinue();
 622		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 623	}
 624}
 625
 626void GameController::setAudioSampleRate(unsigned rate) {
 627	if (!rate) {
 628		return;
 629	}
 630	if (m_audioProcessor) {
 631		threadInterrupt();
 632		redoSamples(m_audioProcessor->getBufferSamples());
 633		threadContinue();
 634		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 635	}
 636}
 637
 638void GameController::setAudioChannelEnabled(int channel, bool enable) {
 639	if (channel > 5 || channel < 0) {
 640		return;
 641	}
 642	m_audioChannels[channel] = enable;
 643	if (isLoaded()) {
 644		switch (channel) {
 645		case 0:
 646		case 1:
 647		case 2:
 648		case 3:
 649			m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
 650			break;
 651		case 4:
 652			m_threadContext.gba->audio.forceDisableChA = !enable;
 653			break;
 654		case 5:
 655			m_threadContext.gba->audio.forceDisableChB = !enable;
 656			break;
 657		}
 658	}
 659}
 660
 661void GameController::setVideoLayerEnabled(int layer, bool enable) {
 662	if (layer > 4 || layer < 0) {
 663		return;
 664	}
 665	m_videoLayers[layer] = enable;
 666	if (isLoaded()) {
 667		switch (layer) {
 668		case 0:
 669		case 1:
 670		case 2:
 671		case 3:
 672			m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
 673			break;
 674		case 4:
 675			m_threadContext.gba->video.renderer->disableOBJ = !enable;
 676			break;
 677		}
 678	}
 679}
 680
 681void GameController::setFPSTarget(float fps) {
 682	threadInterrupt();
 683	m_fpsTarget = fps;
 684	m_threadContext.fpsTarget = fps;
 685	if (m_turbo && m_turboSpeed > 0) {
 686		m_threadContext.fpsTarget *= m_turboSpeed;
 687	}
 688	if (m_audioProcessor) {
 689		redoSamples(m_audioProcessor->getBufferSamples());
 690	}
 691	threadContinue();
 692}
 693
 694void GameController::setSkipBIOS(bool set) {
 695	threadInterrupt();
 696	m_threadContext.skipBios = set;
 697	threadContinue();
 698}
 699
 700void GameController::setUseBIOS(bool use) {
 701	if (use == m_useBios) {
 702		return;
 703	}
 704	m_useBios = use;
 705	if (m_gameOpen) {
 706		closeGame();
 707		openGame();
 708	}
 709}
 710
 711void GameController::loadState(int slot) {
 712	if (!m_threadContext.fname) {
 713		// We're in the BIOS
 714		return;
 715	}
 716	if (slot > 0 && slot != m_stateSlot) {
 717		m_stateSlot = slot;
 718		m_backupSaveState.clear();
 719	}
 720	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 721		GameController* controller = static_cast<GameController*>(context->userData);
 722		if (!controller->m_backupLoadState) {
 723			controller->m_backupLoadState = new GBASerializedState;
 724		}
 725		GBASerialize(context->gba, controller->m_backupLoadState);
 726		if (GBALoadState(context, context->dirs.state, controller->m_stateSlot, controller->m_loadStateFlags)) {
 727			controller->frameAvailable(controller->m_drawContext);
 728			controller->stateLoaded(context);
 729		}
 730	});
 731}
 732
 733void GameController::saveState(int slot) {
 734	if (!m_threadContext.fname) {
 735		// We're in the BIOS
 736		return;
 737	}
 738	if (slot > 0) {
 739		m_stateSlot = slot;
 740	}
 741	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 742		GameController* controller = static_cast<GameController*>(context->userData);
 743		VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, false);
 744		if (vf) {
 745			controller->m_backupSaveState.resize(vf->size(vf));
 746			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 747			vf->close(vf);
 748		}
 749		GBASaveState(context, context->dirs.state, controller->m_stateSlot, controller->m_saveStateFlags);
 750	});
 751}
 752
 753void GameController::loadBackupState() {
 754	if (!m_backupLoadState) {
 755		return;
 756	}
 757
 758	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 759		GameController* controller = static_cast<GameController*>(context->userData);
 760		if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
 761			GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
 762			controller->frameAvailable(controller->m_drawContext);
 763			controller->stateLoaded(context);
 764		}
 765		delete controller->m_backupLoadState;
 766		controller->m_backupLoadState = nullptr;
 767	});
 768}
 769
 770void GameController::saveBackupState() {
 771	if (m_backupSaveState.isEmpty()) {
 772		return;
 773	}
 774
 775	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 776		GameController* controller = static_cast<GameController*>(context->userData);
 777		VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, true);
 778		if (vf) {
 779			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 780			vf->close(vf);
 781			GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
 782		}
 783		controller->m_backupSaveState.clear();
 784	});
 785}
 786
 787void GameController::setVideoSync(bool set) {
 788	m_videoSync = set;
 789	if (!m_turbo) {
 790		threadInterrupt();
 791		m_threadContext.sync.videoFrameWait = set;
 792		threadContinue();
 793	}
 794}
 795
 796void GameController::setAudioSync(bool set) {
 797	m_audioSync = set;
 798	if (!m_turbo) {
 799		threadInterrupt();
 800		m_threadContext.sync.audioWait = set;
 801		threadContinue();
 802	}
 803}
 804
 805void GameController::setFrameskip(int skip) {
 806	threadInterrupt();
 807	m_threadContext.frameskip = skip;
 808	if (isLoaded()) {
 809		m_threadContext.gba->video.frameskip = skip;
 810	}
 811	threadContinue();
 812}
 813
 814void GameController::setVolume(int volume) {
 815	threadInterrupt();
 816	m_threadContext.volume = volume;
 817	if (isLoaded()) {
 818		m_threadContext.gba->audio.masterVolume = volume;
 819	}
 820	threadContinue();
 821}
 822
 823void GameController::setMute(bool mute) {
 824	threadInterrupt();
 825	m_threadContext.mute = mute;
 826	if (isLoaded()) {
 827		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
 828	}
 829	threadContinue();
 830}
 831
 832void GameController::setTurbo(bool set, bool forced) {
 833	if (m_turboForced && !forced) {
 834		return;
 835	}
 836	if (m_turbo == set && m_turboForced == forced) {
 837		// Don't interrupt the thread if we don't need to
 838		return;
 839	}
 840	m_turbo = set;
 841	m_turboForced = set && forced;
 842	enableTurbo();
 843}
 844
 845void GameController::setTurboSpeed(float ratio) {
 846	m_turboSpeed = ratio;
 847	enableTurbo();
 848}
 849
 850void GameController::enableTurbo() {
 851	threadInterrupt();
 852	if (!m_turbo) {
 853		m_threadContext.fpsTarget = m_fpsTarget;
 854		m_threadContext.sync.audioWait = m_audioSync;
 855		m_threadContext.sync.videoFrameWait = m_videoSync;
 856	} else if (m_turboSpeed <= 0) {
 857		m_threadContext.fpsTarget = m_fpsTarget;
 858		m_threadContext.sync.audioWait = false;
 859		m_threadContext.sync.videoFrameWait = false;
 860	} else {
 861		m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
 862		m_threadContext.sync.audioWait = true;
 863		m_threadContext.sync.videoFrameWait = false;
 864	}
 865	if (m_audioProcessor) {
 866		redoSamples(m_audioProcessor->getBufferSamples());
 867	}
 868	threadContinue();
 869}
 870
 871void GameController::setAVStream(GBAAVStream* stream) {
 872	threadInterrupt();
 873	m_threadContext.stream = stream;
 874	if (isLoaded()) {
 875		m_threadContext.gba->stream = stream;
 876	}
 877	threadContinue();
 878}
 879
 880void GameController::clearAVStream() {
 881	threadInterrupt();
 882	m_threadContext.stream = nullptr;
 883	if (isLoaded()) {
 884		m_threadContext.gba->stream = nullptr;
 885	}
 886	threadContinue();
 887}
 888
 889#ifdef USE_PNG
 890void GameController::screenshot() {
 891	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
 892}
 893#endif
 894
 895void GameController::reloadAudioDriver() {
 896	int samples = 0;
 897	unsigned sampleRate = 0;
 898	if (m_audioProcessor) {
 899		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 900		samples = m_audioProcessor->getBufferSamples();
 901		sampleRate = m_audioProcessor->sampleRate();
 902		delete m_audioProcessor;
 903	}
 904	m_audioProcessor = AudioProcessor::create();
 905	if (samples) {
 906		m_audioProcessor->setBufferSamples(samples);
 907	}
 908	if (sampleRate) {
 909		m_audioProcessor->requestSampleRate(sampleRate);
 910	}
 911	m_audioProcessor->moveToThread(m_audioThread);
 912	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 913	if (isLoaded()) {
 914		m_audioProcessor->setInput(&m_threadContext);
 915		bool started = false;
 916		QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 917		if (!started) {
 918			LOG(ERROR) << tr("Failed to start audio processor");
 919			// Don't freeze!
 920			m_audioSync = false;
 921			m_videoSync = true;
 922			m_threadContext.sync.audioWait = false;
 923			m_threadContext.sync.videoFrameWait = true;
 924		}
 925	}
 926}
 927
 928void GameController::setSaveStateExtdata(int flags) {
 929	m_saveStateFlags = flags;
 930}
 931
 932void GameController::setLoadStateExtdata(int flags) {
 933	m_loadStateFlags = flags;
 934}
 935
 936void GameController::setLuminanceValue(uint8_t value) {
 937	m_luxValue = value;
 938	value = std::max<int>(value - 0x16, 0);
 939	m_luxLevel = 10;
 940	for (int i = 0; i < 10; ++i) {
 941		if (value < GBA_LUX_LEVELS[i]) {
 942			m_luxLevel = i;
 943			break;
 944		}
 945	}
 946	emit luminanceValueChanged(m_luxValue);
 947}
 948
 949void GameController::setLuminanceLevel(int level) {
 950	int value = 0x16;
 951	level = std::max(0, std::min(10, level));
 952	if (level > 0) {
 953		value += GBA_LUX_LEVELS[level - 1];
 954	}
 955	setLuminanceValue(value);
 956}
 957
 958void GameController::setRealTime() {
 959	m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
 960}
 961
 962void GameController::setFixedTime(const QDateTime& time) {
 963	m_rtc.override = GBARTCGenericSource::RTC_FIXED;
 964	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 965}
 966
 967void GameController::setFakeEpoch(const QDateTime& time) {
 968	m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
 969	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 970}
 971
 972void GameController::updateKeys() {
 973	int activeKeys = m_activeKeys;
 974	activeKeys |= m_activeButtons;
 975	activeKeys &= ~m_inactiveKeys;
 976	m_threadContext.activeKeys = activeKeys;
 977}
 978
 979void GameController::redoSamples(int samples) {
 980#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
 981	float sampleRate = 0x8000;
 982	float ratio;
 983	if (m_threadContext.gba) {
 984		sampleRate = m_threadContext.gba->audio.sampleRate;
 985	}
 986	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
 987	m_threadContext.audioBuffers = ceil(samples / ratio);
 988#else
 989	m_threadContext.audioBuffers = samples;
 990#endif
 991	if (m_threadContext.gba) {
 992		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
 993	}
 994	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
 995}
 996
 997void GameController::setLogLevel(int levels) {
 998	threadInterrupt();
 999	m_logLevels = levels;
1000	threadContinue();
1001}
1002
1003void GameController::enableLogLevel(int levels) {
1004	threadInterrupt();
1005	m_logLevels |= levels;
1006	threadContinue();
1007}
1008
1009void GameController::disableLogLevel(int levels) {
1010	threadInterrupt();
1011	m_logLevels &= ~levels;
1012	threadContinue();
1013}
1014
1015void GameController::pollEvents() {
1016	if (!m_inputController) {
1017		return;
1018	}
1019
1020	m_activeButtons = m_inputController->pollEvents();
1021	updateKeys();
1022}
1023
1024void GameController::updateAutofire() {
1025	// TODO: Move all key events onto the CPU thread...somehow
1026	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1027		if (!m_autofire[k]) {
1028			continue;
1029		}
1030		m_autofireStatus[k] ^= 1;
1031		if (m_autofireStatus[k]) {
1032			keyPressed(k);
1033		} else {
1034			keyReleased(k);
1035		}
1036	}
1037}