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 "renderers/video-software.h"
11#include "util/vfs.h"
12}
13
14using namespace QGBA;
15
16GameController::GameController(QObject* parent)
17 : QObject(parent)
18 , m_drawContext(new uint32_t[256 * 256])
19 , m_activeKeys(0)
20 , m_rom(nullptr)
21 , m_audioThread(new QThread(this))
22 , m_audioProcessor(new AudioProcessor)
23{
24 m_renderer = new GBAVideoSoftwareRenderer;
25 GBAVideoSoftwareRendererCreate(m_renderer);
26 m_renderer->outputBuffer = (color_t*) m_drawContext;
27 m_renderer->outputBufferStride = 256;
28 m_threadContext = {
29 .state = THREAD_INITIALIZED,
30 .debugger = 0,
31 .frameskip = 0,
32 .bios = 0,
33 .renderer = &m_renderer->d,
34 .userData = this,
35 .rewindBufferCapacity = 0,
36 .logLevel = -1,
37 };
38
39 GBAInputMapInit(&m_threadContext.inputMap);
40
41#ifdef BUILD_SDL
42 SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
43 m_sdlEvents.bindings = &m_threadContext.inputMap;
44 GBASDLInitEvents(&m_sdlEvents);
45 SDL_JoystickEventState(SDL_QUERY);
46#endif
47
48 m_threadContext.startCallback = [] (GBAThread* context) {
49 GameController* controller = static_cast<GameController*>(context->userData);
50 controller->m_audioProcessor->setInput(context);
51 controller->gameStarted(context);
52 };
53
54 m_threadContext.cleanCallback = [] (GBAThread* context) {
55 GameController* controller = static_cast<GameController*>(context->userData);
56 controller->gameStopped(context);
57 };
58
59 m_threadContext.frameCallback = [] (GBAThread* context) {
60 GameController* controller = static_cast<GameController*>(context->userData);
61 controller->m_pauseMutex.lock();
62 if (controller->m_pauseAfterFrame) {
63 GBAThreadPauseFromThread(context);
64 controller->m_pauseAfterFrame = false;
65 controller->gamePaused(&controller->m_threadContext);
66 }
67 controller->m_pauseMutex.unlock();
68 controller->frameAvailable(controller->m_drawContext);
69 };
70
71 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
72 GameController* controller = static_cast<GameController*>(context->userData);
73 controller->postLog(level, QString().vsprintf(format, args));
74 };
75
76 m_audioThread->start();
77 m_audioProcessor->moveToThread(m_audioThread);
78 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
79 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
80 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
81 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
82
83#ifdef BUILD_SDL
84 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
85#endif
86}
87
88GameController::~GameController() {
89 m_audioThread->quit();
90 if (GBAThreadIsPaused(&m_threadContext)) {
91 GBAThreadUnpause(&m_threadContext);
92 }
93 GBAThreadEnd(&m_threadContext);
94 GBAThreadJoin(&m_threadContext);
95 delete m_renderer;
96}
97
98ARMDebugger* GameController::debugger() {
99 return m_threadContext.debugger;
100}
101
102void GameController::setDebugger(ARMDebugger* debugger) {
103 bool wasPaused = isPaused();
104 setPaused(true);
105 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
106 GBADetachDebugger(m_threadContext.gba);
107 }
108 m_threadContext.debugger = debugger;
109 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
110 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
111 }
112 setPaused(wasPaused);
113}
114
115void GameController::loadGame(const QString& path) {
116 closeGame();
117 m_threadContext.sync.videoFrameWait = 0;
118 m_threadContext.sync.audioWait = 1;
119 m_rom = new QFile(path);
120 if (!m_rom->open(QIODevice::ReadOnly)) {
121 delete m_rom;
122 m_rom = nullptr;
123 }
124
125 m_pauseAfterFrame = false;
126
127 m_threadContext.rom = VFileFromFD(m_rom->handle());
128 m_threadContext.fname = path.toLocal8Bit().constData();
129
130 GBAThreadStart(&m_threadContext);
131}
132
133void GameController::closeGame() {
134 if (!m_rom) {
135 return;
136 }
137 GBAThreadEnd(&m_threadContext);
138 GBAThreadJoin(&m_threadContext);
139 if (m_rom) {
140 m_rom->close();
141 delete m_rom;
142 m_rom = nullptr;
143 }
144 emit gameStopped(&m_threadContext);
145}
146
147bool GameController::isPaused() {
148 return GBAThreadIsPaused(&m_threadContext);
149}
150
151void GameController::setPaused(bool paused) {
152 if (paused == GBAThreadIsPaused(&m_threadContext)) {
153 return;
154 }
155 if (paused) {
156 GBAThreadPause(&m_threadContext);
157 emit gamePaused(&m_threadContext);
158 } else {
159 GBAThreadUnpause(&m_threadContext);
160 emit gameUnpaused(&m_threadContext);
161 }
162}
163
164void GameController::reset() {
165 GBAThreadReset(&m_threadContext);
166}
167
168void GameController::frameAdvance() {
169 m_pauseMutex.lock();
170 m_pauseAfterFrame = true;
171 setPaused(false);
172 m_pauseMutex.unlock();
173}
174
175void GameController::keyPressed(int key) {
176 int mappedKey = 1 << key;
177 m_activeKeys |= mappedKey;
178 updateKeys();
179}
180
181void GameController::keyReleased(int key) {
182 int mappedKey = 1 << key;
183 m_activeKeys &= ~mappedKey;
184 updateKeys();
185}
186
187void GameController::setAudioBufferSamples(int samples) {
188 GBAThreadInterrupt(&m_threadContext);
189 m_threadContext.audioBuffers = samples;
190 GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
191 GBAThreadContinue(&m_threadContext);
192 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
193}
194
195void GameController::setFPSTarget(float fps) {
196 GBAThreadInterrupt(&m_threadContext);
197 m_threadContext.fpsTarget = fps;
198 GBAThreadContinue(&m_threadContext);
199 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
200}
201
202void GameController::updateKeys() {
203 int activeKeys = m_activeKeys;
204#ifdef BUILD_SDL
205 activeKeys |= m_activeButtons;
206#endif
207 m_threadContext.activeKeys = activeKeys;
208}
209
210#ifdef BUILD_SDL
211void GameController::testSDLEvents() {
212 SDL_Joystick* joystick = m_sdlEvents.joystick;
213 SDL_JoystickUpdate();
214 int numButtons = SDL_JoystickNumButtons(joystick);
215 m_activeButtons = 0;
216 int i;
217 for (i = 0; i < numButtons; ++i) {
218 GBAKey key = GBAInputMapKey(&m_threadContext.inputMap, SDL_BINDING_BUTTON, i);
219 if (key == GBA_KEY_NONE) {
220 continue;
221 }
222 if (SDL_JoystickGetButton(joystick, i)) {
223 m_activeButtons |= 1 << key;
224 }
225 }
226 int numHats = SDL_JoystickNumHats(joystick);
227 for (i = 0; i < numHats; ++i) {
228 int hat = SDL_JoystickGetHat(joystick, i);
229 if (hat & SDL_HAT_UP) {
230 m_activeButtons |= 1 << GBA_KEY_UP;
231 }
232 if (hat & SDL_HAT_LEFT) {
233 m_activeButtons |= 1 << GBA_KEY_LEFT;
234 }
235 if (hat & SDL_HAT_DOWN) {
236 m_activeButtons |= 1 << GBA_KEY_DOWN;
237 }
238 if (hat & SDL_HAT_RIGHT) {
239 m_activeButtons |= 1 << GBA_KEY_RIGHT;
240 }
241 }
242 updateKeys();
243}
244#endif