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_lux.p = this;
52 m_lux.sample = [] (GBALuminanceSource* context) {
53 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
54 lux->value = 0xFF - lux->p->m_luxValue;
55 };
56
57 m_lux.readLuminance = [] (GBALuminanceSource* context) {
58 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
59 return lux->value;
60 };
61
62 m_threadContext.startCallback = [] (GBAThread* context) {
63 GameController* controller = static_cast<GameController*>(context->userData);
64 controller->m_audioProcessor->setInput(context);
65 context->gba->luminanceSource = &controller->m_lux;
66 controller->gameStarted(context);
67 };
68
69 m_threadContext.cleanCallback = [] (GBAThread* context) {
70 GameController* controller = static_cast<GameController*>(context->userData);
71 controller->gameStopped(context);
72 };
73
74 m_threadContext.frameCallback = [] (GBAThread* context) {
75 GameController* controller = static_cast<GameController*>(context->userData);
76 controller->m_pauseMutex.lock();
77 if (controller->m_pauseAfterFrame) {
78 GBAThreadPauseFromThread(context);
79 controller->m_pauseAfterFrame = false;
80 controller->gamePaused(&controller->m_threadContext);
81 }
82 controller->m_pauseMutex.unlock();
83 controller->frameAvailable(controller->m_drawContext);
84 };
85
86 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
87 GameController* controller = static_cast<GameController*>(context->userData);
88 if (level == GBA_LOG_FATAL) {
89 MutexLock(&controller->m_threadContext.stateMutex);
90 controller->m_threadContext.state = THREAD_EXITING;
91 MutexUnlock(&controller->m_threadContext.stateMutex);
92 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
93 } else if (!(controller->m_logLevels & level)) {
94 return;
95 }
96 controller->postLog(level, QString().vsprintf(format, args));
97 };
98
99 m_audioThread->start(QThread::TimeCriticalPriority);
100 m_audioProcessor->moveToThread(m_audioThread);
101 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
102 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
103 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
104 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
105
106#ifdef BUILD_SDL
107 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
108#endif
109}
110
111GameController::~GameController() {
112 m_audioThread->quit();
113 m_audioThread->wait();
114 disconnect();
115 closeGame();
116 delete m_renderer;
117 delete[] m_drawContext;
118}
119
120#ifdef USE_GDB_STUB
121ARMDebugger* GameController::debugger() {
122 return m_threadContext.debugger;
123}
124
125void GameController::setDebugger(ARMDebugger* debugger) {
126 bool wasPaused = isPaused();
127 setPaused(true);
128 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
129 GBADetachDebugger(m_threadContext.gba);
130 }
131 m_threadContext.debugger = debugger;
132 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
133 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
134 }
135 setPaused(wasPaused);
136}
137#endif
138
139void GameController::loadGame(const QString& path, bool dirmode) {
140 closeGame();
141 if (!dirmode) {
142 QFile file(path);
143 if (!file.open(QIODevice::ReadOnly)) {
144 return;
145 }
146 file.close();
147 }
148
149 m_fname = path;
150 m_dirmode = dirmode;
151 openGame();
152}
153
154void GameController::openGame() {
155 m_gameOpen = true;
156
157 m_pauseAfterFrame = false;
158
159 if (m_turbo) {
160 m_threadContext.sync.videoFrameWait = false;
161 m_threadContext.sync.audioWait = false;
162 } else {
163 m_threadContext.sync.videoFrameWait = m_videoSync;
164 m_threadContext.sync.audioWait = m_audioSync;
165 }
166
167 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
168 if (m_dirmode) {
169 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
170 m_threadContext.stateDir = m_threadContext.gameDir;
171 } else {
172 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
173#if ENABLE_LIBZIP
174 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
175#endif
176 }
177
178 if (!m_bios.isNull()) {
179 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
180 }
181
182 if (!m_patch.isNull()) {
183 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
184 }
185
186 if (!GBAThreadStart(&m_threadContext)) {
187 m_gameOpen = false;
188 }
189}
190
191void GameController::loadBIOS(const QString& path) {
192 if (m_bios == path) {
193 return;
194 }
195 m_bios = path;
196 if (m_gameOpen) {
197 closeGame();
198 openGame();
199 }
200}
201
202void GameController::loadPatch(const QString& path) {
203 m_patch = path;
204 if (m_gameOpen) {
205 closeGame();
206 openGame();
207 }
208}
209
210void GameController::closeGame() {
211 if (!m_gameOpen) {
212 return;
213 }
214 if (GBAThreadIsPaused(&m_threadContext)) {
215 GBAThreadUnpause(&m_threadContext);
216 }
217 GBAThreadEnd(&m_threadContext);
218 GBAThreadJoin(&m_threadContext);
219 if (m_threadContext.fname) {
220 free(const_cast<char*>(m_threadContext.fname));
221 m_threadContext.fname = nullptr;
222 }
223
224 m_patch = QString();
225
226 m_gameOpen = false;
227 emit gameStopped(&m_threadContext);
228}
229
230void GameController::crashGame(const QString& crashMessage) {
231 closeGame();
232 emit gameCrashed(crashMessage);
233}
234
235bool GameController::isPaused() {
236 if (!m_gameOpen) {
237 return false;
238 }
239 return GBAThreadIsPaused(&m_threadContext);
240}
241
242void GameController::setPaused(bool paused) {
243 if (paused == GBAThreadIsPaused(&m_threadContext)) {
244 return;
245 }
246 if (paused) {
247 GBAThreadPause(&m_threadContext);
248 emit gamePaused(&m_threadContext);
249 } else {
250 GBAThreadUnpause(&m_threadContext);
251 emit gameUnpaused(&m_threadContext);
252 }
253}
254
255void GameController::reset() {
256 GBAThreadReset(&m_threadContext);
257}
258
259void GameController::threadInterrupt() {
260 if (m_gameOpen) {
261 GBAThreadInterrupt(&m_threadContext);
262 }
263}
264
265void GameController::threadContinue() {
266 if (m_gameOpen) {
267 GBAThreadContinue(&m_threadContext);
268 }
269}
270
271void GameController::frameAdvance() {
272 m_pauseMutex.lock();
273 m_pauseAfterFrame = true;
274 setPaused(false);
275 m_pauseMutex.unlock();
276}
277
278void GameController::keyPressed(int key) {
279 int mappedKey = 1 << key;
280 m_activeKeys |= mappedKey;
281 updateKeys();
282}
283
284void GameController::keyReleased(int key) {
285 int mappedKey = 1 << key;
286 m_activeKeys &= ~mappedKey;
287 updateKeys();
288}
289
290void GameController::setAudioBufferSamples(int samples) {
291 threadInterrupt();
292 redoSamples(samples);
293 threadContinue();
294 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
295}
296
297void GameController::setFPSTarget(float fps) {
298 threadInterrupt();
299 m_threadContext.fpsTarget = fps;
300 redoSamples(m_audioProcessor->getBufferSamples());
301 threadContinue();
302 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
303}
304
305void GameController::setSkipBIOS(bool set) {
306 threadInterrupt();
307 m_threadContext.skipBios = set;
308 threadContinue();
309}
310
311void GameController::loadState(int slot) {
312 threadInterrupt();
313 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
314 threadContinue();
315 emit stateLoaded(&m_threadContext);
316 emit frameAvailable(m_drawContext);
317}
318
319void GameController::saveState(int slot) {
320 threadInterrupt();
321 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
322 threadContinue();
323}
324
325void GameController::setVideoSync(bool set) {
326 m_videoSync = set;
327 if (!m_turbo) {
328 threadInterrupt();
329 m_threadContext.sync.videoFrameWait = set;
330 threadContinue();
331 }
332}
333
334void GameController::setAudioSync(bool set) {
335 m_audioSync = set;
336 if (!m_turbo) {
337 threadInterrupt();
338 m_threadContext.sync.audioWait = set;
339 threadContinue();
340 }
341}
342
343void GameController::setFrameskip(int skip) {
344 m_threadContext.frameskip = skip;
345}
346
347void GameController::setTurbo(bool set, bool forced) {
348 if (m_turboForced && !forced) {
349 return;
350 }
351 m_turbo = set;
352 if (set) {
353 m_turboForced = forced;
354 } else {
355 m_turboForced = false;
356 }
357 threadInterrupt();
358 m_threadContext.sync.audioWait = set ? false : m_audioSync;
359 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
360 threadContinue();
361}
362
363void GameController::setAVStream(GBAAVStream* stream) {
364 threadInterrupt();
365 m_threadContext.stream = stream;
366 threadContinue();
367}
368
369void GameController::clearAVStream() {
370 threadInterrupt();
371 m_threadContext.stream = nullptr;
372 threadContinue();
373}
374
375void GameController::updateKeys() {
376 int activeKeys = m_activeKeys;
377#ifdef BUILD_SDL
378 activeKeys |= m_activeButtons;
379#endif
380 m_threadContext.activeKeys = activeKeys;
381}
382
383void GameController::redoSamples(int samples) {
384#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
385 float sampleRate = 0x8000;
386 float ratio;
387 if (m_threadContext.gba) {
388 sampleRate = m_threadContext.gba->audio.sampleRate;
389 }
390 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
391 m_threadContext.audioBuffers = ceil(samples / ratio);
392#else
393 m_threadContext.audioBuffers = samples;
394#endif
395 if (m_threadContext.gba) {
396 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
397 }
398}
399
400void GameController::setLogLevel(int levels) {
401 threadInterrupt();
402 m_logLevels = levels;
403 threadContinue();
404}
405
406void GameController::enableLogLevel(int levels) {
407 threadInterrupt();
408 m_logLevels |= levels;
409 threadContinue();
410}
411
412void GameController::disableLogLevel(int levels) {
413 threadInterrupt();
414 m_logLevels &= ~levels;
415 threadContinue();
416}
417
418#ifdef BUILD_SDL
419void GameController::testSDLEvents() {
420 if (!m_inputController) {
421 return;
422 }
423
424 m_activeButtons = m_inputController->testSDLEvents();
425 updateKeys();
426}
427#endif