src/platform/qt/GameController.h (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#ifndef QGBA_GAME_CONTROLLER
7#define QGBA_GAME_CONTROLLER
8
9#include <QFile>
10#include <QImage>
11#include <QObject>
12#include <QMutex>
13#include <QString>
14
15extern "C" {
16#include "gba-sensors.h"
17#include "gba-thread.h"
18#ifdef BUILD_SDL
19#include "sdl-events.h"
20#endif
21}
22
23struct GBAAudio;
24struct GBAVideoSoftwareRenderer;
25
26class QThread;
27
28namespace QGBA {
29
30class AudioProcessor;
31class InputController;
32
33class GameController : public QObject {
34Q_OBJECT
35
36public:
37 static const bool VIDEO_SYNC = false;
38 static const bool AUDIO_SYNC = true;
39
40 GameController(QObject* parent = nullptr);
41 ~GameController();
42
43 const uint32_t* drawContext() const { return m_drawContext; }
44 GBAThread* thread() { return &m_threadContext; }
45
46 void threadInterrupt();
47 void threadContinue();
48
49 bool isPaused();
50 bool isLoaded() { return m_gameOpen; }
51
52 bool audioSync() const { return m_audioSync; }
53 bool videoSync() const { return m_videoSync; }
54
55 void setInputController(InputController* controller) { m_inputController = controller; }
56
57#ifdef USE_GDB_STUB
58 ARMDebugger* debugger();
59 void setDebugger(ARMDebugger*);
60#endif
61
62signals:
63 void frameAvailable(const uint32_t*);
64 void gameStarted(GBAThread*);
65 void gameStopped(GBAThread*);
66 void gamePaused(GBAThread*);
67 void gameUnpaused(GBAThread*);
68 void gameCrashed(const QString& errorMessage);
69 void stateLoaded(GBAThread*);
70
71 void postLog(int level, const QString& log);
72
73public slots:
74 void loadGame(const QString& path, bool dirmode = false);
75 void loadBIOS(const QString& path);
76 void setSkipBIOS(bool);
77 void loadPatch(const QString& path);
78 void openGame();
79 void closeGame();
80 void setPaused(bool paused);
81 void reset();
82 void frameAdvance();
83 void keyPressed(int key);
84 void keyReleased(int key);
85 void setAudioBufferSamples(int samples);
86 void setFPSTarget(float fps);
87 void loadState(int slot);
88 void saveState(int slot);
89 void setVideoSync(bool);
90 void setAudioSync(bool);
91 void setFrameskip(int);
92 void setTurbo(bool, bool forced = true);
93 void setAVStream(GBAAVStream*);
94 void clearAVStream();
95 void setLuminanceValue(uint8_t value) { m_luxValue = value; }
96
97 void setLogLevel(int);
98 void enableLogLevel(int);
99 void disableLogLevel(int);
100
101private slots:
102 void crashGame(const QString& crashMessage);
103
104#ifdef BUILD_SDL
105 void testSDLEvents();
106
107private:
108 GBASDLEvents m_sdlEvents;
109 int m_activeButtons;
110#endif
111
112private:
113 void updateKeys();
114 void redoSamples(int samples);
115
116 uint32_t* m_drawContext;
117 GBAThread m_threadContext;
118 GBAVideoSoftwareRenderer* m_renderer;
119 int m_activeKeys;
120 int m_logLevels;
121
122 bool m_gameOpen;
123 bool m_dirmode;
124
125 QString m_fname;
126 QString m_bios;
127 QString m_patch;
128
129 QThread* m_audioThread;
130 AudioProcessor* m_audioProcessor;
131
132 QMutex m_pauseMutex;
133 bool m_pauseAfterFrame;
134
135 bool m_videoSync;
136 bool m_audioSync;
137 bool m_turbo;
138 bool m_turboForced;
139
140 InputController* m_inputController;
141
142 struct GameControllerLux : GBALuminanceSource {
143 GameController* p;
144 uint8_t value;
145 } m_lux;
146 uint8_t m_luxValue;
147};
148
149}
150
151#endif