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 "core/config.h"
22#include "core/directories.h"
23#include "core/serialize.h"
24#ifdef M_CORE_GBA
25#include "gba/bios.h"
26#include "gba/core.h"
27#include "gba/gba.h"
28#include "gba/extra/sharkport.h"
29#endif
30#ifdef M_CORE_GB
31#include "gb/gb.h"
32#endif
33#include "util/vfs.h"
34}
35
36using namespace QGBA;
37using namespace std;
38
39GameController::GameController(QObject* parent)
40 : QObject(parent)
41 , m_drawContext(nullptr)
42 , m_frontBuffer(nullptr)
43 , m_threadContext()
44 , m_activeKeys(0)
45 , m_inactiveKeys(0)
46 , m_logLevels(0)
47 , m_gameOpen(false)
48 , m_vf(nullptr)
49 , m_useBios(false)
50 , m_audioThread(new QThread(this))
51 , m_audioProcessor(AudioProcessor::create())
52 , m_pauseAfterFrame(false)
53 , m_sync(true)
54 , m_videoSync(VIDEO_SYNC)
55 , m_audioSync(AUDIO_SYNC)
56 , m_fpsTarget(-1)
57 , m_turbo(false)
58 , m_turboForced(false)
59 , m_turboSpeed(-1)
60 , m_wasPaused(false)
61 , m_audioChannels{ true, true, true, true, true, true }
62 , m_videoLayers{ true, true, true, true, true }
63 , m_autofire{}
64 , m_autofireStatus{}
65 , m_inputController(nullptr)
66 , m_multiplayer(nullptr)
67 , m_stream(nullptr)
68 , m_stateSlot(1)
69 , m_backupLoadState(nullptr)
70 , m_backupSaveState(nullptr)
71 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
72 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
73 , m_override(nullptr)
74{
75#ifdef M_CORE_GBA
76 m_lux.p = this;
77 m_lux.sample = [](GBALuminanceSource* context) {
78 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
79 lux->value = 0xFF - lux->p->m_luxValue;
80 };
81
82 m_lux.readLuminance = [](GBALuminanceSource* context) {
83 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
84 return lux->value;
85 };
86 setLuminanceLevel(0);
87#endif
88
89 m_threadContext.startCallback = [](mCoreThread* context) {
90 GameController* controller = static_cast<GameController*>(context->userData);
91 mRTCGenericSourceInit(&controller->m_rtc, context->core);
92 context->core->setRTC(context->core, &controller->m_rtc.d);
93 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
94 context->core->setRumble(context->core, controller->m_inputController->rumble());
95
96#ifdef M_CORE_GBA
97 GBA* gba = static_cast<GBA*>(context->core->board);
98#endif
99#ifdef M_CORE_GB
100 GB* gb = static_cast<GB*>(context->core->board);
101#endif
102 switch (context->core->platform(context->core)) {
103#ifdef M_CORE_GBA
104 case PLATFORM_GBA:
105 gba->luminanceSource = &controller->m_lux;
106 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
107 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
108 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
109 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
110 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
111 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
112 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
113 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
114 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
115 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
116 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
117 break;
118#endif
119#ifdef M_CORE_GB
120 case PLATFORM_GB:
121 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
122 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
123 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
124 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
125 break;
126#endif
127 default:
128 break;
129 }
130 controller->m_fpsTarget = context->sync.fpsTarget;
131
132 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
133 mCoreDeleteState(context->core, 0);
134 }
135
136 controller->m_gameOpen = true;
137 if (controller->m_multiplayer) {
138 controller->m_multiplayer->attachGame(controller);
139 }
140
141 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
142 QMetaObject::invokeMethod(controller, "startAudio");
143 };
144
145 m_threadContext.resetCallback = [](mCoreThread* context) {
146 GameController* controller = static_cast<GameController*>(context->userData);
147 for (auto action : controller->m_resetActions) {
148 action();
149 }
150 controller->m_resetActions.clear();
151
152 unsigned width, height;
153 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
154 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
155 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
156 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
157 mCoreThreadPauseFromThread(context);
158 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
159 }
160 };
161
162 m_threadContext.cleanCallback = [](mCoreThread* context) {
163 GameController* controller = static_cast<GameController*>(context->userData);
164 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
165 QMetaObject::invokeMethod(controller, "cleanGame");
166 };
167
168 m_threadContext.frameCallback = [](mCoreThread* context) {
169 GameController* controller = static_cast<GameController*>(context->userData);
170 unsigned width, height;
171 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
172 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
173 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
174 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
175 mCoreThreadPauseFromThread(context);
176 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
177 }
178 };
179
180 // TODO: Put back
181 /*m_threadContext.stopCallback = [](mCoreThread* context) {
182 if (!context) {
183 return false;
184 }
185 GameController* controller = static_cast<GameController*>(context->userData);
186 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
187 return false;
188 }
189 QMetaObject::invokeMethod(controller, "closeGame");
190 return true;
191 };*/
192
193 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
194 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
195 mCoreThread* context = logContext->p;
196
197 static const char* savestateMessage = "State %i loaded";
198 static const char* savestateFailedMessage = "State %i failed to load";
199 if (!context) {
200 return;
201 }
202 GameController* controller = static_cast<GameController*>(context->userData);
203 QString message;
204#ifdef M_CORE_GBA
205 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
206 va_list argc;
207 va_copy(argc, args);
208 int immediate = va_arg(argc, int);
209 va_end(argc);
210 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
211 } else
212#endif
213 if (category == _mLOG_CAT_STATUS()) {
214 // Slot 0 is reserved for suspend points
215 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
216 va_list argc;
217 va_copy(argc, args);
218 int slot = va_arg(argc, int);
219 va_end(argc);
220 if (slot == 0) {
221 format = "Loaded suspend state";
222 }
223 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
224 va_list argc;
225 va_copy(argc, args);
226 int slot = va_arg(argc, int);
227 va_end(argc);
228 if (slot == 0) {
229 return;
230 }
231 }
232 message = QString().vsprintf(format, args);
233 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
234 }
235 if (level == mLOG_FATAL) {
236 mCoreThreadMarkCrashed(controller->thread());
237 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
238 } else if (!(controller->m_logLevels & level)) {
239 return;
240 }
241 message = QString().vsprintf(format, args);
242 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
243 };
244
245 m_threadContext.userData = this;
246
247 m_audioThread->setObjectName("Audio Thread");
248 m_audioThread->start(QThread::TimeCriticalPriority);
249 m_audioProcessor->moveToThread(m_audioThread);
250 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
251 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
252 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
253 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
254}
255
256GameController::~GameController() {
257 disconnect();
258 closeGame();
259 m_audioThread->quit();
260 m_audioThread->wait();
261 clearMultiplayerController();
262 delete m_backupLoadState;
263}
264
265void GameController::setMultiplayerController(MultiplayerController* controller) {
266 if (controller == m_multiplayer) {
267 return;
268 }
269 clearMultiplayerController();
270 m_multiplayer = controller;
271 if (isLoaded()) {
272 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
273 GameController* controller = static_cast<GameController*>(thread->userData);
274 controller->m_multiplayer->attachGame(controller);
275 });
276 }
277}
278
279void GameController::clearMultiplayerController() {
280 if (!m_multiplayer) {
281 return;
282 }
283 m_multiplayer->detachGame(this);
284 m_multiplayer = nullptr;
285}
286
287void GameController::setOverride(Override* override) {
288 m_override = override;
289 if (isLoaded()) {
290 threadInterrupt();
291 m_override->identify(m_threadContext.core);
292 threadContinue();
293 }
294}
295
296void GameController::clearOverride() {
297 delete m_override;
298 m_override = nullptr;
299}
300
301void GameController::setConfig(const mCoreConfig* config) {
302 m_config = config;
303 if (isLoaded()) {
304 threadInterrupt();
305 mCoreLoadForeignConfig(m_threadContext.core, config);
306 m_audioProcessor->setInput(&m_threadContext);
307 threadContinue();
308 }
309}
310
311#ifdef USE_GDB_STUB
312mDebugger* GameController::debugger() {
313 if (!isLoaded()) {
314 return nullptr;
315 }
316 return m_threadContext.core->debugger;
317}
318
319void GameController::setDebugger(mDebugger* debugger) {
320 threadInterrupt();
321 if (debugger) {
322 mDebuggerAttach(debugger, m_threadContext.core);
323 } else {
324 m_threadContext.core->detachDebugger(m_threadContext.core);
325 }
326 threadContinue();
327}
328#endif
329
330void GameController::loadGame(const QString& path) {
331 closeGame();
332 QFileInfo info(path);
333 if (!info.isReadable()) {
334 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
335 return;
336 }
337 m_fname = info.canonicalFilePath();
338 m_vf = nullptr;
339 openGame();
340}
341
342void GameController::loadGame(VFile* vf, const QString& base) {
343 closeGame();
344 m_fname = base;
345 m_vf = vf;
346 openGame();
347}
348
349void GameController::bootBIOS() {
350 closeGame();
351 m_fname = QString();
352 openGame(true);
353}
354
355void GameController::openGame(bool biosOnly) {
356 if (m_fname.isEmpty()) {
357 biosOnly = true;
358 }
359 if (biosOnly && (!m_useBios || m_bios.isNull())) {
360 return;
361 }
362 if (isLoaded()) {
363 // We need to delay if the game is still cleaning up
364 QTimer::singleShot(10, this, SLOT(openGame()));
365 return;
366 } else if(m_gameOpen) {
367 cleanGame();
368 }
369
370 if (!biosOnly) {
371 if (m_vf) {
372 m_threadContext.core = mCoreFindVF(m_vf);
373 } else {
374 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
375 }
376 } else {
377 m_threadContext.core = GBACoreCreate();
378 }
379
380 if (!m_threadContext.core) {
381 return;
382 }
383
384 m_pauseAfterFrame = false;
385
386 if (m_turbo) {
387 m_threadContext.sync.videoFrameWait = false;
388 m_threadContext.sync.audioWait = false;
389 } else {
390 m_threadContext.sync.videoFrameWait = m_videoSync;
391 m_threadContext.sync.audioWait = m_audioSync;
392 }
393 m_threadContext.core->init(m_threadContext.core);
394
395 unsigned width, height;
396 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
397 m_drawContext = new uint32_t[width * height];
398 m_frontBuffer = new uint32_t[width * height];
399
400 QByteArray bytes;
401 if (!biosOnly) {
402 bytes = m_fname.toUtf8();
403 if (m_vf) {
404 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
405 } else {
406 mCoreLoadFile(m_threadContext.core, bytes.constData());
407 mDirectorySetDetachBase(&m_threadContext.core->dirs);
408 }
409 } else {
410 bytes = m_bios.toUtf8();
411 }
412 char dirname[PATH_MAX];
413 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
414 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
415
416 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
417
418 if (!m_bios.isNull() && m_useBios) {
419 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
420 if (bios && !m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0)) {
421 bios->close(bios);
422 }
423 }
424
425 m_inputController->recalibrateAxes();
426 memset(m_drawContext, 0xF8, width * height * 4);
427
428 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
429
430 if (m_config) {
431 mCoreLoadForeignConfig(m_threadContext.core, m_config);
432 }
433
434 if (!biosOnly) {
435 mCoreAutoloadSave(m_threadContext.core);
436 if (!m_patch.isNull()) {
437 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
438 if (patch) {
439 m_threadContext.core->loadPatch(m_threadContext.core, patch);
440 }
441 patch->close(patch);
442 } else {
443 mCoreAutoloadPatch(m_threadContext.core);
444 }
445 }
446 m_vf = nullptr;
447
448 if (m_override) {
449 m_override->identify(m_threadContext.core);
450 m_override->apply(m_threadContext.core);
451 }
452
453 if (!mCoreThreadStart(&m_threadContext)) {
454 emit gameFailed();
455 }
456}
457
458void GameController::loadBIOS(const QString& path) {
459 if (m_bios == path) {
460 return;
461 }
462 m_bios = path;
463 if (m_gameOpen) {
464 closeGame();
465 openGame();
466 }
467}
468
469void GameController::loadSave(const QString& path, bool temporary) {
470 if (!isLoaded()) {
471 return;
472 }
473 m_resetActions.append([this, path, temporary]() {
474 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
475 if (!vf) {
476 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
477 return;
478 }
479
480 if (temporary) {
481 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
482 } else {
483 m_threadContext.core->loadSave(m_threadContext.core, vf);
484 }
485 });
486 reset();
487}
488
489void GameController::yankPak() {
490 if (!m_gameOpen) {
491 return;
492 }
493 threadInterrupt();
494 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
495 threadContinue();
496}
497
498void GameController::replaceGame(const QString& path) {
499 if (!m_gameOpen) {
500 return;
501 }
502
503 QFileInfo info(path);
504 if (!info.isReadable()) {
505 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
506 return;
507 }
508 m_fname = info.canonicalFilePath();
509 threadInterrupt();
510 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
511 threadContinue();
512}
513
514void GameController::loadPatch(const QString& path) {
515 if (m_gameOpen) {
516 closeGame();
517 m_patch = path;
518 openGame();
519 } else {
520 m_patch = path;
521 }
522}
523
524void GameController::importSharkport(const QString& path) {
525 if (!isLoaded()) {
526 return;
527 }
528#ifdef M_CORE_GBA
529 if (platform() != PLATFORM_GBA) {
530 return;
531 }
532 VFile* vf = VFileDevice::open(path, O_RDONLY);
533 if (!vf) {
534 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
535 return;
536 }
537 threadInterrupt();
538 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
539 threadContinue();
540 vf->close(vf);
541#endif
542}
543
544void GameController::exportSharkport(const QString& path) {
545 if (!isLoaded()) {
546 return;
547 }
548#ifdef M_CORE_GBA
549 if (platform() != PLATFORM_GBA) {
550 return;
551 }
552 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
553 if (!vf) {
554 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
555 return;
556 }
557 threadInterrupt();
558 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
559 threadContinue();
560 vf->close(vf);
561#endif
562}
563
564void GameController::closeGame() {
565 if (!m_gameOpen) {
566 return;
567 }
568 if (m_multiplayer) {
569 m_multiplayer->detachGame(this);
570 }
571
572 if (mCoreThreadIsPaused(&m_threadContext)) {
573 mCoreThreadUnpause(&m_threadContext);
574 }
575 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
576 mCoreThreadEnd(&m_threadContext);
577}
578
579void GameController::cleanGame() {
580 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
581 return;
582 }
583 mCoreThreadJoin(&m_threadContext);
584
585 delete[] m_drawContext;
586 delete[] m_frontBuffer;
587
588 m_patch = QString();
589
590 m_threadContext.core->deinit(m_threadContext.core);
591 m_gameOpen = false;
592}
593
594void GameController::crashGame(const QString& crashMessage) {
595 closeGame();
596 emit gameCrashed(crashMessage);
597}
598
599bool GameController::isPaused() {
600 if (!m_gameOpen) {
601 return false;
602 }
603 return mCoreThreadIsPaused(&m_threadContext);
604}
605
606mPlatform GameController::platform() const {
607 if (!m_gameOpen) {
608 return PLATFORM_NONE;
609 }
610 return m_threadContext.core->platform(m_threadContext.core);
611}
612
613QSize GameController::screenDimensions() const {
614 if (!m_gameOpen) {
615 return QSize();
616 }
617 unsigned width, height;
618 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
619
620 return QSize(width, height);
621}
622
623void GameController::setPaused(bool paused) {
624 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
625 return;
626 }
627 m_wasPaused = paused;
628 if (paused) {
629 m_pauseAfterFrame.testAndSetRelaxed(false, true);
630 } else {
631 mCoreThreadUnpause(&m_threadContext);
632 startAudio();
633 emit gameUnpaused(&m_threadContext);
634 }
635}
636
637void GameController::reset() {
638 if (!m_gameOpen) {
639 return;
640 }
641 bool wasPaused = isPaused();
642 setPaused(false);
643 threadInterrupt();
644 mCoreThreadReset(&m_threadContext);
645 if (wasPaused) {
646 setPaused(true);
647 }
648 threadContinue();
649}
650
651void GameController::threadInterrupt() {
652 if (m_gameOpen) {
653 mCoreThreadInterrupt(&m_threadContext);
654 }
655}
656
657void GameController::threadContinue() {
658 if (m_gameOpen) {
659 mCoreThreadContinue(&m_threadContext);
660 }
661}
662
663void GameController::frameAdvance() {
664 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
665 setPaused(false);
666 }
667}
668
669void GameController::setRewind(bool enable, int capacity) {
670 if (m_gameOpen) {
671 threadInterrupt();
672 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
673 mCoreRewindContextDeinit(&m_threadContext.rewind);
674 }
675 m_threadContext.core->opts.rewindEnable = enable;
676 m_threadContext.core->opts.rewindBufferCapacity = capacity;
677 if (enable && capacity > 0) {
678 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
679 }
680 threadContinue();
681 }
682}
683
684void GameController::rewind(int states) {
685 threadInterrupt();
686 if (!states) {
687 states = INT_MAX;
688 }
689 for (int i = 0; i < states; ++i) {
690 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
691 break;
692 }
693 }
694 threadContinue();
695 emit frameAvailable(m_drawContext);
696 emit rewound(&m_threadContext);
697}
698
699void GameController::startRewinding() {
700 if (!isLoaded()) {
701 return;
702 }
703 if (!m_threadContext.core->opts.rewindEnable) {
704 return;
705 }
706 if (m_multiplayer && m_multiplayer->attached() > 1) {
707 return;
708 }
709 if (m_wasPaused) {
710 setPaused(false);
711 m_wasPaused = true;
712 }
713 mCoreThreadSetRewinding(&m_threadContext, true);
714}
715
716void GameController::stopRewinding() {
717 if (!isLoaded()) {
718 return;
719 }
720 mCoreThreadSetRewinding(&m_threadContext, false);
721 bool signalsBlocked = blockSignals(true);
722 setPaused(m_wasPaused);
723 blockSignals(signalsBlocked);
724}
725
726void GameController::keyPressed(int key) {
727 int mappedKey = 1 << key;
728 m_activeKeys |= mappedKey;
729 if (!m_inputController->allowOpposing()) {
730 if ((m_activeKeys & 0x30) == 0x30) {
731 m_inactiveKeys |= mappedKey ^ 0x30;
732 m_activeKeys ^= mappedKey ^ 0x30;
733 }
734 if ((m_activeKeys & 0xC0) == 0xC0) {
735 m_inactiveKeys |= mappedKey ^ 0xC0;
736 m_activeKeys ^= mappedKey ^ 0xC0;
737 }
738 }
739 updateKeys();
740}
741
742void GameController::keyReleased(int key) {
743 int mappedKey = 1 << key;
744 m_activeKeys &= ~mappedKey;
745 if (!m_inputController->allowOpposing()) {
746 if (mappedKey & 0x30) {
747 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
748 m_inactiveKeys &= ~0x30;
749 }
750 if (mappedKey & 0xC0) {
751 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
752 m_inactiveKeys &= ~0xC0;
753 }
754 }
755 updateKeys();
756}
757
758void GameController::clearKeys() {
759 m_activeKeys = 0;
760 m_inactiveKeys = 0;
761 updateKeys();
762}
763
764void GameController::setAutofire(int key, bool enable) {
765 if (key >= GBA_KEY_MAX || key < 0) {
766 return;
767 }
768
769 if (!enable && m_autofireStatus[key]) {
770 keyReleased(key);
771 }
772
773 m_autofire[key] = enable;
774 m_autofireStatus[key] = 0;
775}
776
777void GameController::setAudioBufferSamples(int samples) {
778 if (m_audioProcessor) {
779 threadInterrupt();
780 redoSamples(samples);
781 threadContinue();
782 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
783 }
784}
785
786void GameController::setAudioSampleRate(unsigned rate) {
787 if (!rate) {
788 return;
789 }
790 if (m_audioProcessor) {
791 threadInterrupt();
792 redoSamples(m_audioProcessor->getBufferSamples());
793 threadContinue();
794 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
795 }
796}
797
798void GameController::setAudioChannelEnabled(int channel, bool enable) {
799 if (channel > 5 || channel < 0) {
800 return;
801 }
802#ifdef M_CORE_GBA
803 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
804#endif
805#ifdef M_CORE_GB
806 GB* gb = static_cast<GB*>(m_threadContext.core->board);
807#endif
808 m_audioChannels[channel] = enable;
809 if (isLoaded()) {
810 switch (channel) {
811 case 0:
812 case 1:
813 case 2:
814 case 3:
815 switch (m_threadContext.core->platform(m_threadContext.core)) {
816#ifdef M_CORE_GBA
817 case PLATFORM_GBA:
818 gba->audio.psg.forceDisableCh[channel] = !enable;
819 break;
820#endif
821#ifdef M_CORE_GB
822 case PLATFORM_GB:
823 gb->audio.forceDisableCh[channel] = !enable;
824 break;
825#endif
826 default:
827 break;
828 }
829 break;
830#ifdef M_CORE_GBA
831 case 4:
832 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
833 gba->audio.forceDisableChA = !enable;
834 }
835 break;
836 case 5:
837 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
838 gba->audio.forceDisableChB = !enable;
839 }
840 break;
841#endif
842 }
843 }
844}
845
846void GameController::startAudio() {
847 bool started = false;
848 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
849 if (!started) {
850 LOG(QT, ERROR) << tr("Failed to start audio processor");
851 // Don't freeze!
852 m_audioSync = false;
853 m_videoSync = true;
854 m_threadContext.sync.audioWait = false;
855 m_threadContext.sync.videoFrameWait = true;
856 }
857}
858
859void GameController::setVideoLayerEnabled(int layer, bool enable) {
860 if (layer > 4 || layer < 0) {
861 return;
862 }
863 m_videoLayers[layer] = enable;
864#ifdef M_CORE_GBA
865 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
866 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
867 switch (layer) {
868 case 0:
869 case 1:
870 case 2:
871 case 3:
872 gba->video.renderer->disableBG[layer] = !enable;
873 break;
874 case 4:
875 gba->video.renderer->disableOBJ = !enable;
876 break;
877 }
878 }
879#endif
880}
881
882void GameController::setFPSTarget(float fps) {
883 threadInterrupt();
884 m_fpsTarget = fps;
885 m_threadContext.sync.fpsTarget = fps;
886 if (m_turbo && m_turboSpeed > 0) {
887 m_threadContext.sync.fpsTarget *= m_turboSpeed;
888 }
889 if (m_audioProcessor) {
890 redoSamples(m_audioProcessor->getBufferSamples());
891 }
892 threadContinue();
893}
894
895void GameController::setUseBIOS(bool use) {
896 if (use == m_useBios) {
897 return;
898 }
899 m_useBios = use;
900 if (m_gameOpen) {
901 closeGame();
902 openGame();
903 }
904}
905
906void GameController::loadState(int slot) {
907 if (m_fname.isEmpty()) {
908 // We're in the BIOS
909 return;
910 }
911 if (slot > 0 && slot != m_stateSlot) {
912 m_stateSlot = slot;
913 m_backupSaveState.clear();
914 }
915 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
916 GameController* controller = static_cast<GameController*>(context->userData);
917 if (!controller->m_backupLoadState) {
918 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
919 }
920 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
921 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
922 controller->frameAvailable(controller->m_drawContext);
923 controller->stateLoaded(context);
924 }
925 });
926}
927
928void GameController::saveState(int slot) {
929 if (m_fname.isEmpty()) {
930 // We're in the BIOS
931 return;
932 }
933 if (slot > 0) {
934 m_stateSlot = slot;
935 }
936 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
937 GameController* controller = static_cast<GameController*>(context->userData);
938 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
939 if (vf) {
940 controller->m_backupSaveState.resize(vf->size(vf));
941 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
942 vf->close(vf);
943 }
944 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
945 });
946}
947
948void GameController::loadBackupState() {
949 if (!m_backupLoadState) {
950 return;
951 }
952
953 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
954 GameController* controller = static_cast<GameController*>(context->userData);
955 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
956 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
957 mLOG(STATUS, INFO, "Undid state load");
958 controller->frameAvailable(controller->m_drawContext);
959 controller->stateLoaded(context);
960 }
961 controller->m_backupLoadState->close(controller->m_backupLoadState);
962 controller->m_backupLoadState = nullptr;
963 });
964}
965
966void GameController::saveBackupState() {
967 if (m_backupSaveState.isEmpty()) {
968 return;
969 }
970
971 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
972 GameController* controller = static_cast<GameController*>(context->userData);
973 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
974 if (vf) {
975 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
976 vf->close(vf);
977 mLOG(STATUS, INFO, "Undid state save");
978 }
979 controller->m_backupSaveState.clear();
980 });
981}
982
983void GameController::setTurbo(bool set, bool forced) {
984 if (m_turboForced && !forced) {
985 return;
986 }
987 if (m_turbo == set && m_turboForced == (set && forced)) {
988 // Don't interrupt the thread if we don't need to
989 return;
990 }
991 if (!m_sync) {
992 return;
993 }
994 m_turbo = set;
995 m_turboForced = set && forced;
996 enableTurbo();
997}
998
999void GameController::setTurboSpeed(float ratio) {
1000 m_turboSpeed = ratio;
1001 enableTurbo();
1002}
1003
1004void GameController::enableTurbo() {
1005 threadInterrupt();
1006 bool shouldRedoSamples = false;
1007 if (!m_turbo) {
1008 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1009 m_threadContext.sync.fpsTarget = m_fpsTarget;
1010 m_threadContext.sync.audioWait = m_audioSync;
1011 m_threadContext.sync.videoFrameWait = m_videoSync;
1012 } else if (m_turboSpeed <= 0) {
1013 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1014 m_threadContext.sync.fpsTarget = m_fpsTarget;
1015 m_threadContext.sync.audioWait = false;
1016 m_threadContext.sync.videoFrameWait = false;
1017 } else {
1018 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1019 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1020 m_threadContext.sync.audioWait = true;
1021 m_threadContext.sync.videoFrameWait = false;
1022 }
1023 if (m_audioProcessor && shouldRedoSamples) {
1024 redoSamples(m_audioProcessor->getBufferSamples());
1025 }
1026 threadContinue();
1027}
1028
1029void GameController::setSync(bool enable) {
1030 m_turbo = false;
1031 m_turboForced = false;
1032 if (!enable) {
1033 m_threadContext.sync.audioWait = false;
1034 m_threadContext.sync.videoFrameWait = false;
1035 } else {
1036 m_threadContext.sync.audioWait = m_audioSync;
1037 m_threadContext.sync.videoFrameWait = m_videoSync;
1038 }
1039 m_sync = enable;
1040}
1041void GameController::setAVStream(mAVStream* stream) {
1042 threadInterrupt();
1043 m_stream = stream;
1044 if (isLoaded()) {
1045 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1046 }
1047 threadContinue();
1048}
1049
1050void GameController::clearAVStream() {
1051 threadInterrupt();
1052 m_stream = nullptr;
1053 if (isLoaded()) {
1054 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1055 }
1056 threadContinue();
1057}
1058
1059#ifdef USE_PNG
1060void GameController::screenshot() {
1061 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1062 mCoreTakeScreenshot(context->core);
1063 });
1064}
1065#endif
1066
1067void GameController::reloadAudioDriver() {
1068 int samples = 0;
1069 unsigned sampleRate = 0;
1070 if (m_audioProcessor) {
1071 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1072 samples = m_audioProcessor->getBufferSamples();
1073 sampleRate = m_audioProcessor->sampleRate();
1074 delete m_audioProcessor;
1075 }
1076 m_audioProcessor = AudioProcessor::create();
1077 if (samples) {
1078 m_audioProcessor->setBufferSamples(samples);
1079 }
1080 if (sampleRate) {
1081 m_audioProcessor->requestSampleRate(sampleRate);
1082 }
1083 m_audioProcessor->moveToThread(m_audioThread);
1084 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1085 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1086 if (isLoaded()) {
1087 m_audioProcessor->setInput(&m_threadContext);
1088 startAudio();
1089 }
1090}
1091
1092void GameController::setSaveStateExtdata(int flags) {
1093 m_saveStateFlags = flags;
1094}
1095
1096void GameController::setLoadStateExtdata(int flags) {
1097 m_loadStateFlags = flags;
1098}
1099
1100void GameController::setLuminanceValue(uint8_t value) {
1101 m_luxValue = value;
1102 value = std::max<int>(value - 0x16, 0);
1103 m_luxLevel = 10;
1104 for (int i = 0; i < 10; ++i) {
1105 if (value < GBA_LUX_LEVELS[i]) {
1106 m_luxLevel = i;
1107 break;
1108 }
1109 }
1110 emit luminanceValueChanged(m_luxValue);
1111}
1112
1113void GameController::setLuminanceLevel(int level) {
1114 int value = 0x16;
1115 level = std::max(0, std::min(10, level));
1116 if (level > 0) {
1117 value += GBA_LUX_LEVELS[level - 1];
1118 }
1119 setLuminanceValue(value);
1120}
1121
1122void GameController::setRealTime() {
1123 m_rtc.override = RTC_NO_OVERRIDE;
1124}
1125
1126void GameController::setFixedTime(const QDateTime& time) {
1127 m_rtc.override = RTC_FIXED;
1128 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1129}
1130
1131void GameController::setFakeEpoch(const QDateTime& time) {
1132 m_rtc.override = RTC_FAKE_EPOCH;
1133 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1134}
1135
1136void GameController::updateKeys() {
1137 int activeKeys = m_activeKeys;
1138 activeKeys |= m_activeButtons;
1139 activeKeys &= ~m_inactiveKeys;
1140 if (isLoaded()) {
1141 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1142 }
1143}
1144
1145void GameController::redoSamples(int samples) {
1146 if (m_threadContext.core) {
1147 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1148 }
1149 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1150}
1151
1152void GameController::setLogLevel(int levels) {
1153 threadInterrupt();
1154 m_logLevels = levels;
1155 threadContinue();
1156}
1157
1158void GameController::enableLogLevel(int levels) {
1159 threadInterrupt();
1160 m_logLevels |= levels;
1161 threadContinue();
1162}
1163
1164void GameController::disableLogLevel(int levels) {
1165 threadInterrupt();
1166 m_logLevels &= ~levels;
1167 threadContinue();
1168}
1169
1170void GameController::pollEvents() {
1171 if (!m_inputController) {
1172 return;
1173 }
1174
1175 m_activeButtons = m_inputController->pollEvents();
1176 updateKeys();
1177}
1178
1179void GameController::updateAutofire() {
1180 // TODO: Move all key events onto the CPU thread...somehow
1181 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1182 if (!m_autofire[k]) {
1183 continue;
1184 }
1185 m_autofireStatus[k] ^= 1;
1186 if (m_autofireStatus[k]) {
1187 keyPressed(k);
1188 } else {
1189 keyReleased(k);
1190 }
1191 }
1192}