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 "gba-serialize.h"
11#include "renderers/video-software.h"
12#include "util/vfs.h"
13}
14
15using namespace QGBA;
16
17GameController::GameController(QObject* parent)
18 : QObject(parent)
19 , m_drawContext(new uint32_t[256 * 256])
20 , m_threadContext()
21 , m_activeKeys(0)
22 , m_gameOpen(false)
23 , m_audioThread(new QThread(this))
24 , m_audioProcessor(new AudioProcessor)
25 , m_videoSync(VIDEO_SYNC)
26 , m_audioSync(AUDIO_SYNC)
27 , m_turbo(false)
28 , m_turboForced(false)
29{
30 m_renderer = new GBAVideoSoftwareRenderer;
31 GBAVideoSoftwareRendererCreate(m_renderer);
32 m_renderer->outputBuffer = (color_t*) m_drawContext;
33 m_renderer->outputBufferStride = 256;
34 m_threadContext.state = THREAD_INITIALIZED;
35 m_threadContext.debugger = 0;
36 m_threadContext.frameskip = 0;
37 m_threadContext.bios = 0;
38 m_threadContext.renderer = &m_renderer->d;
39 m_threadContext.userData = this;
40 m_threadContext.rewindBufferCapacity = 0;
41 m_threadContext.logLevel = -1;
42
43 GBAInputMapInit(&m_threadContext.inputMap);
44
45#ifdef BUILD_SDL
46 SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_NOPARACHUTE);
47 m_sdlEvents.bindings = &m_threadContext.inputMap;
48 GBASDLInitEvents(&m_sdlEvents);
49 SDL_JoystickEventState(SDL_QUERY);
50#endif
51
52 m_threadContext.startCallback = [] (GBAThread* context) {
53 GameController* controller = static_cast<GameController*>(context->userData);
54 controller->m_audioProcessor->setInput(context);
55 controller->gameStarted(context);
56 };
57
58 m_threadContext.cleanCallback = [] (GBAThread* context) {
59 GameController* controller = static_cast<GameController*>(context->userData);
60 controller->gameStopped(context);
61 };
62
63 m_threadContext.frameCallback = [] (GBAThread* context) {
64 GameController* controller = static_cast<GameController*>(context->userData);
65 controller->m_pauseMutex.lock();
66 if (controller->m_pauseAfterFrame) {
67 GBAThreadPauseFromThread(context);
68 controller->m_pauseAfterFrame = false;
69 controller->gamePaused(&controller->m_threadContext);
70 }
71 controller->m_pauseMutex.unlock();
72 controller->frameAvailable(controller->m_drawContext);
73 };
74
75 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
76 GameController* controller = static_cast<GameController*>(context->userData);
77 controller->postLog(level, QString().vsprintf(format, args));
78 };
79
80 m_audioThread->start(QThread::TimeCriticalPriority);
81 m_audioProcessor->moveToThread(m_audioThread);
82 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
83 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
84 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
85 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
86
87#ifdef BUILD_SDL
88 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
89#endif
90}
91
92GameController::~GameController() {
93 m_audioThread->quit();
94 m_audioThread->wait();
95 if (GBAThreadIsPaused(&m_threadContext)) {
96 GBAThreadUnpause(&m_threadContext);
97 }
98 disconnect();
99 closeGame();
100 delete m_renderer;
101}
102
103ARMDebugger* GameController::debugger() {
104 return m_threadContext.debugger;
105}
106
107void GameController::setDebugger(ARMDebugger* debugger) {
108 bool wasPaused = isPaused();
109 setPaused(true);
110 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
111 GBADetachDebugger(m_threadContext.gba);
112 }
113 m_threadContext.debugger = debugger;
114 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
115 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
116 }
117 setPaused(wasPaused);
118}
119
120void GameController::loadGame(const QString& path, bool dirmode) {
121 closeGame();
122 m_threadContext.sync.videoFrameWait = m_videoSync;
123 m_threadContext.sync.audioWait = m_audioSync;
124 if (!dirmode) {
125 QFile file(path);
126 if (!file.open(QIODevice::ReadOnly)) {
127 return;
128 }
129 file.close();
130 }
131 m_gameOpen = true;
132
133 m_pauseAfterFrame = false;
134
135 m_threadContext.fname = strdup(path.toLocal8Bit().constData());
136 if (dirmode) {
137 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
138 m_threadContext.stateDir = m_threadContext.gameDir;
139 } else {
140 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
141#if ENABLE_LIBZIP
142 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
143#endif
144 }
145
146 if (!m_bios.isNull()) {
147 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
148 }
149
150 if (!m_patch.isNull()) {
151 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
152 }
153
154 GBAThreadStart(&m_threadContext);
155}
156
157void GameController::loadBIOS(const QString& path) {
158 m_bios = path;
159}
160
161void GameController::loadPatch(const QString& path) {
162 m_patch = path;
163}
164
165void GameController::closeGame() {
166 if (!m_gameOpen) {
167 return;
168 }
169 GBAThreadEnd(&m_threadContext);
170 GBAThreadJoin(&m_threadContext);
171 if (m_threadContext.fname) {
172 free(const_cast<char*>(m_threadContext.fname));
173 m_threadContext.fname = nullptr;
174 }
175
176 m_gameOpen = false;
177 emit gameStopped(&m_threadContext);
178}
179
180bool GameController::isPaused() {
181 return GBAThreadIsPaused(&m_threadContext);
182}
183
184void GameController::setPaused(bool paused) {
185 if (paused == GBAThreadIsPaused(&m_threadContext)) {
186 return;
187 }
188 if (paused) {
189 GBAThreadPause(&m_threadContext);
190 emit gamePaused(&m_threadContext);
191 } else {
192 GBAThreadUnpause(&m_threadContext);
193 emit gameUnpaused(&m_threadContext);
194 }
195}
196
197void GameController::reset() {
198 GBAThreadReset(&m_threadContext);
199}
200
201void GameController::frameAdvance() {
202 m_pauseMutex.lock();
203 m_pauseAfterFrame = true;
204 setPaused(false);
205 m_pauseMutex.unlock();
206}
207
208void GameController::keyPressed(int key) {
209 int mappedKey = 1 << key;
210 m_activeKeys |= mappedKey;
211 updateKeys();
212}
213
214void GameController::keyReleased(int key) {
215 int mappedKey = 1 << key;
216 m_activeKeys &= ~mappedKey;
217 updateKeys();
218}
219
220void GameController::setAudioBufferSamples(int samples) {
221 GBAThreadInterrupt(&m_threadContext);
222 m_threadContext.audioBuffers = samples;
223 GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
224 GBAThreadContinue(&m_threadContext);
225 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
226}
227
228void GameController::setFPSTarget(float fps) {
229 GBAThreadInterrupt(&m_threadContext);
230 m_threadContext.fpsTarget = fps;
231 GBAThreadContinue(&m_threadContext);
232 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
233}
234
235void GameController::loadState(int slot) {
236 GBAThreadInterrupt(&m_threadContext);
237 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
238 GBAThreadContinue(&m_threadContext);
239 emit stateLoaded(&m_threadContext);
240 emit frameAvailable(m_drawContext);
241}
242
243void GameController::saveState(int slot) {
244 GBAThreadInterrupt(&m_threadContext);
245 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
246 GBAThreadContinue(&m_threadContext);
247}
248
249void GameController::setVideoSync(bool set) {
250 m_videoSync = set;
251 if (!m_turbo) {
252 GBAThreadInterrupt(&m_threadContext);
253 m_threadContext.sync.videoFrameWait = set;
254 GBAThreadContinue(&m_threadContext);
255 }
256}
257
258void GameController::setAudioSync(bool set) {
259 m_audioSync = set;
260 if (!m_turbo) {
261 GBAThreadInterrupt(&m_threadContext);
262 m_threadContext.sync.audioWait = set;
263 GBAThreadContinue(&m_threadContext);
264 }
265}
266
267void GameController::setTurbo(bool set, bool forced) {
268 if (m_turboForced && !forced) {
269 return;
270 }
271 m_turbo = set;
272 if (set) {
273 m_turboForced = forced;
274 } else {
275 m_turboForced = false;
276 }
277 GBAThreadInterrupt(&m_threadContext);
278 m_threadContext.sync.audioWait = set ? false : m_audioSync;
279 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
280 GBAThreadContinue(&m_threadContext);
281}
282
283void GameController::updateKeys() {
284 int activeKeys = m_activeKeys;
285#ifdef BUILD_SDL
286 activeKeys |= m_activeButtons;
287#endif
288 m_threadContext.activeKeys = activeKeys;
289}
290
291#ifdef BUILD_SDL
292void GameController::testSDLEvents() {
293 SDL_Joystick* joystick = m_sdlEvents.joystick;
294 SDL_JoystickUpdate();
295 int numButtons = SDL_JoystickNumButtons(joystick);
296 m_activeButtons = 0;
297 int i;
298 for (i = 0; i < numButtons; ++i) {
299 GBAKey key = GBAInputMapKey(&m_threadContext.inputMap, SDL_BINDING_BUTTON, i);
300 if (key == GBA_KEY_NONE) {
301 continue;
302 }
303 if (SDL_JoystickGetButton(joystick, i)) {
304 m_activeButtons |= 1 << key;
305 }
306 }
307 int numHats = SDL_JoystickNumHats(joystick);
308 for (i = 0; i < numHats; ++i) {
309 int hat = SDL_JoystickGetHat(joystick, i);
310 if (hat & SDL_HAT_UP) {
311 m_activeButtons |= 1 << GBA_KEY_UP;
312 }
313 if (hat & SDL_HAT_LEFT) {
314 m_activeButtons |= 1 << GBA_KEY_LEFT;
315 }
316 if (hat & SDL_HAT_DOWN) {
317 m_activeButtons |= 1 << GBA_KEY_DOWN;
318 }
319 if (hat & SDL_HAT_RIGHT) {
320 m_activeButtons |= 1 << GBA_KEY_RIGHT;
321 }
322 }
323 updateKeys();
324}
325#endif