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