all repos — mgba @ 43ddcf56ccacd251713804c3e166c6833518ec0c

mGBA Game Boy Advance Emulator

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 <QDateTime>
 12#include <QThread>
 13
 14#include <ctime>
 15
 16extern "C" {
 17#include "gba.h"
 18#include "gba-audio.h"
 19#include "gba-serialize.h"
 20#include "renderers/video-software.h"
 21#include "util/vfs.h"
 22}
 23
 24using namespace QGBA;
 25using namespace std;
 26
 27const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
 28
 29GameController::GameController(QObject* parent)
 30	: QObject(parent)
 31	, m_drawContext(new uint32_t[256 * 256])
 32	, m_threadContext()
 33	, m_activeKeys(0)
 34	, m_logLevels(0)
 35	, m_gameOpen(false)
 36	, m_audioThread(new QThread(this))
 37	, m_audioProcessor(AudioProcessor::create())
 38	, m_videoSync(VIDEO_SYNC)
 39	, m_audioSync(AUDIO_SYNC)
 40	, m_turbo(false)
 41	, m_turboForced(false)
 42	, m_inputController(nullptr)
 43{
 44	m_renderer = new GBAVideoSoftwareRenderer;
 45	GBAVideoSoftwareRendererCreate(m_renderer);
 46	m_renderer->outputBuffer = (color_t*) m_drawContext;
 47	m_renderer->outputBufferStride = 256;
 48	m_threadContext.state = THREAD_INITIALIZED;
 49	m_threadContext.debugger = 0;
 50	m_threadContext.frameskip = 0;
 51	m_threadContext.bios = 0;
 52	m_threadContext.renderer = &m_renderer->d;
 53	m_threadContext.userData = this;
 54	m_threadContext.rewindBufferCapacity = 0;
 55	m_threadContext.logLevel = -1;
 56
 57	m_lux.p = this;
 58	m_lux.sample = [] (GBALuminanceSource* context) {
 59		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 60		lux->value = 0xFF - lux->p->m_luxValue;
 61	};
 62
 63	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 64		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 65		return lux->value;
 66	};
 67	setLuminanceLevel(0);
 68
 69	m_rtc.p = this;
 70	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 71	m_rtc.sample = [] (GBARTCSource* context) { };
 72	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 73		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 74		switch (rtc->override) {
 75		case GameControllerRTC::NO_OVERRIDE:
 76		default:
 77			return time(nullptr);
 78		case GameControllerRTC::FIXED:
 79			return rtc->value;
 80		case GameControllerRTC::FAKE_EPOCH:
 81			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 82		}
 83	};
 84
 85	m_threadContext.startCallback = [] (GBAThread* context) {
 86		GameController* controller = static_cast<GameController*>(context->userData);
 87		controller->m_audioProcessor->setInput(context);
 88		// Override the GBA object's log level to prevent stdout spew
 89		context->gba->logLevel = GBA_LOG_FATAL;
 90		context->gba->luminanceSource = &controller->m_lux;
 91		context->gba->rtcSource = &controller->m_rtc;
 92		controller->gameStarted(context);
 93	};
 94
 95	m_threadContext.cleanCallback = [] (GBAThread* context) {
 96		GameController* controller = static_cast<GameController*>(context->userData);
 97		controller->gameStopped(context);
 98	};
 99
100	m_threadContext.frameCallback = [] (GBAThread* context) {
101		GameController* controller = static_cast<GameController*>(context->userData);
102		controller->m_pauseMutex.lock();
103		if (controller->m_pauseAfterFrame) {
104			GBAThreadPauseFromThread(context);
105			controller->m_pauseAfterFrame = false;
106			controller->gamePaused(&controller->m_threadContext);
107		}
108		controller->m_pauseMutex.unlock();
109		controller->frameAvailable(controller->m_drawContext);
110	};
111
112	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
113		GameController* controller = static_cast<GameController*>(context->userData);
114		if (level == GBA_LOG_FATAL) {
115			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
116		} else if (!(controller->m_logLevels & level)) {
117			return;
118		}
119		controller->postLog(level, QString().vsprintf(format, args));
120	};
121
122	m_audioThread->start(QThread::TimeCriticalPriority);
123	m_audioProcessor->moveToThread(m_audioThread);
124	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
125	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
126	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
127	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
128
129#ifdef BUILD_SDL
130	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
131#endif
132}
133
134GameController::~GameController() {
135	m_audioThread->quit();
136	m_audioThread->wait();
137	disconnect();
138	closeGame();
139	delete m_renderer;
140	delete[] m_drawContext;
141}
142
143#ifdef USE_GDB_STUB
144ARMDebugger* GameController::debugger() {
145	return m_threadContext.debugger;
146}
147
148void GameController::setDebugger(ARMDebugger* debugger) {
149	threadInterrupt();
150	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
151		GBADetachDebugger(m_threadContext.gba);
152	}
153	m_threadContext.debugger = debugger;
154	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
155		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
156	}
157	threadContinue();
158}
159#endif
160
161void GameController::loadGame(const QString& path, bool dirmode) {
162	closeGame();
163	if (!dirmode) {
164		QFile file(path);
165		if (!file.open(QIODevice::ReadOnly)) {
166			return;
167		}
168		file.close();
169	}
170
171	m_fname = path;
172	m_dirmode = dirmode;
173	openGame();
174}
175
176void GameController::openGame() {
177	m_gameOpen = true;
178
179	m_pauseAfterFrame = false;
180
181	if (m_turbo) {
182		m_threadContext.sync.videoFrameWait = false;
183		m_threadContext.sync.audioWait = false;
184	} else {
185		m_threadContext.sync.videoFrameWait = m_videoSync;
186		m_threadContext.sync.audioWait = m_audioSync;
187	}
188
189	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
190	if (m_dirmode) {
191		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
192		m_threadContext.stateDir = m_threadContext.gameDir;
193	} else {
194		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
195#if ENABLE_LIBZIP
196		m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
197#endif
198	}
199
200	if (!m_bios.isNull()) {
201		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
202	}
203
204	if (!m_patch.isNull()) {
205		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
206	}
207
208	if (!GBAThreadStart(&m_threadContext)) {
209		m_gameOpen = false;
210		emit gameFailed();
211	}
212}
213
214void GameController::loadBIOS(const QString& path) {
215	if (m_bios == path) {
216		return;
217	}
218	m_bios = path;
219	if (m_gameOpen) {
220		closeGame();
221		openGame();
222	}
223}
224
225void GameController::loadPatch(const QString& path) {
226	m_patch = path;
227	if (m_gameOpen) {
228		closeGame();
229		openGame();
230	}
231}
232
233void GameController::closeGame() {
234	if (!m_gameOpen) {
235		return;
236	}
237	if (GBAThreadIsPaused(&m_threadContext)) {
238		GBAThreadUnpause(&m_threadContext);
239	}
240	GBAThreadEnd(&m_threadContext);
241	GBAThreadJoin(&m_threadContext);
242	if (m_threadContext.fname) {
243		free(const_cast<char*>(m_threadContext.fname));
244		m_threadContext.fname = nullptr;
245	}
246
247	m_patch = QString();
248
249	m_gameOpen = false;
250	emit gameStopped(&m_threadContext);
251}
252
253void GameController::crashGame(const QString& crashMessage) {
254	closeGame();
255	emit gameCrashed(crashMessage);
256}
257
258bool GameController::isPaused() {
259	if (!m_gameOpen) {
260		return false;
261	}
262	return GBAThreadIsPaused(&m_threadContext);
263}
264
265void GameController::setPaused(bool paused) {
266	if (paused == GBAThreadIsPaused(&m_threadContext)) {
267		return;
268	}
269	if (paused) {
270		GBAThreadPause(&m_threadContext);
271		emit gamePaused(&m_threadContext);
272	} else {
273		GBAThreadUnpause(&m_threadContext);
274		emit gameUnpaused(&m_threadContext);
275	}
276}
277
278void GameController::reset() {
279	GBAThreadReset(&m_threadContext);
280}
281
282void GameController::threadInterrupt() {
283	if (m_gameOpen) {
284		GBAThreadInterrupt(&m_threadContext);
285	}
286}
287
288void GameController::threadContinue() {
289	if (m_gameOpen) {
290		GBAThreadContinue(&m_threadContext);
291	}
292}
293
294void GameController::frameAdvance() {
295	m_pauseMutex.lock();
296	m_pauseAfterFrame = true;
297	setPaused(false);
298	m_pauseMutex.unlock();
299}
300
301void GameController::setRewind(bool enable, int capacity, int interval) {
302	if (m_gameOpen) {
303		threadInterrupt();
304		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
305		threadContinue();
306	} else {
307		if (enable) {
308			m_threadContext.rewindBufferInterval = interval;
309			m_threadContext.rewindBufferCapacity = capacity;
310		} else {
311			m_threadContext.rewindBufferInterval = 0;
312			m_threadContext.rewindBufferCapacity = 0;
313		}
314	}
315}
316
317void GameController::rewind(int states) {
318	threadInterrupt();
319	if (!states) {
320		GBARewindAll(&m_threadContext);
321	} else {
322		GBARewind(&m_threadContext, states);
323	}
324	threadContinue();
325}
326
327void GameController::keyPressed(int key) {
328	int mappedKey = 1 << key;
329	m_activeKeys |= mappedKey;
330	updateKeys();
331}
332
333void GameController::keyReleased(int key) {
334	int mappedKey = 1 << key;
335	m_activeKeys &= ~mappedKey;
336	updateKeys();
337}
338
339void GameController::clearKeys() {
340	m_activeKeys = 0;
341	updateKeys();
342}
343
344void GameController::setAudioBufferSamples(int samples) {
345	threadInterrupt();
346	redoSamples(samples);
347	threadContinue();
348	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
349}
350
351void GameController::setFPSTarget(float fps) {
352	threadInterrupt();
353	m_threadContext.fpsTarget = fps;
354	redoSamples(m_audioProcessor->getBufferSamples());
355	threadContinue();
356	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
357}
358
359void GameController::setSkipBIOS(bool set) {
360	threadInterrupt();
361	m_threadContext.skipBios = set;
362	threadContinue();
363}
364
365void GameController::loadState(int slot) {
366	threadInterrupt();
367	GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
368	threadContinue();
369	emit stateLoaded(&m_threadContext);
370	emit frameAvailable(m_drawContext);
371}
372
373void GameController::saveState(int slot) {
374	threadInterrupt();
375	GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
376	threadContinue();
377}
378
379void GameController::setVideoSync(bool set) {
380	m_videoSync = set;
381	if (!m_turbo) {
382		threadInterrupt();
383		m_threadContext.sync.videoFrameWait = set;
384		threadContinue();
385	}
386}
387
388void GameController::setAudioSync(bool set) {
389	m_audioSync = set;
390	if (!m_turbo) {
391		threadInterrupt();
392		m_threadContext.sync.audioWait = set;
393		threadContinue();
394	}
395}
396
397void GameController::setFrameskip(int skip) {
398	m_threadContext.frameskip = skip;
399}
400
401void GameController::setTurbo(bool set, bool forced) {
402	if (m_turboForced && !forced) {
403		return;
404	}
405	m_turbo = set;
406	m_turboForced = set && forced;
407	threadInterrupt();
408	m_threadContext.sync.audioWait = set ? false : m_audioSync;
409	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
410	threadContinue();
411}
412
413void GameController::setAVStream(GBAAVStream* stream) {
414	threadInterrupt();
415	m_threadContext.stream = stream;
416	threadContinue();
417}
418
419void GameController::clearAVStream() {
420	threadInterrupt();
421	m_threadContext.stream = nullptr;
422	threadContinue();
423}
424
425void GameController::setLuminanceValue(uint8_t value) {
426	m_luxValue = value;
427	value = std::max<int>(value - 0x16, 0);
428	m_luxLevel = 10;
429	for (int i = 0; i < 10; ++i) {
430		if (value < LUX_LEVELS[i]) {
431			m_luxLevel = i;
432			break;
433		}
434	}
435}
436
437void GameController::setLuminanceLevel(int level) {
438	int value = 0x16;
439	level = std::max(0, std::min(10, level));
440	if (level > 0) {
441		value += LUX_LEVELS[level - 1];
442	}
443	setLuminanceValue(value);
444}
445
446void GameController::setRealTime() {
447	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
448}
449
450void GameController::setFixedTime(const QDateTime& time) {
451	m_rtc.override = GameControllerRTC::FIXED;
452	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
453}
454
455void GameController::setFakeEpoch(const QDateTime& time) {
456	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
457	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
458}
459
460void GameController::updateKeys() {
461	int activeKeys = m_activeKeys;
462#ifdef BUILD_SDL
463	activeKeys |= m_activeButtons;
464#endif
465	m_threadContext.activeKeys = activeKeys;
466}
467
468void GameController::redoSamples(int samples) {
469#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
470	float sampleRate = 0x8000;
471	float ratio;
472	if (m_threadContext.gba) {
473		sampleRate = m_threadContext.gba->audio.sampleRate;
474	}
475	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
476	m_threadContext.audioBuffers = ceil(samples / ratio);
477#else
478	m_threadContext.audioBuffers = samples;
479#endif
480	if (m_threadContext.gba) {
481		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
482	}
483}
484
485void GameController::setLogLevel(int levels) {
486	threadInterrupt();
487	m_logLevels = levels;
488	threadContinue();
489}
490
491void GameController::enableLogLevel(int levels) {
492	threadInterrupt();
493	m_logLevels |= levels;
494	threadContinue();
495}
496
497void GameController::disableLogLevel(int levels) {
498	threadInterrupt();
499	m_logLevels &= ~levels;
500	threadContinue();
501}
502
503#ifdef BUILD_SDL
504void GameController::testSDLEvents() {
505	if (!m_inputController) {
506		return;
507	}
508
509	m_activeButtons = m_inputController->testSDLEvents();
510	updateKeys();
511}
512#endif