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