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