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 , m_override(nullptr)
74{
75#ifdef M_CORE_GBA
76 m_lux.p = this;
77 m_lux.sample = [](GBALuminanceSource* context) {
78 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
79 lux->value = 0xFF - lux->p->m_luxValue;
80 };
81
82 m_lux.readLuminance = [](GBALuminanceSource* context) {
83 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
84 return lux->value;
85 };
86 setLuminanceLevel(0);
87#endif
88
89 m_threadContext.startCallback = [](mCoreThread* context) {
90 GameController* controller = static_cast<GameController*>(context->userData);
91 mRTCGenericSourceInit(&controller->m_rtc, context->core);
92 context->core->setRTC(context->core, &controller->m_rtc.d);
93 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
94 context->core->setRumble(context->core, controller->m_inputController->rumble());
95
96#ifdef M_CORE_GBA
97 GBA* gba = static_cast<GBA*>(context->core->board);
98#endif
99#ifdef M_CORE_GB
100 GB* gb = static_cast<GB*>(context->core->board);
101#endif
102 switch (context->core->platform(context->core)) {
103#ifdef M_CORE_GBA
104 case PLATFORM_GBA:
105 gba->luminanceSource = &controller->m_lux;
106 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
107 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
108 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
109 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
110 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
111 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
112 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
113 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
114 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
115 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
116 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
117 break;
118#endif
119#ifdef M_CORE_GB
120 case PLATFORM_GB:
121 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
122 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
123 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
124 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
125 break;
126#endif
127 default:
128 break;
129 }
130 controller->m_fpsTarget = context->sync.fpsTarget;
131
132 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
133 mCoreDeleteState(context->core, 0);
134 }
135
136 controller->m_gameOpen = true;
137 if (controller->m_multiplayer) {
138 controller->m_multiplayer->attachGame(controller);
139 }
140
141 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
142 QMetaObject::invokeMethod(controller, "startAudio");
143 };
144
145 m_threadContext.resetCallback = [](mCoreThread* context) {
146 GameController* controller = static_cast<GameController*>(context->userData);
147 for (auto action : controller->m_resetActions) {
148 action();
149 }
150 controller->m_resetActions.clear();
151
152 unsigned width, height;
153 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
154 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
155 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
156 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
157 mCoreThreadPauseFromThread(context);
158 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
159 }
160 };
161
162 m_threadContext.cleanCallback = [](mCoreThread* context) {
163 GameController* controller = static_cast<GameController*>(context->userData);
164 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
165 QMetaObject::invokeMethod(controller, "cleanGame");
166 };
167
168 m_threadContext.frameCallback = [](mCoreThread* context) {
169 GameController* controller = static_cast<GameController*>(context->userData);
170 unsigned width, height;
171 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
172 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
173 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
174 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
175 mCoreThreadPauseFromThread(context);
176 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
177 }
178 };
179
180 // TODO: Put back
181 /*m_threadContext.stopCallback = [](mCoreThread* context) {
182 if (!context) {
183 return false;
184 }
185 GameController* controller = static_cast<GameController*>(context->userData);
186 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
187 return false;
188 }
189 QMetaObject::invokeMethod(controller, "closeGame");
190 return true;
191 };*/
192
193 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
194 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
195 mCoreThread* context = logContext->p;
196
197 static const char* savestateMessage = "State %i loaded";
198 static const char* savestateFailedMessage = "State %i failed to load";
199 if (!context) {
200 return;
201 }
202 GameController* controller = static_cast<GameController*>(context->userData);
203#ifdef M_CORE_GBA
204 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
205 va_list argc;
206 va_copy(argc, args);
207 int immediate = va_arg(argc, int);
208 va_end(argc);
209 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
210 } else
211#endif
212 if (category == _mLOG_CAT_STATUS()) {
213 // Slot 0 is reserved for suspend points
214 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
215 va_list argc;
216 va_copy(argc, args);
217 int slot = va_arg(argc, int);
218 va_end(argc);
219 if (slot == 0) {
220 format = "Loaded suspend state";
221 }
222 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
223 va_list argc;
224 va_copy(argc, args);
225 int slot = va_arg(argc, int);
226 va_end(argc);
227 if (slot == 0) {
228 return;
229 }
230 }
231 }
232 if (level == mLOG_FATAL) {
233 mCoreThreadMarkCrashed(controller->thread());
234 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
235 } else if (!(controller->m_logLevels & level)) {
236 return;
237 }
238 QString message(QString().vsprintf(format, args));
239 if (category == _mLOG_CAT_STATUS()) {
240 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
241 }
242 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
243 };
244
245 m_threadContext.userData = this;
246
247 m_audioThread->setObjectName("Audio Thread");
248 m_audioThread->start(QThread::TimeCriticalPriority);
249 m_audioProcessor->moveToThread(m_audioThread);
250 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
251 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
252 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
253 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
254}
255
256GameController::~GameController() {
257 disconnect();
258 closeGame();
259 m_audioThread->quit();
260 m_audioThread->wait();
261 clearMultiplayerController();
262 delete m_backupLoadState;
263}
264
265void GameController::setMultiplayerController(MultiplayerController* controller) {
266 if (controller == m_multiplayer) {
267 return;
268 }
269 clearMultiplayerController();
270 m_multiplayer = controller;
271 if (isLoaded()) {
272 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
273 GameController* controller = static_cast<GameController*>(thread->userData);
274 controller->m_multiplayer->attachGame(controller);
275 });
276 }
277}
278
279void GameController::clearMultiplayerController() {
280 if (!m_multiplayer) {
281 return;
282 }
283 m_multiplayer->detachGame(this);
284 m_multiplayer = nullptr;
285}
286
287void GameController::clearOverride() {
288 delete m_override;
289 m_override = nullptr;
290}
291
292void GameController::setConfig(const mCoreConfig* config) {
293 m_config = config;
294 if (isLoaded()) {
295 threadInterrupt();
296 mCoreLoadForeignConfig(m_threadContext.core, config);
297 m_audioProcessor->setInput(&m_threadContext);
298 threadContinue();
299 }
300}
301
302#ifdef USE_GDB_STUB
303mDebugger* GameController::debugger() {
304 if (!isLoaded()) {
305 return nullptr;
306 }
307 return m_threadContext.core->debugger;
308}
309
310void GameController::setDebugger(mDebugger* debugger) {
311 threadInterrupt();
312 if (debugger) {
313 mDebuggerAttach(debugger, m_threadContext.core);
314 } else {
315 m_threadContext.core->detachDebugger(m_threadContext.core);
316 }
317 threadContinue();
318}
319#endif
320
321void GameController::loadGame(const QString& path) {
322 closeGame();
323 QFileInfo info(path);
324 if (!info.isReadable()) {
325 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
326 return;
327 }
328 m_fname = info.canonicalFilePath();
329 m_vf = nullptr;
330 openGame();
331}
332
333void GameController::loadGame(VFile* vf, const QString& base) {
334 closeGame();
335 m_fname = base;
336 m_vf = vf;
337 openGame();
338}
339
340void GameController::bootBIOS() {
341 closeGame();
342 m_fname = QString();
343 openGame(true);
344}
345
346void GameController::openGame(bool biosOnly) {
347 if (m_fname.isEmpty()) {
348 biosOnly = true;
349 }
350 if (biosOnly && (!m_useBios || m_bios.isNull())) {
351 return;
352 }
353 if (isLoaded()) {
354 // We need to delay if the game is still cleaning up
355 QTimer::singleShot(10, this, SLOT(openGame()));
356 return;
357 } else if(m_gameOpen) {
358 cleanGame();
359 }
360
361 if (!biosOnly) {
362 if (m_vf) {
363 m_threadContext.core = mCoreFindVF(m_vf);
364 } else {
365 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
366 }
367 } else {
368 m_threadContext.core = GBACoreCreate();
369 }
370
371 if (!m_threadContext.core) {
372 return;
373 }
374
375 m_pauseAfterFrame = false;
376
377 if (m_turbo) {
378 m_threadContext.sync.videoFrameWait = false;
379 m_threadContext.sync.audioWait = false;
380 } else {
381 m_threadContext.sync.videoFrameWait = m_videoSync;
382 m_threadContext.sync.audioWait = m_audioSync;
383 }
384 m_threadContext.core->init(m_threadContext.core);
385
386 unsigned width, height;
387 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
388 m_drawContext = new uint32_t[width * height];
389 m_frontBuffer = new uint32_t[width * height];
390
391 QByteArray bytes;
392 if (!biosOnly) {
393 bytes = m_fname.toUtf8();
394 if (m_vf) {
395 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
396 } else {
397 mCoreLoadFile(m_threadContext.core, bytes.constData());
398 mDirectorySetDetachBase(&m_threadContext.core->dirs);
399 }
400 } else {
401 bytes = m_bios.toUtf8();
402 }
403 char dirname[PATH_MAX];
404 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
405 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
406
407 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
408
409 if (!m_bios.isNull() && m_useBios) {
410 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
411 if (bios && !m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0)) {
412 bios->close(bios);
413 }
414 }
415
416 m_inputController->recalibrateAxes();
417 memset(m_drawContext, 0xF8, width * height * 4);
418
419 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
420
421 if (m_config) {
422 mCoreLoadForeignConfig(m_threadContext.core, m_config);
423 }
424
425 if (!biosOnly) {
426 mCoreAutoloadSave(m_threadContext.core);
427 if (!m_patch.isNull()) {
428 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
429 if (patch) {
430 m_threadContext.core->loadPatch(m_threadContext.core, patch);
431 }
432 patch->close(patch);
433 } else {
434 mCoreAutoloadPatch(m_threadContext.core);
435 }
436 }
437 m_vf = nullptr;
438
439 if (m_override) {
440 m_override->apply(m_threadContext.core);
441 }
442
443 if (!mCoreThreadStart(&m_threadContext)) {
444 emit gameFailed();
445 }
446}
447
448void GameController::loadBIOS(const QString& path) {
449 if (m_bios == path) {
450 return;
451 }
452 m_bios = path;
453 if (m_gameOpen) {
454 closeGame();
455 openGame();
456 }
457}
458
459void GameController::loadSave(const QString& path, bool temporary) {
460 if (!isLoaded()) {
461 return;
462 }
463 m_resetActions.append([this, path, temporary]() {
464 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
465 if (!vf) {
466 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
467 return;
468 }
469
470 if (temporary) {
471 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
472 } else {
473 m_threadContext.core->loadSave(m_threadContext.core, vf);
474 }
475 });
476 reset();
477}
478
479void GameController::yankPak() {
480 if (!m_gameOpen) {
481 return;
482 }
483 threadInterrupt();
484 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
485 threadContinue();
486}
487
488void GameController::replaceGame(const QString& path) {
489 if (!m_gameOpen) {
490 return;
491 }
492
493 QFileInfo info(path);
494 if (!info.isReadable()) {
495 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
496 return;
497 }
498 m_fname = info.canonicalFilePath();
499 threadInterrupt();
500 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
501 threadContinue();
502}
503
504void GameController::loadPatch(const QString& path) {
505 if (m_gameOpen) {
506 closeGame();
507 m_patch = path;
508 openGame();
509 } else {
510 m_patch = path;
511 }
512}
513
514void GameController::importSharkport(const QString& path) {
515 if (!isLoaded()) {
516 return;
517 }
518#ifdef M_CORE_GBA
519 if (platform() != PLATFORM_GBA) {
520 return;
521 }
522 VFile* vf = VFileDevice::open(path, O_RDONLY);
523 if (!vf) {
524 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
525 return;
526 }
527 threadInterrupt();
528 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
529 threadContinue();
530 vf->close(vf);
531#endif
532}
533
534void GameController::exportSharkport(const QString& path) {
535 if (!isLoaded()) {
536 return;
537 }
538#ifdef M_CORE_GBA
539 if (platform() != PLATFORM_GBA) {
540 return;
541 }
542 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
543 if (!vf) {
544 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
545 return;
546 }
547 threadInterrupt();
548 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
549 threadContinue();
550 vf->close(vf);
551#endif
552}
553
554void GameController::closeGame() {
555 if (!m_gameOpen) {
556 return;
557 }
558 if (m_multiplayer) {
559 m_multiplayer->detachGame(this);
560 }
561
562 if (mCoreThreadIsPaused(&m_threadContext)) {
563 mCoreThreadUnpause(&m_threadContext);
564 }
565 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
566 mCoreThreadEnd(&m_threadContext);
567}
568
569void GameController::cleanGame() {
570 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
571 return;
572 }
573 mCoreThreadJoin(&m_threadContext);
574
575 delete[] m_drawContext;
576 delete[] m_frontBuffer;
577
578 m_patch = QString();
579
580 m_threadContext.core->deinit(m_threadContext.core);
581 m_gameOpen = false;
582}
583
584void GameController::crashGame(const QString& crashMessage) {
585 closeGame();
586 emit gameCrashed(crashMessage);
587}
588
589bool GameController::isPaused() {
590 if (!m_gameOpen) {
591 return false;
592 }
593 return mCoreThreadIsPaused(&m_threadContext);
594}
595
596mPlatform GameController::platform() const {
597 if (!m_gameOpen) {
598 return PLATFORM_NONE;
599 }
600 return m_threadContext.core->platform(m_threadContext.core);
601}
602
603QSize GameController::screenDimensions() const {
604 if (!m_gameOpen) {
605 return QSize();
606 }
607 unsigned width, height;
608 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
609
610 return QSize(width, height);
611}
612
613void GameController::setPaused(bool paused) {
614 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
615 return;
616 }
617 m_wasPaused = paused;
618 if (paused) {
619 m_pauseAfterFrame.testAndSetRelaxed(false, true);
620 } else {
621 mCoreThreadUnpause(&m_threadContext);
622 startAudio();
623 emit gameUnpaused(&m_threadContext);
624 }
625}
626
627void GameController::reset() {
628 if (!m_gameOpen) {
629 return;
630 }
631 bool wasPaused = isPaused();
632 setPaused(false);
633 threadInterrupt();
634 mCoreThreadReset(&m_threadContext);
635 if (wasPaused) {
636 setPaused(true);
637 }
638 threadContinue();
639}
640
641void GameController::threadInterrupt() {
642 if (m_gameOpen) {
643 mCoreThreadInterrupt(&m_threadContext);
644 }
645}
646
647void GameController::threadContinue() {
648 if (m_gameOpen) {
649 mCoreThreadContinue(&m_threadContext);
650 }
651}
652
653void GameController::frameAdvance() {
654 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
655 setPaused(false);
656 }
657}
658
659void GameController::setRewind(bool enable, int capacity) {
660 if (m_gameOpen) {
661 threadInterrupt();
662 if (m_threadContext.core->opts.rewindEnable) {
663 mCoreRewindContextDeinit(&m_threadContext.rewind);
664 }
665 m_threadContext.core->opts.rewindEnable = enable;
666 if (enable) {
667 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
668 }
669 threadContinue();
670 }
671}
672
673void GameController::rewind(int states) {
674 threadInterrupt();
675 if (!states) {
676 states = INT_MAX;
677 }
678 for (int i = 0; i < states; ++i) {
679 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
680 break;
681 }
682 }
683 threadContinue();
684 emit frameAvailable(m_drawContext);
685 emit rewound(&m_threadContext);
686}
687
688void GameController::startRewinding() {
689 if (!isLoaded()) {
690 return;
691 }
692 if (!m_threadContext.core->opts.rewindEnable) {
693 return;
694 }
695 if (m_multiplayer && m_multiplayer->attached() > 1) {
696 return;
697 }
698 if (m_wasPaused) {
699 setPaused(false);
700 m_wasPaused = true;
701 }
702 mCoreThreadSetRewinding(&m_threadContext, true);
703}
704
705void GameController::stopRewinding() {
706 if (!isLoaded()) {
707 return;
708 }
709 mCoreThreadSetRewinding(&m_threadContext, false);
710 bool signalsBlocked = blockSignals(true);
711 setPaused(m_wasPaused);
712 blockSignals(signalsBlocked);
713}
714
715void GameController::keyPressed(int key) {
716 int mappedKey = 1 << key;
717 m_activeKeys |= mappedKey;
718 if (!m_inputController->allowOpposing()) {
719 if ((m_activeKeys & 0x30) == 0x30) {
720 m_inactiveKeys |= mappedKey ^ 0x30;
721 m_activeKeys ^= mappedKey ^ 0x30;
722 }
723 if ((m_activeKeys & 0xC0) == 0xC0) {
724 m_inactiveKeys |= mappedKey ^ 0xC0;
725 m_activeKeys ^= mappedKey ^ 0xC0;
726 }
727 }
728 updateKeys();
729}
730
731void GameController::keyReleased(int key) {
732 int mappedKey = 1 << key;
733 m_activeKeys &= ~mappedKey;
734 if (!m_inputController->allowOpposing()) {
735 if (mappedKey & 0x30) {
736 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
737 m_inactiveKeys &= ~0x30;
738 }
739 if (mappedKey & 0xC0) {
740 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
741 m_inactiveKeys &= ~0xC0;
742 }
743 }
744 updateKeys();
745}
746
747void GameController::clearKeys() {
748 m_activeKeys = 0;
749 m_inactiveKeys = 0;
750 updateKeys();
751}
752
753void GameController::setAutofire(int key, bool enable) {
754 if (key >= GBA_KEY_MAX || key < 0) {
755 return;
756 }
757
758 if (!enable && m_autofireStatus[key]) {
759 keyReleased(key);
760 }
761
762 m_autofire[key] = enable;
763 m_autofireStatus[key] = 0;
764}
765
766void GameController::setAudioBufferSamples(int samples) {
767 if (m_audioProcessor) {
768 threadInterrupt();
769 redoSamples(samples);
770 threadContinue();
771 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
772 }
773}
774
775void GameController::setAudioSampleRate(unsigned rate) {
776 if (!rate) {
777 return;
778 }
779 if (m_audioProcessor) {
780 threadInterrupt();
781 redoSamples(m_audioProcessor->getBufferSamples());
782 threadContinue();
783 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
784 }
785}
786
787void GameController::setAudioChannelEnabled(int channel, bool enable) {
788 if (channel > 5 || channel < 0) {
789 return;
790 }
791#ifdef M_CORE_GBA
792 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
793#endif
794#ifdef M_CORE_GB
795 GB* gb = static_cast<GB*>(m_threadContext.core->board);
796#endif
797 m_audioChannels[channel] = enable;
798 if (isLoaded()) {
799 switch (channel) {
800 case 0:
801 case 1:
802 case 2:
803 case 3:
804 switch (m_threadContext.core->platform(m_threadContext.core)) {
805#ifdef M_CORE_GBA
806 case PLATFORM_GBA:
807 gba->audio.psg.forceDisableCh[channel] = !enable;
808 break;
809#endif
810#ifdef M_CORE_GB
811 case PLATFORM_GB:
812 gb->audio.forceDisableCh[channel] = !enable;
813 break;
814#endif
815 default:
816 break;
817 }
818 break;
819#ifdef M_CORE_GBA
820 case 4:
821 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
822 gba->audio.forceDisableChA = !enable;
823 }
824 break;
825 case 5:
826 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
827 gba->audio.forceDisableChB = !enable;
828 }
829 break;
830#endif
831 }
832 }
833}
834
835void GameController::startAudio() {
836 bool started = false;
837 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
838 if (!started) {
839 LOG(QT, ERROR) << tr("Failed to start audio processor");
840 // Don't freeze!
841 m_audioSync = false;
842 m_videoSync = true;
843 m_threadContext.sync.audioWait = false;
844 m_threadContext.sync.videoFrameWait = true;
845 }
846}
847
848void GameController::setVideoLayerEnabled(int layer, bool enable) {
849 if (layer > 4 || layer < 0) {
850 return;
851 }
852 m_videoLayers[layer] = enable;
853#ifdef M_CORE_GBA
854 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
855 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
856 switch (layer) {
857 case 0:
858 case 1:
859 case 2:
860 case 3:
861 gba->video.renderer->disableBG[layer] = !enable;
862 break;
863 case 4:
864 gba->video.renderer->disableOBJ = !enable;
865 break;
866 }
867 }
868#endif
869}
870
871void GameController::setFPSTarget(float fps) {
872 threadInterrupt();
873 m_fpsTarget = fps;
874 m_threadContext.sync.fpsTarget = fps;
875 if (m_turbo && m_turboSpeed > 0) {
876 m_threadContext.sync.fpsTarget *= m_turboSpeed;
877 }
878 if (m_audioProcessor) {
879 redoSamples(m_audioProcessor->getBufferSamples());
880 }
881 threadContinue();
882}
883
884void GameController::setUseBIOS(bool use) {
885 if (use == m_useBios) {
886 return;
887 }
888 m_useBios = use;
889 if (m_gameOpen) {
890 closeGame();
891 openGame();
892 }
893}
894
895void GameController::loadState(int slot) {
896 if (m_fname.isEmpty()) {
897 // We're in the BIOS
898 return;
899 }
900 if (slot > 0 && slot != m_stateSlot) {
901 m_stateSlot = slot;
902 m_backupSaveState.clear();
903 }
904 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
905 GameController* controller = static_cast<GameController*>(context->userData);
906 if (!controller->m_backupLoadState) {
907 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
908 }
909 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
910 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
911 controller->frameAvailable(controller->m_drawContext);
912 controller->stateLoaded(context);
913 }
914 });
915}
916
917void GameController::saveState(int slot) {
918 if (m_fname.isEmpty()) {
919 // We're in the BIOS
920 return;
921 }
922 if (slot > 0) {
923 m_stateSlot = slot;
924 }
925 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
926 GameController* controller = static_cast<GameController*>(context->userData);
927 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
928 if (vf) {
929 controller->m_backupSaveState.resize(vf->size(vf));
930 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
931 vf->close(vf);
932 }
933 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
934 });
935}
936
937void GameController::loadBackupState() {
938 if (!m_backupLoadState) {
939 return;
940 }
941
942 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
943 GameController* controller = static_cast<GameController*>(context->userData);
944 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
945 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
946 mLOG(STATUS, INFO, "Undid state load");
947 controller->frameAvailable(controller->m_drawContext);
948 controller->stateLoaded(context);
949 }
950 controller->m_backupLoadState->close(controller->m_backupLoadState);
951 controller->m_backupLoadState = nullptr;
952 });
953}
954
955void GameController::saveBackupState() {
956 if (m_backupSaveState.isEmpty()) {
957 return;
958 }
959
960 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
961 GameController* controller = static_cast<GameController*>(context->userData);
962 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
963 if (vf) {
964 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
965 vf->close(vf);
966 mLOG(STATUS, INFO, "Undid state save");
967 }
968 controller->m_backupSaveState.clear();
969 });
970}
971
972void GameController::setTurbo(bool set, bool forced) {
973 if (m_turboForced && !forced) {
974 return;
975 }
976 if (m_turbo == set && m_turboForced == (set && forced)) {
977 // Don't interrupt the thread if we don't need to
978 return;
979 }
980 if (!m_sync) {
981 return;
982 }
983 m_turbo = set;
984 m_turboForced = set && forced;
985 enableTurbo();
986}
987
988void GameController::setTurboSpeed(float ratio) {
989 m_turboSpeed = ratio;
990 enableTurbo();
991}
992
993void GameController::enableTurbo() {
994 threadInterrupt();
995 bool shouldRedoSamples = false;
996 if (!m_turbo) {
997 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
998 m_threadContext.sync.fpsTarget = m_fpsTarget;
999 m_threadContext.sync.audioWait = m_audioSync;
1000 m_threadContext.sync.videoFrameWait = m_videoSync;
1001 } else if (m_turboSpeed <= 0) {
1002 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1003 m_threadContext.sync.fpsTarget = m_fpsTarget;
1004 m_threadContext.sync.audioWait = false;
1005 m_threadContext.sync.videoFrameWait = false;
1006 } else {
1007 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1008 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1009 m_threadContext.sync.audioWait = true;
1010 m_threadContext.sync.videoFrameWait = false;
1011 }
1012 if (m_audioProcessor && shouldRedoSamples) {
1013 redoSamples(m_audioProcessor->getBufferSamples());
1014 }
1015 threadContinue();
1016}
1017
1018void GameController::setSync(bool enable) {
1019 m_turbo = false;
1020 m_turboForced = false;
1021 if (!enable) {
1022 m_threadContext.sync.audioWait = false;
1023 m_threadContext.sync.videoFrameWait = false;
1024 } else {
1025 m_threadContext.sync.audioWait = m_audioSync;
1026 m_threadContext.sync.videoFrameWait = m_videoSync;
1027 }
1028 m_sync = enable;
1029}
1030void GameController::setAVStream(mAVStream* stream) {
1031 threadInterrupt();
1032 m_stream = stream;
1033 if (isLoaded()) {
1034 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1035 }
1036 threadContinue();
1037}
1038
1039void GameController::clearAVStream() {
1040 threadInterrupt();
1041 m_stream = nullptr;
1042 if (isLoaded()) {
1043 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1044 }
1045 threadContinue();
1046}
1047
1048#ifdef USE_PNG
1049void GameController::screenshot() {
1050 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1051 mCoreTakeScreenshot(context->core);
1052 });
1053}
1054#endif
1055
1056void GameController::reloadAudioDriver() {
1057 int samples = 0;
1058 unsigned sampleRate = 0;
1059 if (m_audioProcessor) {
1060 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1061 samples = m_audioProcessor->getBufferSamples();
1062 sampleRate = m_audioProcessor->sampleRate();
1063 delete m_audioProcessor;
1064 }
1065 m_audioProcessor = AudioProcessor::create();
1066 if (samples) {
1067 m_audioProcessor->setBufferSamples(samples);
1068 }
1069 if (sampleRate) {
1070 m_audioProcessor->requestSampleRate(sampleRate);
1071 }
1072 m_audioProcessor->moveToThread(m_audioThread);
1073 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1074 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1075 if (isLoaded()) {
1076 m_audioProcessor->setInput(&m_threadContext);
1077 startAudio();
1078 }
1079}
1080
1081void GameController::setSaveStateExtdata(int flags) {
1082 m_saveStateFlags = flags;
1083}
1084
1085void GameController::setLoadStateExtdata(int flags) {
1086 m_loadStateFlags = flags;
1087}
1088
1089void GameController::setLuminanceValue(uint8_t value) {
1090 m_luxValue = value;
1091 value = std::max<int>(value - 0x16, 0);
1092 m_luxLevel = 10;
1093 for (int i = 0; i < 10; ++i) {
1094 if (value < GBA_LUX_LEVELS[i]) {
1095 m_luxLevel = i;
1096 break;
1097 }
1098 }
1099 emit luminanceValueChanged(m_luxValue);
1100}
1101
1102void GameController::setLuminanceLevel(int level) {
1103 int value = 0x16;
1104 level = std::max(0, std::min(10, level));
1105 if (level > 0) {
1106 value += GBA_LUX_LEVELS[level - 1];
1107 }
1108 setLuminanceValue(value);
1109}
1110
1111void GameController::setRealTime() {
1112 m_rtc.override = RTC_NO_OVERRIDE;
1113}
1114
1115void GameController::setFixedTime(const QDateTime& time) {
1116 m_rtc.override = RTC_FIXED;
1117 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1118}
1119
1120void GameController::setFakeEpoch(const QDateTime& time) {
1121 m_rtc.override = RTC_FAKE_EPOCH;
1122 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1123}
1124
1125void GameController::updateKeys() {
1126 int activeKeys = m_activeKeys;
1127 activeKeys |= m_activeButtons;
1128 activeKeys &= ~m_inactiveKeys;
1129 if (isLoaded()) {
1130 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1131 }
1132}
1133
1134void GameController::redoSamples(int samples) {
1135 if (m_threadContext.core) {
1136 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1137 }
1138 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1139}
1140
1141void GameController::setLogLevel(int levels) {
1142 threadInterrupt();
1143 m_logLevels = levels;
1144 threadContinue();
1145}
1146
1147void GameController::enableLogLevel(int levels) {
1148 threadInterrupt();
1149 m_logLevels |= levels;
1150 threadContinue();
1151}
1152
1153void GameController::disableLogLevel(int levels) {
1154 threadInterrupt();
1155 m_logLevels &= ~levels;
1156 threadContinue();
1157}
1158
1159void GameController::pollEvents() {
1160 if (!m_inputController) {
1161 return;
1162 }
1163
1164 m_activeButtons = m_inputController->pollEvents();
1165 updateKeys();
1166}
1167
1168void GameController::updateAutofire() {
1169 // TODO: Move all key events onto the CPU thread...somehow
1170 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1171 if (!m_autofire[k]) {
1172 continue;
1173 }
1174 m_autofireStatus[k] ^= 1;
1175 if (m_autofireStatus[k]) {
1176 keyPressed(k);
1177 } else {
1178 keyReleased(k);
1179 }
1180 }
1181}