src/platform/qt/GameController.cpp (view raw)
1/* Copyright (c) 2013-2014 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "GameController.h"
7
8#include "AudioProcessor.h"
9#include "InputController.h"
10#include "LogController.h"
11#include "MultiplayerController.h"
12#include "VFileDevice.h"
13
14#include <QCoreApplication>
15#include <QDateTime>
16#include <QThread>
17
18#include <ctime>
19
20extern "C" {
21#include "core/config.h"
22#include "core/directories.h"
23#include "gba/audio.h"
24#include "gba/gba.h"
25#include "gba/serialize.h"
26#include "gba/sharkport.h"
27#include "gba/renderers/video-software.h"
28#include "util/vfs.h"
29}
30
31using namespace QGBA;
32using namespace std;
33
34GameController::GameController(QObject* parent)
35 : QObject(parent)
36 , m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
37 , m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
38 , m_threadContext()
39 , m_activeKeys(0)
40 , m_inactiveKeys(0)
41 , m_logLevels(0)
42 , m_gameOpen(false)
43 , m_audioThread(new QThread(this))
44 , m_audioProcessor(AudioProcessor::create())
45 , m_pauseAfterFrame(false)
46 , m_videoSync(VIDEO_SYNC)
47 , m_audioSync(AUDIO_SYNC)
48 , m_fpsTarget(-1)
49 , m_turbo(false)
50 , m_turboForced(false)
51 , m_turboSpeed(-1)
52 , m_wasPaused(false)
53 , m_audioChannels{ true, true, true, true, true, true }
54 , m_videoLayers{ true, true, true, true, true }
55 , m_autofire{}
56 , m_autofireStatus{}
57 , m_inputController(nullptr)
58 , m_multiplayer(nullptr)
59 , m_stateSlot(1)
60 , m_backupLoadState(nullptr)
61 , m_backupSaveState(nullptr)
62 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
63 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
64{
65 m_renderer = new GBAVideoSoftwareRenderer;
66 GBAVideoSoftwareRendererCreate(m_renderer);
67 m_renderer->outputBuffer = (color_t*) m_drawContext;
68 m_renderer->outputBufferStride = VIDEO_HORIZONTAL_PIXELS;
69
70 GBACheatDeviceCreate(&m_cheatDevice);
71
72 m_threadContext.state = THREAD_INITIALIZED;
73 m_threadContext.debugger = 0;
74 m_threadContext.frameskip = 0;
75 m_threadContext.bios = 0;
76 m_threadContext.renderer = &m_renderer->d;
77 m_threadContext.userData = this;
78 m_threadContext.rewindBufferCapacity = 0;
79 m_threadContext.cheats = &m_cheatDevice;
80 m_threadContext.logLevel = GBA_LOG_ALL;
81 mDirectorySetInit(&m_threadContext.dirs);
82
83 m_lux.p = this;
84 m_lux.sample = [](GBALuminanceSource* context) {
85 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
86 lux->value = 0xFF - lux->p->m_luxValue;
87 };
88
89 m_lux.readLuminance = [](GBALuminanceSource* context) {
90 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
91 return lux->value;
92 };
93 setLuminanceLevel(0);
94
95 m_threadContext.startCallback = [](GBAThread* context) {
96 GameController* controller = static_cast<GameController*>(context->userData);
97 if (controller->m_audioProcessor) {
98 controller->m_audioProcessor->setInput(context);
99 }
100 context->gba->luminanceSource = &controller->m_lux;
101 GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
102 context->gba->rtcSource = &controller->m_rtc.d;
103 context->gba->rumble = controller->m_inputController->rumble();
104 context->gba->rotationSource = controller->m_inputController->rotationSource();
105 context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
106 context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
107 context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
108 context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
109 context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
110 context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
111 context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
112 context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
113 context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
114 context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
115 context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
116 controller->m_fpsTarget = context->fpsTarget;
117
118 if (context->dirs.state && GBALoadState(context, context->dirs.state, 0, controller->m_loadStateFlags)) {
119 GBADeleteState(context->gba, context->dirs.state, 0);
120 }
121 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
122 };
123
124 m_threadContext.cleanCallback = [](GBAThread* context) {
125 GameController* controller = static_cast<GameController*>(context->userData);
126 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
127 };
128
129 m_threadContext.frameCallback = [](GBAThread* context) {
130 GameController* controller = static_cast<GameController*>(context->userData);
131 memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
132 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
133 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
134 GBAThreadPauseFromThread(context);
135 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
136 }
137 };
138
139 m_threadContext.stopCallback = [](GBAThread* context) {
140 if (!context) {
141 return false;
142 }
143 GameController* controller = static_cast<GameController*>(context->userData);
144 if (!GBASaveState(context, context->dirs.state, 0, controller->m_saveStateFlags)) {
145 return false;
146 }
147 QMetaObject::invokeMethod(controller, "closeGame");
148 return true;
149 };
150
151 m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
152 static const char* stubMessage = "Stub software interrupt: %02X";
153 static const char* savestateMessage = "State %i loaded";
154 static const char* savestateFailedMessage = "State %i failed to load";
155 if (!context) {
156 return;
157 }
158 GameController* controller = static_cast<GameController*>(context->userData);
159 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
160 va_list argc;
161 va_copy(argc, args);
162 int immediate = va_arg(argc, int);
163 va_end(argc);
164 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
165 } else if (level == GBA_LOG_STATUS) {
166 // Slot 0 is reserved for suspend points
167 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
168 va_list argc;
169 va_copy(argc, args);
170 int slot = va_arg(argc, int);
171 va_end(argc);
172 if (slot == 0) {
173 format = "Loaded suspend state";
174 }
175 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
176 va_list argc;
177 va_copy(argc, args);
178 int slot = va_arg(argc, int);
179 va_end(argc);
180 if (slot == 0) {
181 return;
182 }
183 }
184 }
185 if (level == GBA_LOG_FATAL) {
186 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
187 } else if (!(controller->m_logLevels & level)) {
188 return;
189 }
190 QString message(QString().vsprintf(format, args));
191 if (level == GBA_LOG_STATUS) {
192 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
193 }
194 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
195 };
196
197 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
198 GBARewind(&m_threadContext, 1);
199 emit frameAvailable(m_drawContext);
200 emit rewound(&m_threadContext);
201 });
202 m_rewindTimer.setInterval(100);
203
204 m_audioThread->setObjectName("Audio Thread");
205 m_audioThread->start(QThread::TimeCriticalPriority);
206 m_audioProcessor->moveToThread(m_audioThread);
207 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
208 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
209 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
210}
211
212GameController::~GameController() {
213 m_audioThread->quit();
214 m_audioThread->wait();
215 disconnect();
216 clearMultiplayerController();
217 closeGame();
218 GBACheatDeviceDestroy(&m_cheatDevice);
219 mDirectorySetDeinit(&m_threadContext.dirs);
220 delete m_renderer;
221 delete[] m_drawContext;
222 delete[] m_frontBuffer;
223 delete m_backupLoadState;
224}
225
226void GameController::setMultiplayerController(MultiplayerController* controller) {
227 if (controller == m_multiplayer) {
228 return;
229 }
230 clearMultiplayerController();
231 m_multiplayer = controller;
232 controller->attachGame(this);
233}
234
235void GameController::clearMultiplayerController() {
236 if (!m_multiplayer) {
237 return;
238 }
239 m_multiplayer->detachGame(this);
240 m_multiplayer = nullptr;
241}
242
243void GameController::setOverride(const GBACartridgeOverride& override) {
244 m_threadContext.override = override;
245 m_threadContext.hasOverride = true;
246}
247
248void GameController::setOptions(const GBAOptions* opts) {
249 setFrameskip(opts->frameskip);
250 setAudioSync(opts->audioSync);
251 setVideoSync(opts->videoSync);
252 setSkipBIOS(opts->skipBios);
253 setUseBIOS(opts->useBios);
254 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
255 setVolume(opts->volume);
256 setMute(opts->mute);
257
258 threadInterrupt();
259 mDirectorySetMapOptions(&m_threadContext.dirs, opts);
260 m_threadContext.idleOptimization = opts->idleOptimization;
261 threadContinue();
262}
263
264#ifdef USE_GDB_STUB
265ARMDebugger* GameController::debugger() {
266 return m_threadContext.debugger;
267}
268
269void GameController::setDebugger(ARMDebugger* debugger) {
270 threadInterrupt();
271 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
272 GBADetachDebugger(m_threadContext.gba);
273 }
274 m_threadContext.debugger = debugger;
275 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
276 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
277 }
278 threadContinue();
279}
280#endif
281
282void GameController::loadGame(const QString& path) {
283 closeGame();
284 QFile file(path);
285 if (!file.open(QIODevice::ReadOnly)) {
286 postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
287 return;
288 }
289 file.close();
290
291 m_fname = path;
292 openGame();
293}
294
295void GameController::bootBIOS() {
296 closeGame();
297 m_fname = QString();
298 openGame(true);
299}
300
301void GameController::openGame(bool biosOnly) {
302 if (biosOnly && (!m_useBios || m_bios.isNull())) {
303 return;
304 }
305
306 m_gameOpen = true;
307
308 m_pauseAfterFrame = false;
309
310 if (m_turbo) {
311 m_threadContext.sync.videoFrameWait = false;
312 m_threadContext.sync.audioWait = false;
313 } else {
314 m_threadContext.sync.videoFrameWait = m_videoSync;
315 m_threadContext.sync.audioWait = m_audioSync;
316 }
317
318 m_threadContext.bootBios = biosOnly;
319 if (biosOnly) {
320 m_threadContext.fname = nullptr;
321 } else {
322 m_threadContext.fname = strdup(m_fname.toUtf8().constData());
323 GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
324 }
325
326 if (!m_bios.isNull() && m_useBios) {
327 m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
328 } else {
329 m_threadContext.bios = nullptr;
330 }
331
332 if (!m_patch.isNull()) {
333 m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
334 }
335
336 m_inputController->recalibrateAxes();
337 memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4);
338
339 if (!GBAThreadStart(&m_threadContext)) {
340 m_gameOpen = false;
341 emit gameFailed();
342 } else if (m_audioProcessor) {
343 startAudio();
344 }
345}
346
347void GameController::loadBIOS(const QString& path) {
348 if (m_bios == path) {
349 return;
350 }
351 m_bios = path;
352 if (m_gameOpen) {
353 closeGame();
354 openGame();
355 }
356}
357
358void GameController::yankPak() {
359 if (!m_gameOpen) {
360 return;
361 }
362 threadInterrupt();
363 GBAYankROM(m_threadContext.gba);
364 threadContinue();
365}
366
367void GameController::replaceGame(const QString& path) {
368 if (!m_gameOpen) {
369 return;
370 }
371
372 m_fname = path;
373 threadInterrupt();
374 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
375 GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
376 threadContinue();
377}
378
379void GameController::loadPatch(const QString& path) {
380 if (m_gameOpen) {
381 closeGame();
382 m_patch = path;
383 openGame();
384 } else {
385 m_patch = path;
386 }
387}
388
389void GameController::importSharkport(const QString& path) {
390 if (!isLoaded()) {
391 return;
392 }
393 VFile* vf = VFileDevice::open(path, O_RDONLY);
394 if (!vf) {
395 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
396 return;
397 }
398 threadInterrupt();
399 GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
400 threadContinue();
401 vf->close(vf);
402}
403
404void GameController::exportSharkport(const QString& path) {
405 if (!isLoaded()) {
406 return;
407 }
408 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
409 if (!vf) {
410 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
411 return;
412 }
413 threadInterrupt();
414 GBASavedataExportSharkPort(m_threadContext.gba, vf);
415 threadContinue();
416 vf->close(vf);
417}
418
419void GameController::closeGame() {
420 if (!m_gameOpen) {
421 return;
422 }
423 m_gameOpen = false;
424
425 m_rewindTimer.stop();
426 if (GBAThreadIsPaused(&m_threadContext)) {
427 GBAThreadUnpause(&m_threadContext);
428 }
429 m_audioProcessor->pause();
430 GBAThreadEnd(&m_threadContext);
431 GBAThreadJoin(&m_threadContext);
432 // Make sure the event queue clears out before the thread is reused
433 QCoreApplication::processEvents();
434 if (m_threadContext.fname) {
435 free(const_cast<char*>(m_threadContext.fname));
436 m_threadContext.fname = nullptr;
437 }
438
439 m_patch = QString();
440
441 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
442 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
443 GBACheatSetDeinit(set);
444 delete set;
445 }
446 GBACheatSetsClear(&m_cheatDevice.cheats);
447
448 m_gameOpen = false;
449 emit gameStopped(&m_threadContext);
450}
451
452void GameController::crashGame(const QString& crashMessage) {
453 closeGame();
454 emit gameCrashed(crashMessage);
455 emit gameStopped(&m_threadContext);
456}
457
458bool GameController::isPaused() {
459 if (!m_gameOpen) {
460 return false;
461 }
462 return GBAThreadIsPaused(&m_threadContext);
463}
464
465void GameController::setPaused(bool paused) {
466 if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
467 return;
468 }
469 if (paused) {
470 m_pauseAfterFrame.testAndSetRelaxed(false, true);
471 } else {
472 GBAThreadUnpause(&m_threadContext);
473 startAudio();
474 emit gameUnpaused(&m_threadContext);
475 }
476}
477
478void GameController::reset() {
479 if (!m_gameOpen) {
480 return;
481 }
482 bool wasPaused = isPaused();
483 setPaused(false);
484 GBAThreadReset(&m_threadContext);
485 if (wasPaused) {
486 setPaused(true);
487 }
488}
489
490void GameController::threadInterrupt() {
491 if (m_gameOpen) {
492 GBAThreadInterrupt(&m_threadContext);
493 }
494}
495
496void GameController::threadContinue() {
497 if (m_gameOpen) {
498 GBAThreadContinue(&m_threadContext);
499 }
500}
501
502void GameController::frameAdvance() {
503 if (m_rewindTimer.isActive()) {
504 return;
505 }
506 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
507 setPaused(false);
508 }
509}
510
511void GameController::setRewind(bool enable, int capacity, int interval) {
512 if (m_gameOpen) {
513 threadInterrupt();
514 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
515 threadContinue();
516 } else {
517 if (enable) {
518 m_threadContext.rewindBufferInterval = interval;
519 m_threadContext.rewindBufferCapacity = capacity;
520 } else {
521 m_threadContext.rewindBufferInterval = 0;
522 m_threadContext.rewindBufferCapacity = 0;
523 }
524 }
525}
526
527void GameController::rewind(int states) {
528 threadInterrupt();
529 if (!states) {
530 GBARewindAll(&m_threadContext);
531 } else {
532 GBARewind(&m_threadContext, states);
533 }
534 threadContinue();
535 emit frameAvailable(m_drawContext);
536 emit rewound(&m_threadContext);
537}
538
539void GameController::startRewinding() {
540 if (!m_gameOpen || m_rewindTimer.isActive()) {
541 return;
542 }
543 if (m_multiplayer && m_multiplayer->attached() > 1) {
544 return;
545 }
546 m_wasPaused = isPaused();
547 if (!GBAThreadIsPaused(&m_threadContext)) {
548 GBAThreadPause(&m_threadContext);
549 }
550 m_rewindTimer.start();
551}
552
553void GameController::stopRewinding() {
554 if (!m_rewindTimer.isActive()) {
555 return;
556 }
557 m_rewindTimer.stop();
558 bool signalsBlocked = blockSignals(true);
559 setPaused(m_wasPaused);
560 blockSignals(signalsBlocked);
561}
562
563void GameController::keyPressed(int key) {
564 int mappedKey = 1 << key;
565 m_activeKeys |= mappedKey;
566 if (!m_inputController->allowOpposing()) {
567 if ((m_activeKeys & 0x30) == 0x30) {
568 m_inactiveKeys |= mappedKey ^ 0x30;
569 m_activeKeys ^= mappedKey ^ 0x30;
570 }
571 if ((m_activeKeys & 0xC0) == 0xC0) {
572 m_inactiveKeys |= mappedKey ^ 0xC0;
573 m_activeKeys ^= mappedKey ^ 0xC0;
574 }
575 }
576 updateKeys();
577}
578
579void GameController::keyReleased(int key) {
580 int mappedKey = 1 << key;
581 m_activeKeys &= ~mappedKey;
582 if (!m_inputController->allowOpposing()) {
583 if (mappedKey & 0x30) {
584 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
585 m_inactiveKeys &= ~0x30;
586 }
587 if (mappedKey & 0xC0) {
588 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
589 m_inactiveKeys &= ~0xC0;
590 }
591 }
592 updateKeys();
593}
594
595void GameController::clearKeys() {
596 m_activeKeys = 0;
597 m_inactiveKeys = 0;
598 updateKeys();
599}
600
601void GameController::setAutofire(int key, bool enable) {
602 if (key >= GBA_KEY_MAX || key < 0) {
603 return;
604 }
605 m_autofire[key] = enable;
606 m_autofireStatus[key] = 0;
607}
608
609void GameController::setAudioBufferSamples(int samples) {
610 if (m_audioProcessor) {
611 threadInterrupt();
612 redoSamples(samples);
613 threadContinue();
614 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
615 }
616}
617
618void GameController::setAudioSampleRate(unsigned rate) {
619 if (!rate) {
620 return;
621 }
622 if (m_audioProcessor) {
623 threadInterrupt();
624 redoSamples(m_audioProcessor->getBufferSamples());
625 threadContinue();
626 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
627 }
628}
629
630void GameController::setAudioChannelEnabled(int channel, bool enable) {
631 if (channel > 5 || channel < 0) {
632 return;
633 }
634 m_audioChannels[channel] = enable;
635 if (isLoaded()) {
636 switch (channel) {
637 case 0:
638 case 1:
639 case 2:
640 case 3:
641 m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
642 break;
643 case 4:
644 m_threadContext.gba->audio.forceDisableChA = !enable;
645 break;
646 case 5:
647 m_threadContext.gba->audio.forceDisableChB = !enable;
648 break;
649 }
650 }
651}
652
653void GameController::startAudio() {
654 bool started = false;
655 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
656 if (!started) {
657 LOG(ERROR) << tr("Failed to start audio processor");
658 // Don't freeze!
659 m_audioSync = false;
660 m_videoSync = true;
661 m_threadContext.sync.audioWait = false;
662 m_threadContext.sync.videoFrameWait = true;
663 }
664}
665
666void GameController::setVideoLayerEnabled(int layer, bool enable) {
667 if (layer > 4 || layer < 0) {
668 return;
669 }
670 m_videoLayers[layer] = enable;
671 if (isLoaded()) {
672 switch (layer) {
673 case 0:
674 case 1:
675 case 2:
676 case 3:
677 m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
678 break;
679 case 4:
680 m_threadContext.gba->video.renderer->disableOBJ = !enable;
681 break;
682 }
683 }
684}
685
686void GameController::setFPSTarget(float fps) {
687 threadInterrupt();
688 m_fpsTarget = fps;
689 m_threadContext.fpsTarget = fps;
690 if (m_turbo && m_turboSpeed > 0) {
691 m_threadContext.fpsTarget *= m_turboSpeed;
692 }
693 if (m_audioProcessor) {
694 redoSamples(m_audioProcessor->getBufferSamples());
695 }
696 threadContinue();
697}
698
699void GameController::setSkipBIOS(bool set) {
700 threadInterrupt();
701 m_threadContext.skipBios = set;
702 threadContinue();
703}
704
705void GameController::setUseBIOS(bool use) {
706 if (use == m_useBios) {
707 return;
708 }
709 m_useBios = use;
710 if (m_gameOpen) {
711 closeGame();
712 openGame();
713 }
714}
715
716void GameController::loadState(int slot) {
717 if (!m_threadContext.fname) {
718 // We're in the BIOS
719 return;
720 }
721 if (slot > 0 && slot != m_stateSlot) {
722 m_stateSlot = slot;
723 m_backupSaveState.clear();
724 }
725 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
726 GameController* controller = static_cast<GameController*>(context->userData);
727 if (!controller->m_backupLoadState) {
728 controller->m_backupLoadState = new GBASerializedState;
729 }
730 GBASerialize(context->gba, controller->m_backupLoadState);
731 if (GBALoadState(context, context->dirs.state, controller->m_stateSlot, controller->m_loadStateFlags)) {
732 controller->frameAvailable(controller->m_drawContext);
733 controller->stateLoaded(context);
734 }
735 });
736}
737
738void GameController::saveState(int slot) {
739 if (!m_threadContext.fname) {
740 // We're in the BIOS
741 return;
742 }
743 if (slot > 0) {
744 m_stateSlot = slot;
745 }
746 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
747 GameController* controller = static_cast<GameController*>(context->userData);
748 VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, false);
749 if (vf) {
750 controller->m_backupSaveState.resize(vf->size(vf));
751 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
752 vf->close(vf);
753 }
754 GBASaveState(context, context->dirs.state, controller->m_stateSlot, controller->m_saveStateFlags);
755 });
756}
757
758void GameController::loadBackupState() {
759 if (!m_backupLoadState) {
760 return;
761 }
762
763 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
764 GameController* controller = static_cast<GameController*>(context->userData);
765 if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
766 GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
767 controller->frameAvailable(controller->m_drawContext);
768 controller->stateLoaded(context);
769 }
770 delete controller->m_backupLoadState;
771 controller->m_backupLoadState = nullptr;
772 });
773}
774
775void GameController::saveBackupState() {
776 if (m_backupSaveState.isEmpty()) {
777 return;
778 }
779
780 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
781 GameController* controller = static_cast<GameController*>(context->userData);
782 VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, true);
783 if (vf) {
784 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
785 vf->close(vf);
786 GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
787 }
788 controller->m_backupSaveState.clear();
789 });
790}
791
792void GameController::setVideoSync(bool set) {
793 m_videoSync = set;
794 if (!m_turbo) {
795 threadInterrupt();
796 m_threadContext.sync.videoFrameWait = set;
797 threadContinue();
798 }
799}
800
801void GameController::setAudioSync(bool set) {
802 m_audioSync = set;
803 if (!m_turbo) {
804 threadInterrupt();
805 m_threadContext.sync.audioWait = set;
806 threadContinue();
807 }
808}
809
810void GameController::setFrameskip(int skip) {
811 threadInterrupt();
812 m_threadContext.frameskip = skip;
813 if (isLoaded()) {
814 m_threadContext.gba->video.frameskip = skip;
815 }
816 threadContinue();
817}
818
819void GameController::setVolume(int volume) {
820 threadInterrupt();
821 m_threadContext.volume = volume;
822 if (isLoaded()) {
823 m_threadContext.gba->audio.masterVolume = volume;
824 }
825 threadContinue();
826}
827
828void GameController::setMute(bool mute) {
829 threadInterrupt();
830 m_threadContext.mute = mute;
831 if (isLoaded()) {
832 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
833 }
834 threadContinue();
835}
836
837void GameController::setTurbo(bool set, bool forced) {
838 if (m_turboForced && !forced) {
839 return;
840 }
841 if (m_turbo == set && m_turboForced == forced) {
842 // Don't interrupt the thread if we don't need to
843 return;
844 }
845 m_turbo = set;
846 m_turboForced = set && forced;
847 enableTurbo();
848}
849
850void GameController::setTurboSpeed(float ratio) {
851 m_turboSpeed = ratio;
852 enableTurbo();
853}
854
855void GameController::enableTurbo() {
856 threadInterrupt();
857 if (!m_turbo) {
858 m_threadContext.fpsTarget = m_fpsTarget;
859 m_threadContext.sync.audioWait = m_audioSync;
860 m_threadContext.sync.videoFrameWait = m_videoSync;
861 } else if (m_turboSpeed <= 0) {
862 m_threadContext.fpsTarget = m_fpsTarget;
863 m_threadContext.sync.audioWait = false;
864 m_threadContext.sync.videoFrameWait = false;
865 } else {
866 m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
867 m_threadContext.sync.audioWait = true;
868 m_threadContext.sync.videoFrameWait = false;
869 }
870 if (m_audioProcessor) {
871 redoSamples(m_audioProcessor->getBufferSamples());
872 }
873 threadContinue();
874}
875
876void GameController::setAVStream(GBAAVStream* stream) {
877 threadInterrupt();
878 m_threadContext.stream = stream;
879 if (isLoaded()) {
880 m_threadContext.gba->stream = stream;
881 }
882 threadContinue();
883}
884
885void GameController::clearAVStream() {
886 threadInterrupt();
887 m_threadContext.stream = nullptr;
888 if (isLoaded()) {
889 m_threadContext.gba->stream = nullptr;
890 }
891 threadContinue();
892}
893
894#ifdef USE_PNG
895void GameController::screenshot() {
896 GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
897}
898#endif
899
900void GameController::reloadAudioDriver() {
901 int samples = 0;
902 unsigned sampleRate = 0;
903 if (m_audioProcessor) {
904 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
905 samples = m_audioProcessor->getBufferSamples();
906 sampleRate = m_audioProcessor->sampleRate();
907 delete m_audioProcessor;
908 }
909 m_audioProcessor = AudioProcessor::create();
910 if (samples) {
911 m_audioProcessor->setBufferSamples(samples);
912 }
913 if (sampleRate) {
914 m_audioProcessor->requestSampleRate(sampleRate);
915 }
916 m_audioProcessor->moveToThread(m_audioThread);
917 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
918 if (isLoaded()) {
919 m_audioProcessor->setInput(&m_threadContext);
920 startAudio();
921 }
922}
923
924void GameController::setSaveStateExtdata(int flags) {
925 m_saveStateFlags = flags;
926}
927
928void GameController::setLoadStateExtdata(int flags) {
929 m_loadStateFlags = flags;
930}
931
932void GameController::setLuminanceValue(uint8_t value) {
933 m_luxValue = value;
934 value = std::max<int>(value - 0x16, 0);
935 m_luxLevel = 10;
936 for (int i = 0; i < 10; ++i) {
937 if (value < GBA_LUX_LEVELS[i]) {
938 m_luxLevel = i;
939 break;
940 }
941 }
942 emit luminanceValueChanged(m_luxValue);
943}
944
945void GameController::setLuminanceLevel(int level) {
946 int value = 0x16;
947 level = std::max(0, std::min(10, level));
948 if (level > 0) {
949 value += GBA_LUX_LEVELS[level - 1];
950 }
951 setLuminanceValue(value);
952}
953
954void GameController::setRealTime() {
955 m_rtc.override = RTC_NO_OVERRIDE;
956}
957
958void GameController::setFixedTime(const QDateTime& time) {
959 m_rtc.override = RTC_FIXED;
960 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
961}
962
963void GameController::setFakeEpoch(const QDateTime& time) {
964 m_rtc.override = RTC_FAKE_EPOCH;
965 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
966}
967
968void GameController::updateKeys() {
969 int activeKeys = m_activeKeys;
970 activeKeys |= m_activeButtons;
971 activeKeys &= ~m_inactiveKeys;
972 m_threadContext.activeKeys = activeKeys;
973}
974
975void GameController::redoSamples(int samples) {
976#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
977 float sampleRate = 0x8000;
978 float ratio;
979 if (m_threadContext.gba) {
980 sampleRate = m_threadContext.gba->audio.sampleRate;
981 }
982 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
983 m_threadContext.audioBuffers = ceil(samples / ratio);
984#else
985 m_threadContext.audioBuffers = samples;
986#endif
987 if (m_threadContext.gba) {
988 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
989 }
990 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
991}
992
993void GameController::setLogLevel(int levels) {
994 threadInterrupt();
995 m_logLevels = levels;
996 threadContinue();
997}
998
999void GameController::enableLogLevel(int levels) {
1000 threadInterrupt();
1001 m_logLevels |= levels;
1002 threadContinue();
1003}
1004
1005void GameController::disableLogLevel(int levels) {
1006 threadInterrupt();
1007 m_logLevels &= ~levels;
1008 threadContinue();
1009}
1010
1011void GameController::pollEvents() {
1012 if (!m_inputController) {
1013 return;
1014 }
1015
1016 m_activeButtons = m_inputController->pollEvents();
1017 updateKeys();
1018}
1019
1020void GameController::updateAutofire() {
1021 // TODO: Move all key events onto the CPU thread...somehow
1022 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1023 if (!m_autofire[k]) {
1024 continue;
1025 }
1026 m_autofireStatus[k] ^= 1;
1027 if (m_autofireStatus[k]) {
1028 keyPressed(k);
1029 } else {
1030 keyReleased(k);
1031 }
1032 }
1033}