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
20#include <mgba/core/config.h>
21#include <mgba/core/directories.h>
22#include <mgba/core/serialize.h>
23#include <mgba/core/tile-cache.h>
24#ifdef M_CORE_GBA
25#include <mgba/gba/interface.h>
26#include <mgba/internal/gba/bios.h>
27#include <mgba/internal/gba/gba.h>
28#include <mgba/gba/core.h>
29#include <mgba/internal/gba/renderers/tile-cache.h>
30#include <mgba/internal/gba/sharkport.h>
31#endif
32#ifdef M_CORE_GB
33#include <mgba/internal/gb/gb.h>
34#include <mgba/internal/gb/renderers/tile-cache.h>
35#endif
36#include <mgba-util/vfs.h>
37
38using namespace QGBA;
39using namespace std;
40
41GameController::GameController(QObject* parent)
42 : QObject(parent)
43 , m_drawContext(nullptr)
44 , m_frontBuffer(nullptr)
45 , m_threadContext()
46 , m_activeKeys(0)
47 , m_inactiveKeys(0)
48 , m_logLevels(0)
49 , m_gameOpen(false)
50 , m_vf(nullptr)
51 , m_useBios(false)
52 , m_audioThread(new QThread(this))
53 , m_audioProcessor(AudioProcessor::create())
54 , m_pauseAfterFrame(false)
55 , m_sync(true)
56 , m_videoSync(VIDEO_SYNC)
57 , m_audioSync(AUDIO_SYNC)
58 , m_fpsTarget(-1)
59 , m_turbo(false)
60 , m_turboForced(false)
61 , m_turboSpeed(-1)
62 , m_wasPaused(false)
63 , m_audioChannels{ true, true, true, true, true, true }
64 , m_videoLayers{ true, true, true, true, true }
65 , m_autofire{}
66 , m_autofireStatus{}
67 , m_inputController(nullptr)
68 , m_multiplayer(nullptr)
69 , m_stream(nullptr)
70 , m_stateSlot(1)
71 , m_backupLoadState(nullptr)
72 , m_backupSaveState(nullptr)
73 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
74 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
75 , m_override(nullptr)
76{
77#ifdef M_CORE_GBA
78 m_lux.p = this;
79 m_lux.sample = [](GBALuminanceSource* context) {
80 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
81 lux->value = 0xFF - lux->p->m_luxValue;
82 };
83
84 m_lux.readLuminance = [](GBALuminanceSource* context) {
85 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
86 return lux->value;
87 };
88 setLuminanceLevel(0);
89#endif
90
91 m_threadContext.startCallback = [](mCoreThread* context) {
92 GameController* controller = static_cast<GameController*>(context->userData);
93 mRTCGenericSourceInit(&controller->m_rtc, context->core);
94 context->core->setRTC(context->core, &controller->m_rtc.d);
95 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
96 context->core->setRumble(context->core, controller->m_inputController->rumble());
97
98#ifdef M_CORE_GBA
99 GBA* gba = static_cast<GBA*>(context->core->board);
100#endif
101#ifdef M_CORE_GB
102 GB* gb = static_cast<GB*>(context->core->board);
103#endif
104 switch (context->core->platform(context->core)) {
105#ifdef M_CORE_GBA
106 case PLATFORM_GBA:
107 gba->luminanceSource = &controller->m_lux;
108 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
109 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
110 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
111 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
112 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
113 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
114 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
115 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
116 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
117 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
118 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
119 break;
120#endif
121#ifdef M_CORE_GB
122 case PLATFORM_GB:
123 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
124 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
125 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
126 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
127 break;
128#endif
129 default:
130 break;
131 }
132 controller->m_fpsTarget = context->sync.fpsTarget;
133
134 if (controller->m_override) {
135 controller->m_override->identify(context->core);
136 controller->m_override->apply(context->core);
137 }
138
139 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
140 mCoreDeleteState(context->core, 0);
141 }
142
143 controller->m_gameOpen = true;
144 if (controller->m_multiplayer) {
145 controller->m_multiplayer->attachGame(controller);
146 }
147
148 QString path = controller->m_fname;
149 if (!controller->m_fsub.isEmpty()) {
150 path += QDir::separator() + controller->m_fsub;
151 }
152 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
153 QMetaObject::invokeMethod(controller, "startAudio");
154 };
155
156 m_threadContext.resetCallback = [](mCoreThread* context) {
157 GameController* controller = static_cast<GameController*>(context->userData);
158 for (auto action : controller->m_resetActions) {
159 action();
160 }
161 controller->m_resetActions.clear();
162
163 unsigned width, height;
164 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
165 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
166 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
167 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
168 mCoreThreadPauseFromThread(context);
169 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
170 }
171 };
172
173 m_threadContext.cleanCallback = [](mCoreThread* context) {
174 GameController* controller = static_cast<GameController*>(context->userData);
175
176 if (controller->m_multiplayer) {
177 controller->m_multiplayer->detachGame(controller);
178 }
179 controller->m_patch = QString();
180 controller->clearOverride();
181
182 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
183
184 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
185 QMetaObject::invokeMethod(controller, "cleanGame");
186 };
187
188 m_threadContext.frameCallback = [](mCoreThread* context) {
189 GameController* controller = static_cast<GameController*>(context->userData);
190 unsigned width, height;
191 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
192 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
193 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
194
195 // If no one is using the tile cache, disable it
196 if (controller->m_tileCache && controller->m_tileCache.unique()) {
197 switch (controller->platform()) {
198#ifdef M_CORE_GBA
199 case PLATFORM_GBA: {
200 GBA* gba = static_cast<GBA*>(context->core->board);
201 gba->video.renderer->cache = nullptr;
202 break;
203 }
204#endif
205#ifdef M_CORE_GB
206 case PLATFORM_GB: {
207 GB* gb = static_cast<GB*>(context->core->board);
208 gb->video.renderer->cache = nullptr;
209 break;
210 }
211#endif
212 default:
213 break;
214 }
215 controller->m_tileCache.reset();
216 }
217
218
219 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
220 mCoreThreadPauseFromThread(context);
221 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
222 }
223 };
224
225 // TODO: Put back
226 /*m_threadContext.stopCallback = [](mCoreThread* context) {
227 if (!context) {
228 return false;
229 }
230 GameController* controller = static_cast<GameController*>(context->userData);
231 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
232 return false;
233 }
234 QMetaObject::invokeMethod(controller, "closeGame");
235 return true;
236 };*/
237
238 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
239 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
240 mCoreThread* context = logContext->p;
241
242 static const char* savestateMessage = "State %i loaded";
243 static const char* savestateFailedMessage = "State %i failed to load";
244 if (!context) {
245 return;
246 }
247 GameController* controller = static_cast<GameController*>(context->userData);
248 QString message;
249#ifdef M_CORE_GBA
250 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
251 va_list argc;
252 va_copy(argc, args);
253 int immediate = va_arg(argc, int);
254 va_end(argc);
255 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
256 } else
257#endif
258 if (category == _mLOG_CAT_STATUS()) {
259 // Slot 0 is reserved for suspend points
260 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
261 va_list argc;
262 va_copy(argc, args);
263 int slot = va_arg(argc, int);
264 va_end(argc);
265 if (slot == 0) {
266 format = "Loaded suspend state";
267 }
268 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
269 va_list argc;
270 va_copy(argc, args);
271 int slot = va_arg(argc, int);
272 va_end(argc);
273 if (slot == 0) {
274 return;
275 }
276 }
277 message = QString().vsprintf(format, args);
278 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
279 }
280 if (level == mLOG_FATAL) {
281 mCoreThreadMarkCrashed(controller->thread());
282 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
283 } else if (!(controller->m_logLevels & level)) {
284 return;
285 }
286 message = QString().vsprintf(format, args);
287 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
288 };
289
290 m_threadContext.userData = this;
291
292 m_audioThread->setObjectName("Audio Thread");
293 m_audioThread->start(QThread::TimeCriticalPriority);
294 m_audioProcessor->moveToThread(m_audioThread);
295 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
296 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
297 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
298 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
299}
300
301GameController::~GameController() {
302 disconnect();
303 closeGame();
304 m_audioThread->quit();
305 m_audioThread->wait();
306 clearMultiplayerController();
307 delete m_backupLoadState;
308}
309
310void GameController::setMultiplayerController(MultiplayerController* controller) {
311 if (controller == m_multiplayer) {
312 return;
313 }
314 clearMultiplayerController();
315 m_multiplayer = controller;
316 if (isLoaded()) {
317 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
318 GameController* controller = static_cast<GameController*>(thread->userData);
319 controller->m_multiplayer->attachGame(controller);
320 });
321 }
322}
323
324void GameController::clearMultiplayerController() {
325 if (!m_multiplayer) {
326 return;
327 }
328 m_multiplayer->detachGame(this);
329 m_multiplayer = nullptr;
330}
331
332void GameController::setOverride(Override* override) {
333 m_override = override;
334 if (isLoaded()) {
335 Interrupter interrupter(this);
336 m_override->identify(m_threadContext.core);
337 }
338}
339
340void GameController::clearOverride() {
341 delete m_override;
342 m_override = nullptr;
343}
344
345void GameController::setConfig(const mCoreConfig* config) {
346 m_config = config;
347 if (isLoaded()) {
348 Interrupter interrupter(this);
349 mCoreLoadForeignConfig(m_threadContext.core, config);
350 m_audioProcessor->setInput(&m_threadContext);
351 }
352}
353
354#ifdef USE_GDB_STUB
355mDebugger* GameController::debugger() {
356 if (!isLoaded()) {
357 return nullptr;
358 }
359 return m_threadContext.core->debugger;
360}
361
362void GameController::setDebugger(mDebugger* debugger) {
363 Interrupter interrupter(this);
364 if (debugger) {
365 mDebuggerAttach(debugger, m_threadContext.core);
366 } else {
367 m_threadContext.core->detachDebugger(m_threadContext.core);
368 }
369}
370#endif
371
372void GameController::loadGame(const QString& path) {
373 closeGame();
374 QFileInfo info(path);
375 if (!info.isReadable()) {
376 QString fname = info.fileName();
377 QString base = info.path();
378 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
379 base.chop(1);
380 }
381 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
382 if (dir) {
383 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
384 if (vf) {
385 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
386 uint8_t buffer[2048];
387 ssize_t read;
388 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
389 vfclone->write(vfclone, buffer, read);
390 }
391 vf->close(vf);
392 vf = vfclone;
393 }
394 dir->close(dir);
395 loadGame(vf, fname, base);
396 } else {
397 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
398 }
399 return;
400 } else {
401 m_fname = info.canonicalFilePath();
402 m_fsub = QString();
403 }
404 m_vf = nullptr;
405 openGame();
406}
407
408void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
409 closeGame();
410 QFileInfo info(base);
411 if (info.isDir()) {
412 m_fname = base + QDir::separator() + path;
413 m_fsub = QString();
414 } else {
415 m_fname = base;
416 m_fsub = path;
417 }
418 m_vf = vf;
419 openGame();
420}
421
422void GameController::bootBIOS() {
423 closeGame();
424 m_fname = QString();
425 openGame(true);
426}
427
428void GameController::openGame(bool biosOnly) {
429 if (m_fname.isEmpty()) {
430 biosOnly = true;
431 }
432 if (isLoaded()) {
433 // We need to delay if the game is still cleaning up
434 QTimer::singleShot(10, this, SLOT(openGame()));
435 return;
436 } else if(m_gameOpen) {
437 cleanGame();
438 }
439
440 m_threadContext.core = nullptr;
441 if (!biosOnly) {
442 if (m_vf) {
443 m_threadContext.core = mCoreFindVF(m_vf);
444 } else {
445 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
446 }
447#ifdef M_CORE_GBA
448 } else {
449 m_threadContext.core = GBACoreCreate();
450#endif
451 }
452
453 if (!m_threadContext.core) {
454 return;
455 }
456
457 m_pauseAfterFrame = false;
458
459 if (m_turbo) {
460 m_threadContext.sync.videoFrameWait = false;
461 m_threadContext.sync.audioWait = false;
462 } else {
463 m_threadContext.sync.videoFrameWait = m_videoSync;
464 m_threadContext.sync.audioWait = m_audioSync;
465 }
466 m_threadContext.core->init(m_threadContext.core);
467 mCoreInitConfig(m_threadContext.core, nullptr);
468
469 unsigned width, height;
470 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
471 m_drawContext = new uint32_t[width * height];
472 m_frontBuffer = new uint32_t[width * height];
473
474 if (m_config) {
475 mCoreLoadForeignConfig(m_threadContext.core, m_config);
476 }
477
478 QByteArray bytes;
479 if (!biosOnly) {
480 bytes = m_fname.toUtf8();
481 if (m_vf) {
482 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
483 } else {
484 mCoreLoadFile(m_threadContext.core, bytes.constData());
485 mDirectorySetDetachBase(&m_threadContext.core->dirs);
486 }
487 } else {
488 bytes = m_bios.toUtf8();
489 }
490 if (bytes.isNull()) {
491 return;
492 }
493
494 char dirname[PATH_MAX];
495 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
496 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
497
498 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
499
500 m_inputController->recalibrateAxes();
501 memset(m_drawContext, 0xF8, width * height * 4);
502
503 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
504
505 if (!biosOnly) {
506 mCoreAutoloadSave(m_threadContext.core);
507 if (!m_patch.isNull()) {
508 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
509 if (patch) {
510 m_threadContext.core->loadPatch(m_threadContext.core, patch);
511 }
512 patch->close(patch);
513 } else {
514 mCoreAutoloadPatch(m_threadContext.core);
515 }
516 }
517 m_vf = nullptr;
518
519 if (!mCoreThreadStart(&m_threadContext)) {
520 emit gameFailed();
521 }
522}
523
524void GameController::loadBIOS(int platform, const QString& path) {
525 if (m_bios == path) {
526 return;
527 }
528 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
529 closeGame();
530 m_bios = path;
531 openGame();
532 } else if (!m_gameOpen || m_bios.isNull()) {
533 m_bios = path;
534 }
535}
536
537void GameController::loadSave(const QString& path, bool temporary) {
538 if (!isLoaded()) {
539 return;
540 }
541 m_resetActions.append([this, path, temporary]() {
542 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
543 if (!vf) {
544 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
545 return;
546 }
547
548 if (temporary) {
549 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
550 } else {
551 m_threadContext.core->loadSave(m_threadContext.core, vf);
552 }
553 });
554 reset();
555}
556
557void GameController::yankPak() {
558 if (!m_gameOpen) {
559 return;
560 }
561 Interrupter interrupter(this);
562 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
563}
564
565void GameController::replaceGame(const QString& path) {
566 if (!m_gameOpen) {
567 return;
568 }
569
570 QFileInfo info(path);
571 if (!info.isReadable()) {
572 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
573 return;
574 }
575 m_fname = info.canonicalFilePath();
576 Interrupter interrupter(this);
577 mDirectorySetDetachBase(&m_threadContext.core->dirs);
578 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
579}
580
581void GameController::loadPatch(const QString& path) {
582 if (m_gameOpen) {
583 closeGame();
584 m_patch = path;
585 openGame();
586 } else {
587 m_patch = path;
588 }
589}
590
591void GameController::importSharkport(const QString& path) {
592 if (!isLoaded()) {
593 return;
594 }
595#ifdef M_CORE_GBA
596 if (platform() != PLATFORM_GBA) {
597 return;
598 }
599 VFile* vf = VFileDevice::open(path, O_RDONLY);
600 if (!vf) {
601 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
602 return;
603 }
604 threadInterrupt();
605 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
606 threadContinue();
607 vf->close(vf);
608#endif
609}
610
611void GameController::exportSharkport(const QString& path) {
612 if (!isLoaded()) {
613 return;
614 }
615#ifdef M_CORE_GBA
616 if (platform() != PLATFORM_GBA) {
617 return;
618 }
619 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
620 if (!vf) {
621 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
622 return;
623 }
624 threadInterrupt();
625 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
626 threadContinue();
627 vf->close(vf);
628#endif
629}
630
631void GameController::closeGame() {
632 if (!m_gameOpen) {
633 return;
634 }
635
636 if (mCoreThreadIsPaused(&m_threadContext)) {
637 mCoreThreadUnpause(&m_threadContext);
638 }
639 mCoreThreadEnd(&m_threadContext);
640}
641
642void GameController::cleanGame() {
643 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
644 return;
645 }
646 mCoreThreadJoin(&m_threadContext);
647
648 if (m_tileCache) {
649 mTileCacheDeinit(m_tileCache.get());
650 m_tileCache.reset();
651 }
652
653 delete[] m_drawContext;
654 delete[] m_frontBuffer;
655
656 m_threadContext.core->deinit(m_threadContext.core);
657 m_gameOpen = false;
658}
659
660void GameController::crashGame(const QString& crashMessage) {
661 closeGame();
662 emit gameCrashed(crashMessage);
663}
664
665bool GameController::isPaused() {
666 if (!m_gameOpen) {
667 return false;
668 }
669 return mCoreThreadIsPaused(&m_threadContext);
670}
671
672mPlatform GameController::platform() const {
673 if (!m_gameOpen) {
674 return PLATFORM_NONE;
675 }
676 return m_threadContext.core->platform(m_threadContext.core);
677}
678
679QSize GameController::screenDimensions() const {
680 if (!m_gameOpen) {
681 return QSize();
682 }
683 unsigned width, height;
684 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
685
686 return QSize(width, height);
687}
688
689void GameController::setPaused(bool paused) {
690 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
691 return;
692 }
693 m_wasPaused = paused;
694 if (paused) {
695 m_pauseAfterFrame.testAndSetRelaxed(false, true);
696 } else {
697 mCoreThreadUnpause(&m_threadContext);
698 startAudio();
699 emit gameUnpaused(&m_threadContext);
700 }
701}
702
703void GameController::reset() {
704 if (!m_gameOpen) {
705 return;
706 }
707 bool wasPaused = isPaused();
708 setPaused(false);
709 Interrupter interrupter(this);
710 mCoreThreadReset(&m_threadContext);
711 if (wasPaused) {
712 setPaused(true);
713 }
714}
715
716void GameController::threadInterrupt() {
717 if (m_gameOpen) {
718 mCoreThreadInterrupt(&m_threadContext);
719 }
720}
721
722void GameController::threadContinue() {
723 if (m_gameOpen) {
724 mCoreThreadContinue(&m_threadContext);
725 }
726}
727
728void GameController::frameAdvance() {
729 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
730 setPaused(false);
731 }
732}
733
734void GameController::setRewind(bool enable, int capacity) {
735 if (m_gameOpen) {
736 Interrupter interrupter(this);
737 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
738 mCoreRewindContextDeinit(&m_threadContext.rewind);
739 }
740 m_threadContext.core->opts.rewindEnable = enable;
741 m_threadContext.core->opts.rewindBufferCapacity = capacity;
742 if (enable && capacity > 0) {
743 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
744 }
745 }
746}
747
748void GameController::rewind(int states) {
749 threadInterrupt();
750 if (!states) {
751 states = INT_MAX;
752 }
753 for (int i = 0; i < states; ++i) {
754 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
755 break;
756 }
757 }
758 threadContinue();
759 emit frameAvailable(m_drawContext);
760 emit rewound(&m_threadContext);
761}
762
763void GameController::startRewinding() {
764 if (!isLoaded()) {
765 return;
766 }
767 if (!m_threadContext.core->opts.rewindEnable) {
768 return;
769 }
770 if (m_multiplayer && m_multiplayer->attached() > 1) {
771 return;
772 }
773 if (m_wasPaused) {
774 setPaused(false);
775 m_wasPaused = true;
776 }
777 mCoreThreadSetRewinding(&m_threadContext, true);
778}
779
780void GameController::stopRewinding() {
781 if (!isLoaded()) {
782 return;
783 }
784 mCoreThreadSetRewinding(&m_threadContext, false);
785 bool signalsBlocked = blockSignals(true);
786 setPaused(m_wasPaused);
787 blockSignals(signalsBlocked);
788}
789
790void GameController::keyPressed(int key) {
791 int mappedKey = 1 << key;
792 m_activeKeys |= mappedKey;
793 if (!m_inputController->allowOpposing()) {
794 if ((m_activeKeys & 0x30) == 0x30) {
795 m_inactiveKeys |= mappedKey ^ 0x30;
796 m_activeKeys ^= mappedKey ^ 0x30;
797 }
798 if ((m_activeKeys & 0xC0) == 0xC0) {
799 m_inactiveKeys |= mappedKey ^ 0xC0;
800 m_activeKeys ^= mappedKey ^ 0xC0;
801 }
802 }
803 updateKeys();
804}
805
806void GameController::keyReleased(int key) {
807 int mappedKey = 1 << key;
808 m_activeKeys &= ~mappedKey;
809 if (!m_inputController->allowOpposing()) {
810 if (mappedKey & 0x30) {
811 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
812 m_inactiveKeys &= ~0x30;
813 }
814 if (mappedKey & 0xC0) {
815 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
816 m_inactiveKeys &= ~0xC0;
817 }
818 }
819 updateKeys();
820}
821
822void GameController::cursorLocation(int x, int y) {
823 if (!isLoaded()) {
824 return;
825 }
826 m_threadContext.core->setCursorLocation(m_threadContext.core, x, y);
827}
828
829void GameController::cursorDown(bool down) {
830 if (!isLoaded()) {
831 return;
832 }
833 m_threadContext.core->setCursorDown(m_threadContext.core, down);
834}
835
836void GameController::clearKeys() {
837 m_activeKeys = 0;
838 m_inactiveKeys = 0;
839 updateKeys();
840}
841
842void GameController::setAutofire(int key, bool enable) {
843 if (key >= GBA_KEY_MAX || key < 0) {
844 return;
845 }
846
847 if (!enable && m_autofireStatus[key]) {
848 keyReleased(key);
849 }
850
851 m_autofire[key] = enable;
852 m_autofireStatus[key] = 0;
853}
854
855void GameController::setAudioBufferSamples(int samples) {
856 if (m_audioProcessor) {
857 threadInterrupt();
858 redoSamples(samples);
859 threadContinue();
860 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
861 }
862}
863
864void GameController::setAudioSampleRate(unsigned rate) {
865 if (!rate) {
866 return;
867 }
868 if (m_audioProcessor) {
869 threadInterrupt();
870 redoSamples(m_audioProcessor->getBufferSamples());
871 threadContinue();
872 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
873 }
874}
875
876void GameController::setAudioChannelEnabled(int channel, bool enable) {
877 if (channel > 5 || channel < 0) {
878 return;
879 }
880#ifdef M_CORE_GBA
881 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
882#endif
883#ifdef M_CORE_GB
884 GB* gb = static_cast<GB*>(m_threadContext.core->board);
885#endif
886 m_audioChannels[channel] = enable;
887 if (isLoaded()) {
888 switch (channel) {
889 case 0:
890 case 1:
891 case 2:
892 case 3:
893 switch (m_threadContext.core->platform(m_threadContext.core)) {
894#ifdef M_CORE_GBA
895 case PLATFORM_GBA:
896 gba->audio.psg.forceDisableCh[channel] = !enable;
897 break;
898#endif
899#ifdef M_CORE_GB
900 case PLATFORM_GB:
901 gb->audio.forceDisableCh[channel] = !enable;
902 break;
903#endif
904 default:
905 break;
906 }
907 break;
908#ifdef M_CORE_GBA
909 case 4:
910 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
911 gba->audio.forceDisableChA = !enable;
912 }
913 break;
914 case 5:
915 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
916 gba->audio.forceDisableChB = !enable;
917 }
918 break;
919#endif
920 }
921 }
922}
923
924void GameController::startAudio() {
925 bool started = false;
926 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
927 if (!started) {
928 LOG(QT, ERROR) << tr("Failed to start audio processor");
929 // Don't freeze!
930 m_audioSync = false;
931 m_videoSync = true;
932 m_threadContext.sync.audioWait = false;
933 m_threadContext.sync.videoFrameWait = true;
934 }
935}
936
937void GameController::setVideoLayerEnabled(int layer, bool enable) {
938 if (layer > 4 || layer < 0) {
939 return;
940 }
941 m_videoLayers[layer] = enable;
942#ifdef M_CORE_GBA
943 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
944 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
945 switch (layer) {
946 case 0:
947 case 1:
948 case 2:
949 case 3:
950 gba->video.renderer->disableBG[layer] = !enable;
951 break;
952 case 4:
953 gba->video.renderer->disableOBJ = !enable;
954 break;
955 }
956 }
957#endif
958}
959
960void GameController::setFPSTarget(float fps) {
961 Interrupter interrupter(this);
962 m_fpsTarget = fps;
963 m_threadContext.sync.fpsTarget = fps;
964 if (m_turbo && m_turboSpeed > 0) {
965 m_threadContext.sync.fpsTarget *= m_turboSpeed;
966 }
967 if (m_audioProcessor) {
968 redoSamples(m_audioProcessor->getBufferSamples());
969 }
970}
971
972void GameController::setUseBIOS(bool use) {
973 if (use == m_useBios) {
974 return;
975 }
976 m_useBios = use;
977 if (m_gameOpen) {
978 closeGame();
979 openGame();
980 }
981}
982
983void GameController::loadState(int slot) {
984 if (m_fname.isEmpty()) {
985 // We're in the BIOS
986 return;
987 }
988 if (slot > 0 && slot != m_stateSlot) {
989 m_stateSlot = slot;
990 m_backupSaveState.clear();
991 }
992 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
993 GameController* controller = static_cast<GameController*>(context->userData);
994 if (!controller->m_backupLoadState) {
995 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
996 }
997 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
998 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
999 controller->frameAvailable(controller->m_drawContext);
1000 controller->stateLoaded(context);
1001 }
1002 });
1003}
1004
1005void GameController::saveState(int slot) {
1006 if (m_fname.isEmpty()) {
1007 // We're in the BIOS
1008 return;
1009 }
1010 if (slot > 0) {
1011 m_stateSlot = slot;
1012 }
1013 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1014 GameController* controller = static_cast<GameController*>(context->userData);
1015 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
1016 if (vf) {
1017 controller->m_backupSaveState.resize(vf->size(vf));
1018 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
1019 vf->close(vf);
1020 }
1021 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
1022 });
1023}
1024
1025void GameController::loadBackupState() {
1026 if (!m_backupLoadState) {
1027 return;
1028 }
1029
1030 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1031 GameController* controller = static_cast<GameController*>(context->userData);
1032 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
1033 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
1034 mLOG(STATUS, INFO, "Undid state load");
1035 controller->frameAvailable(controller->m_drawContext);
1036 controller->stateLoaded(context);
1037 }
1038 controller->m_backupLoadState->close(controller->m_backupLoadState);
1039 controller->m_backupLoadState = nullptr;
1040 });
1041}
1042
1043void GameController::saveBackupState() {
1044 if (m_backupSaveState.isEmpty()) {
1045 return;
1046 }
1047
1048 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1049 GameController* controller = static_cast<GameController*>(context->userData);
1050 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1051 if (vf) {
1052 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1053 vf->close(vf);
1054 mLOG(STATUS, INFO, "Undid state save");
1055 }
1056 controller->m_backupSaveState.clear();
1057 });
1058}
1059
1060void GameController::setTurbo(bool set, bool forced) {
1061 if (m_turboForced && !forced) {
1062 return;
1063 }
1064 if (m_turbo == set && m_turboForced == (set && forced)) {
1065 // Don't interrupt the thread if we don't need to
1066 return;
1067 }
1068 if (!m_sync) {
1069 return;
1070 }
1071 m_turbo = set;
1072 m_turboForced = set && forced;
1073 enableTurbo();
1074}
1075
1076void GameController::setTurboSpeed(float ratio) {
1077 m_turboSpeed = ratio;
1078 enableTurbo();
1079}
1080
1081void GameController::enableTurbo() {
1082 Interrupter interrupter(this);
1083 bool shouldRedoSamples = false;
1084 if (!m_turbo) {
1085 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1086 m_threadContext.sync.fpsTarget = m_fpsTarget;
1087 m_threadContext.sync.audioWait = m_audioSync;
1088 m_threadContext.sync.videoFrameWait = m_videoSync;
1089 } else if (m_turboSpeed <= 0) {
1090 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1091 m_threadContext.sync.fpsTarget = m_fpsTarget;
1092 m_threadContext.sync.audioWait = false;
1093 m_threadContext.sync.videoFrameWait = false;
1094 } else {
1095 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1096 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1097 m_threadContext.sync.audioWait = true;
1098 m_threadContext.sync.videoFrameWait = false;
1099 }
1100 if (m_audioProcessor && shouldRedoSamples) {
1101 redoSamples(m_audioProcessor->getBufferSamples());
1102 }
1103}
1104
1105void GameController::setSync(bool enable) {
1106 m_turbo = false;
1107 m_turboForced = false;
1108 if (!enable) {
1109 m_threadContext.sync.audioWait = false;
1110 m_threadContext.sync.videoFrameWait = false;
1111 } else {
1112 m_threadContext.sync.audioWait = m_audioSync;
1113 m_threadContext.sync.videoFrameWait = m_videoSync;
1114 }
1115 m_sync = enable;
1116}
1117void GameController::setAVStream(mAVStream* stream) {
1118 Interrupter interrupter(this);
1119 m_stream = stream;
1120 if (isLoaded()) {
1121 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1122 }
1123}
1124
1125void GameController::clearAVStream() {
1126 Interrupter interrupter(this);
1127 m_stream = nullptr;
1128 if (isLoaded()) {
1129 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1130 }
1131}
1132
1133#ifdef USE_PNG
1134void GameController::screenshot() {
1135 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1136 mCoreTakeScreenshot(context->core);
1137 });
1138}
1139#endif
1140
1141void GameController::reloadAudioDriver() {
1142 int samples = 0;
1143 unsigned sampleRate = 0;
1144 if (m_audioProcessor) {
1145 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1146 samples = m_audioProcessor->getBufferSamples();
1147 sampleRate = m_audioProcessor->sampleRate();
1148 delete m_audioProcessor;
1149 }
1150 m_audioProcessor = AudioProcessor::create();
1151 if (samples) {
1152 m_audioProcessor->setBufferSamples(samples);
1153 }
1154 if (sampleRate) {
1155 m_audioProcessor->requestSampleRate(sampleRate);
1156 }
1157 m_audioProcessor->moveToThread(m_audioThread);
1158 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1159 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1160 if (isLoaded()) {
1161 m_audioProcessor->setInput(&m_threadContext);
1162 startAudio();
1163 }
1164}
1165
1166void GameController::setSaveStateExtdata(int flags) {
1167 m_saveStateFlags = flags;
1168}
1169
1170void GameController::setLoadStateExtdata(int flags) {
1171 m_loadStateFlags = flags;
1172}
1173
1174void GameController::setLuminanceValue(uint8_t value) {
1175 m_luxValue = value;
1176 value = std::max<int>(value - 0x16, 0);
1177 m_luxLevel = 10;
1178 for (int i = 0; i < 10; ++i) {
1179 if (value < GBA_LUX_LEVELS[i]) {
1180 m_luxLevel = i;
1181 break;
1182 }
1183 }
1184 emit luminanceValueChanged(m_luxValue);
1185}
1186
1187void GameController::setLuminanceLevel(int level) {
1188 int value = 0x16;
1189 level = std::max(0, std::min(10, level));
1190 if (level > 0) {
1191 value += GBA_LUX_LEVELS[level - 1];
1192 }
1193 setLuminanceValue(value);
1194}
1195
1196void GameController::setRealTime() {
1197 m_rtc.override = RTC_NO_OVERRIDE;
1198}
1199
1200void GameController::setFixedTime(const QDateTime& time) {
1201 m_rtc.override = RTC_FIXED;
1202 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1203}
1204
1205void GameController::setFakeEpoch(const QDateTime& time) {
1206 m_rtc.override = RTC_FAKE_EPOCH;
1207 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1208}
1209
1210void GameController::updateKeys() {
1211 int activeKeys = m_activeKeys;
1212 activeKeys |= m_activeButtons;
1213 activeKeys &= ~m_inactiveKeys;
1214 if (isLoaded()) {
1215 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1216 }
1217}
1218
1219void GameController::redoSamples(int samples) {
1220 if (m_threadContext.core) {
1221 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1222 }
1223 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1224}
1225
1226void GameController::setLogLevel(int levels) {
1227 Interrupter interrupter(this);
1228 m_logLevels = levels;
1229}
1230
1231void GameController::enableLogLevel(int levels) {
1232 Interrupter interrupter(this);
1233 m_logLevels |= levels;
1234}
1235
1236void GameController::disableLogLevel(int levels) {
1237 Interrupter interrupter(this);
1238 m_logLevels &= ~levels;
1239}
1240
1241void GameController::pollEvents() {
1242 if (!m_inputController) {
1243 return;
1244 }
1245
1246 m_activeButtons = m_inputController->pollEvents();
1247 updateKeys();
1248}
1249
1250void GameController::updateAutofire() {
1251 // TODO: Move all key events onto the CPU thread...somehow
1252 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1253 if (!m_autofire[k]) {
1254 continue;
1255 }
1256 m_autofireStatus[k] ^= 1;
1257 if (m_autofireStatus[k]) {
1258 keyPressed(k);
1259 } else {
1260 keyReleased(k);
1261 }
1262 }
1263}
1264
1265std::shared_ptr<mTileCache> GameController::tileCache() {
1266 if (m_tileCache) {
1267 return m_tileCache;
1268 }
1269 switch (platform()) {
1270#ifdef M_CORE_GBA
1271 case PLATFORM_GBA: {
1272 Interrupter interrupter(this);
1273 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1274 m_tileCache = std::make_shared<mTileCache>();
1275 GBAVideoTileCacheInit(m_tileCache.get());
1276 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1277 mTileCacheSetPalette(m_tileCache.get(), 0);
1278 break;
1279 }
1280#endif
1281#ifdef M_CORE_GB
1282 case PLATFORM_GB: {
1283 Interrupter interrupter(this);
1284 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1285 m_tileCache = std::make_shared<mTileCache>();
1286 GBVideoTileCacheInit(m_tileCache.get());
1287 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1288 mTileCacheSetPalette(m_tileCache.get(), 0);
1289 break;
1290 }
1291#endif
1292 default:
1293 return nullptr;
1294 }
1295 return m_tileCache;
1296}
1297
1298GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1299 : m_parent(parent)
1300 , m_fromThread(fromThread)
1301{
1302 if (!m_fromThread) {
1303 m_parent->threadInterrupt();
1304 } else {
1305 mCoreThreadInterruptFromThread(m_parent->thread());
1306 }
1307}
1308
1309GameController::Interrupter::~Interrupter() {
1310 if (!m_fromThread) {
1311 m_parent->threadContinue();
1312 } else {
1313 mCoreThreadContinue(m_parent->thread());
1314 }
1315}