all repos — mgba @ 50d76d952891c2a981b17732160229d901c9fd0a

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

  1#include "GameController.h"
  2
  3#include "AudioProcessor.h"
  4
  5#include <QThread>
  6
  7extern "C" {
  8#include "gba.h"
  9#include "gba-audio.h"
 10#include "gba-serialize.h"
 11#include "renderers/video-software.h"
 12#include "util/vfs.h"
 13}
 14
 15using namespace QGBA;
 16
 17GameController::GameController(QObject* parent)
 18	: QObject(parent)
 19	, m_drawContext(new uint32_t[256 * 256])
 20	, m_threadContext()
 21	, m_activeKeys(0)
 22	, m_gameOpen(false)
 23	, m_audioThread(new QThread(this))
 24	, m_audioProcessor(new AudioProcessor)
 25	, m_videoSync(VIDEO_SYNC)
 26	, m_audioSync(AUDIO_SYNC)
 27	, m_turbo(false)
 28	, m_turboForced(false)
 29{
 30	m_renderer = new GBAVideoSoftwareRenderer;
 31	GBAVideoSoftwareRendererCreate(m_renderer);
 32	m_renderer->outputBuffer = (color_t*) m_drawContext;
 33	m_renderer->outputBufferStride = 256;
 34	m_threadContext.state = THREAD_INITIALIZED;
 35	m_threadContext.debugger = 0;
 36	m_threadContext.frameskip = 0;
 37	m_threadContext.bios = 0;
 38	m_threadContext.renderer = &m_renderer->d;
 39	m_threadContext.userData = this;
 40	m_threadContext.rewindBufferCapacity = 0;
 41	m_threadContext.logLevel = -1;
 42
 43	GBAInputMapInit(&m_threadContext.inputMap);
 44
 45#ifdef BUILD_SDL
 46	SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_NOPARACHUTE);
 47	m_sdlEvents.bindings = &m_threadContext.inputMap;
 48	GBASDLInitEvents(&m_sdlEvents);
 49	SDL_JoystickEventState(SDL_QUERY);
 50#endif
 51
 52	m_threadContext.startCallback = [] (GBAThread* context) {
 53		GameController* controller = static_cast<GameController*>(context->userData);
 54		controller->m_audioProcessor->setInput(context);
 55		controller->gameStarted(context);
 56	};
 57
 58	m_threadContext.cleanCallback = [] (GBAThread* context) {
 59		GameController* controller = static_cast<GameController*>(context->userData);
 60		controller->gameStopped(context);
 61	};
 62
 63	m_threadContext.frameCallback = [] (GBAThread* context) {
 64		GameController* controller = static_cast<GameController*>(context->userData);
 65		controller->m_pauseMutex.lock();
 66		if (controller->m_pauseAfterFrame) {
 67			GBAThreadPauseFromThread(context);
 68			controller->m_pauseAfterFrame = false;
 69			controller->gamePaused(&controller->m_threadContext);
 70		}
 71		controller->m_pauseMutex.unlock();
 72		controller->frameAvailable(controller->m_drawContext);
 73	};
 74
 75	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
 76		GameController* controller = static_cast<GameController*>(context->userData);
 77		controller->postLog(level, QString().vsprintf(format, args));
 78	};
 79
 80	m_audioThread->start(QThread::TimeCriticalPriority);
 81	m_audioProcessor->moveToThread(m_audioThread);
 82	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 83	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
 84	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 85	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 86
 87#ifdef BUILD_SDL
 88	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
 89#endif
 90}
 91
 92GameController::~GameController() {
 93	m_audioThread->quit();
 94	m_audioThread->wait();
 95	disconnect();
 96	closeGame();
 97	delete m_renderer;
 98	delete[] m_drawContext;
 99}
100
101ARMDebugger* GameController::debugger() {
102	return m_threadContext.debugger;
103}
104
105void GameController::setDebugger(ARMDebugger* debugger) {
106	bool wasPaused = isPaused();
107	setPaused(true);
108	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
109		GBADetachDebugger(m_threadContext.gba);
110	}
111	m_threadContext.debugger = debugger;
112	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
113		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
114	}
115	setPaused(wasPaused);
116}
117
118void GameController::loadGame(const QString& path, bool dirmode) {
119	closeGame();
120	if (!dirmode) {
121		QFile file(path);
122		if (!file.open(QIODevice::ReadOnly)) {
123			return;
124		}
125		file.close();
126	}
127
128	m_fname = path;
129	m_dirmode = dirmode;
130	openGame();
131}
132
133void GameController::openGame() {
134	m_gameOpen = true;
135
136	m_pauseAfterFrame = false;
137
138	if (m_turbo) {
139		m_threadContext.sync.videoFrameWait = false;
140		m_threadContext.sync.audioWait = false;
141	} else {
142		m_threadContext.sync.videoFrameWait = m_videoSync;
143		m_threadContext.sync.audioWait = m_audioSync;
144	}
145
146	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
147	if (m_dirmode) {
148		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
149		m_threadContext.stateDir = m_threadContext.gameDir;
150	} else {
151		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
152#if ENABLE_LIBZIP
153		m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
154#endif
155	}
156
157	if (!m_bios.isNull()) {
158		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
159	}
160
161	if (!m_patch.isNull()) {
162		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
163	}
164
165	if (!GBAThreadStart(&m_threadContext)) {
166		m_gameOpen = false;
167	}
168}
169
170void GameController::loadBIOS(const QString& path) {
171	m_bios = path;
172	if (m_gameOpen) {
173		closeGame();
174		openGame();
175	}
176}
177
178void GameController::loadPatch(const QString& path) {
179	m_patch = path;
180	if (m_gameOpen) {
181		closeGame();
182		openGame();
183	}
184}
185
186void GameController::closeGame() {
187	if (!m_gameOpen) {
188		return;
189	}
190	if (GBAThreadIsPaused(&m_threadContext)) {
191		GBAThreadUnpause(&m_threadContext);
192	}
193	GBAThreadEnd(&m_threadContext);
194	GBAThreadJoin(&m_threadContext);
195	if (m_threadContext.fname) {
196		free(const_cast<char*>(m_threadContext.fname));
197		m_threadContext.fname = nullptr;
198	}
199
200	m_patch = QString();
201
202	m_gameOpen = false;
203	emit gameStopped(&m_threadContext);
204}
205
206bool GameController::isPaused() {
207	return GBAThreadIsPaused(&m_threadContext);
208}
209
210void GameController::setPaused(bool paused) {
211	if (paused == GBAThreadIsPaused(&m_threadContext)) {
212		return;
213	}
214	if (paused) {
215		GBAThreadPause(&m_threadContext);
216		emit gamePaused(&m_threadContext);
217	} else {
218		GBAThreadUnpause(&m_threadContext);
219		emit gameUnpaused(&m_threadContext);
220	}
221}
222
223void GameController::reset() {
224	GBAThreadReset(&m_threadContext);
225}
226
227void GameController::frameAdvance() {
228	m_pauseMutex.lock();
229	m_pauseAfterFrame = true;
230	setPaused(false);
231	m_pauseMutex.unlock();
232}
233
234void GameController::keyPressed(int key) {
235	int mappedKey = 1 << key;
236	m_activeKeys |= mappedKey;
237	updateKeys();
238}
239
240void GameController::keyReleased(int key) {
241	int mappedKey = 1 << key;
242	m_activeKeys &= ~mappedKey;
243	updateKeys();
244}
245
246void GameController::setAudioBufferSamples(int samples) {
247	if (m_gameOpen) {
248		GBAThreadInterrupt(&m_threadContext);
249		m_threadContext.audioBuffers = samples;
250		GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
251		GBAThreadContinue(&m_threadContext);
252	} else {
253		m_threadContext.audioBuffers = samples;
254
255	}
256	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
257}
258
259void GameController::setFPSTarget(float fps) {
260	if (m_gameOpen) {
261		GBAThreadInterrupt(&m_threadContext);
262		m_threadContext.fpsTarget = fps;
263		GBAThreadContinue(&m_threadContext);
264	} else {
265		m_threadContext.fpsTarget = fps;
266	}
267	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
268}
269
270void GameController::loadState(int slot) {
271	GBAThreadInterrupt(&m_threadContext);
272	GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
273	GBAThreadContinue(&m_threadContext);
274	emit stateLoaded(&m_threadContext);
275	emit frameAvailable(m_drawContext);
276}
277
278void GameController::saveState(int slot) {
279	GBAThreadInterrupt(&m_threadContext);
280	GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
281	GBAThreadContinue(&m_threadContext);
282}
283
284void GameController::setVideoSync(bool set) {
285	m_videoSync = set;
286	if (!m_turbo && m_gameOpen) {
287		GBAThreadInterrupt(&m_threadContext);
288		m_threadContext.sync.videoFrameWait = set;
289		GBAThreadContinue(&m_threadContext);
290	}
291}
292
293void GameController::setAudioSync(bool set) {
294	m_audioSync = set;
295	if (!m_turbo && m_gameOpen) {
296		GBAThreadInterrupt(&m_threadContext);
297		m_threadContext.sync.audioWait = set;
298		GBAThreadContinue(&m_threadContext);
299	}
300}
301
302void GameController::setFrameskip(int skip) {
303	m_threadContext.frameskip = skip;
304}
305
306void GameController::setTurbo(bool set, bool forced) {
307	if (m_turboForced && !forced) {
308		return;
309	}
310	m_turbo = set;
311	if (set) {
312		m_turboForced = forced;
313	} else {
314		m_turboForced = false;
315	}
316	if (m_gameOpen) {
317		GBAThreadInterrupt(&m_threadContext);
318		m_threadContext.sync.audioWait = set ? false : m_audioSync;
319		m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
320		GBAThreadContinue(&m_threadContext);
321	}
322}
323
324void GameController::setAVStream(GBAAVStream* stream) {
325	if (m_gameOpen) {
326		GBAThreadInterrupt(&m_threadContext);
327		m_threadContext.stream = stream;
328		GBAThreadContinue(&m_threadContext);
329	} else {
330		m_threadContext.stream = stream;
331	}
332}
333
334void GameController::clearAVStream() {
335	if (m_gameOpen) {
336		GBAThreadInterrupt(&m_threadContext);
337		m_threadContext.stream = nullptr;
338		GBAThreadContinue(&m_threadContext);
339	} else {
340		m_threadContext.stream = nullptr;
341	}
342}
343
344void GameController::updateKeys() {
345	int activeKeys = m_activeKeys;
346#ifdef BUILD_SDL
347	activeKeys |= m_activeButtons;
348#endif
349	m_threadContext.activeKeys = activeKeys;
350}
351
352#ifdef BUILD_SDL
353void GameController::testSDLEvents() {
354	SDL_Joystick* joystick = m_sdlEvents.joystick;
355	SDL_JoystickUpdate();
356	int numButtons = SDL_JoystickNumButtons(joystick);
357	m_activeButtons = 0;
358	int i;
359	for (i = 0; i < numButtons; ++i) {
360		GBAKey key = GBAInputMapKey(&m_threadContext.inputMap, SDL_BINDING_BUTTON, i);
361		if (key == GBA_KEY_NONE) {
362			continue;
363		}
364		if (SDL_JoystickGetButton(joystick, i)) {
365			m_activeButtons |= 1 << key;
366		}
367	}
368	int numHats = SDL_JoystickNumHats(joystick);
369	for (i = 0; i < numHats; ++i) {
370		int hat = SDL_JoystickGetHat(joystick, i);
371		if (hat & SDL_HAT_UP) {
372			m_activeButtons |= 1 << GBA_KEY_UP;
373		}
374		if (hat & SDL_HAT_LEFT) {
375			m_activeButtons |= 1 << GBA_KEY_LEFT;
376		}
377		if (hat & SDL_HAT_DOWN) {
378			m_activeButtons |= 1 << GBA_KEY_DOWN;
379		}
380		if (hat & SDL_HAT_RIGHT) {
381			m_activeButtons |= 1 << GBA_KEY_RIGHT;
382		}
383	}
384	updateKeys();
385}
386#endif