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
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
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_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_sync(true)
53 , m_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels{ true, true, true, true, true, true }
61 , m_videoLayers{ true, true, true, true, true }
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
72 , m_override(nullptr)
73{
74#ifdef M_CORE_GBA
75 m_lux.p = this;
76 m_lux.sample = [](GBALuminanceSource* context) {
77 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
78 lux->value = 0xFF - lux->p->m_luxValue;
79 };
80
81 m_lux.readLuminance = [](GBALuminanceSource* context) {
82 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
83 return lux->value;
84 };
85 setLuminanceLevel(0);
86#endif
87
88 m_threadContext.startCallback = [](mCoreThread* context) {
89 GameController* controller = static_cast<GameController*>(context->userData);
90 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
91 context->core->setRumble(context->core, controller->m_inputController->rumble());
92
93#ifdef M_CORE_GBA
94 GBA* gba = static_cast<GBA*>(context->core->board);
95#endif
96#ifdef M_CORE_GB
97 GB* gb = static_cast<GB*>(context->core->board);
98#endif
99 switch (context->core->platform(context->core)) {
100#ifdef M_CORE_GBA
101 case PLATFORM_GBA:
102 gba->luminanceSource = &controller->m_lux;
103 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
104 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
105 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
106 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
107 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
108 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
109 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
110 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
111 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
112 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
113 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
114 break;
115#endif
116#ifdef M_CORE_GB
117 case PLATFORM_GB:
118 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
119 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
120 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
121 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
122 break;
123#endif
124 default:
125 break;
126 }
127 controller->m_fpsTarget = context->sync.fpsTarget;
128
129 if (controller->m_override) {
130 controller->m_override->identify(context->core);
131 controller->m_override->apply(context->core);
132 }
133
134 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
135 mCoreDeleteState(context->core, 0);
136 }
137
138 controller->m_gameOpen = true;
139 if (controller->m_multiplayer) {
140 controller->m_multiplayer->attachGame(controller);
141 }
142
143 QString path = controller->m_fname;
144 if (!controller->m_fsub.isEmpty()) {
145 path += QDir::separator() + controller->m_fsub;
146 }
147 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
148 QMetaObject::invokeMethod(controller, "startAudio");
149 };
150
151 m_threadContext.resetCallback = [](mCoreThread* context) {
152 GameController* controller = static_cast<GameController*>(context->userData);
153 for (auto action : controller->m_resetActions) {
154 action();
155 }
156 controller->m_resetActions.clear();
157
158 unsigned width, height;
159 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
160 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
161 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
162 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
163 mCoreThreadPauseFromThread(context);
164 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
165 }
166 };
167
168 m_threadContext.cleanCallback = [](mCoreThread* context) {
169 GameController* controller = static_cast<GameController*>(context->userData);
170
171 if (controller->m_multiplayer) {
172 controller->m_multiplayer->detachGame(controller);
173 }
174 controller->m_patch = QString();
175 controller->clearOverride();
176
177 controller->m_audioProcessor->pause();
178
179 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
180 QMetaObject::invokeMethod(controller, "cleanGame");
181 };
182
183 m_threadContext.frameCallback = [](mCoreThread* context) {
184 GameController* controller = static_cast<GameController*>(context->userData);
185 unsigned width, height;
186 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
187 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
188 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
189
190 // If no one is using the tile cache, disable it
191 if (controller->m_tileCache && controller->m_tileCache.unique()) {
192 switch (controller->platform()) {
193#ifdef M_CORE_GBA
194 case PLATFORM_GBA: {
195 GBA* gba = static_cast<GBA*>(context->core->board);
196 gba->video.renderer->cache = nullptr;
197 break;
198 }
199#endif
200#ifdef M_CORE_GB
201 case PLATFORM_GB: {
202 GB* gb = static_cast<GB*>(context->core->board);
203 gb->video.renderer->cache = nullptr;
204 break;
205 }
206#endif
207 default:
208 break;
209 }
210 controller->m_tileCache.reset();
211 }
212
213
214 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
215 mCoreThreadPauseFromThread(context);
216 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
217 }
218 };
219
220 // TODO: Put back
221 /*m_threadContext.stopCallback = [](mCoreThread* context) {
222 if (!context) {
223 return false;
224 }
225 GameController* controller = static_cast<GameController*>(context->userData);
226 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
227 return false;
228 }
229 QMetaObject::invokeMethod(controller, "closeGame");
230 return true;
231 };*/
232
233 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
234 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
235 mCoreThread* context = logContext->p;
236
237 static const char* savestateMessage = "State %i loaded";
238 static const char* savestateFailedMessage = "State %i failed to load";
239 static int biosCat = -1;
240 static int statusCat = -1;
241 if (!context) {
242 return;
243 }
244 GameController* controller = static_cast<GameController*>(context->userData);
245 QString message;
246 if (biosCat < 0) {
247 biosCat = mLogCategoryById("gba.bios");
248 }
249 if (statusCat < 0) {
250 statusCat = mLogCategoryById("core.status");
251 }
252#ifdef M_CORE_GBA
253 if (level == mLOG_STUB && category == biosCat) {
254 va_list argc;
255 va_copy(argc, args);
256 int immediate = va_arg(argc, int);
257 va_end(argc);
258 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
259 } else
260#endif
261 if (category == statusCat) {
262 // Slot 0 is reserved for suspend points
263 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
264 va_list argc;
265 va_copy(argc, args);
266 int slot = va_arg(argc, int);
267 va_end(argc);
268 if (slot == 0) {
269 format = "Loaded suspend state";
270 }
271 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
272 va_list argc;
273 va_copy(argc, args);
274 int slot = va_arg(argc, int);
275 va_end(argc);
276 if (slot == 0) {
277 return;
278 }
279 }
280 message = QString().vsprintf(format, args);
281 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
282 }
283 if (level == mLOG_FATAL) {
284 mCoreThreadMarkCrashed(controller->thread());
285 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
286 } else if (!(controller->m_logLevels & level)) {
287 return;
288 }
289 message = QString().vsprintf(format, args);
290 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
291 };
292
293 m_threadContext.userData = this;
294
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 clearMultiplayerController();
305 delete m_backupLoadState;
306}
307
308void GameController::setMultiplayerController(MultiplayerController* controller) {
309 if (controller == m_multiplayer) {
310 return;
311 }
312 clearMultiplayerController();
313 m_multiplayer = controller;
314 if (isLoaded()) {
315 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
316 GameController* controller = static_cast<GameController*>(thread->userData);
317 controller->m_multiplayer->attachGame(controller);
318 });
319 }
320}
321
322void GameController::clearMultiplayerController() {
323 if (!m_multiplayer) {
324 return;
325 }
326 m_multiplayer->detachGame(this);
327 m_multiplayer = nullptr;
328}
329
330void GameController::setOverride(Override* override) {
331 m_override = override;
332 if (isLoaded()) {
333 Interrupter interrupter(this);
334 m_override->identify(m_threadContext.core);
335 }
336}
337
338void GameController::clearOverride() {
339 delete m_override;
340 m_override = nullptr;
341}
342
343void GameController::setConfig(const mCoreConfig* config) {
344 m_config = config;
345 if (isLoaded()) {
346 Interrupter interrupter(this);
347 mCoreLoadForeignConfig(m_threadContext.core, config);
348 m_audioSync = m_threadContext.sync.audioWait;
349 m_videoSync = m_threadContext.sync.videoFrameWait;
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, bool rewindSave) {
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 m_threadContext.core->opts.rewindSave = rewindSave;
743 if (enable && capacity > 0) {
744 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
745 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
746 }
747 }
748}
749
750void GameController::rewind(int states) {
751 threadInterrupt();
752 if (!states) {
753 states = INT_MAX;
754 }
755 for (int i = 0; i < states; ++i) {
756 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
757 break;
758 }
759 }
760 threadContinue();
761 emit frameAvailable(m_drawContext);
762 emit rewound(&m_threadContext);
763}
764
765void GameController::startRewinding() {
766 if (!isLoaded()) {
767 return;
768 }
769 if (!m_threadContext.core->opts.rewindEnable) {
770 return;
771 }
772 if (m_multiplayer && m_multiplayer->attached() > 1) {
773 return;
774 }
775 if (m_wasPaused) {
776 setPaused(false);
777 m_wasPaused = true;
778 }
779 mCoreThreadSetRewinding(&m_threadContext, true);
780}
781
782void GameController::stopRewinding() {
783 if (!isLoaded()) {
784 return;
785 }
786 mCoreThreadSetRewinding(&m_threadContext, false);
787 bool signalsBlocked = blockSignals(true);
788 setPaused(m_wasPaused);
789 blockSignals(signalsBlocked);
790}
791
792void GameController::keyPressed(int key) {
793 int mappedKey = 1 << key;
794 m_activeKeys |= mappedKey;
795 if (!m_inputController->allowOpposing()) {
796 if ((m_activeKeys & 0x30) == 0x30) {
797 m_inactiveKeys |= mappedKey ^ 0x30;
798 m_activeKeys ^= mappedKey ^ 0x30;
799 }
800 if ((m_activeKeys & 0xC0) == 0xC0) {
801 m_inactiveKeys |= mappedKey ^ 0xC0;
802 m_activeKeys ^= mappedKey ^ 0xC0;
803 }
804 }
805 updateKeys();
806}
807
808void GameController::keyReleased(int key) {
809 int mappedKey = 1 << key;
810 m_activeKeys &= ~mappedKey;
811 if (!m_inputController->allowOpposing()) {
812 if (mappedKey & 0x30) {
813 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
814 m_inactiveKeys &= ~0x30;
815 }
816 if (mappedKey & 0xC0) {
817 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
818 m_inactiveKeys &= ~0xC0;
819 }
820 }
821 updateKeys();
822}
823
824void GameController::clearKeys() {
825 m_activeKeys = 0;
826 m_inactiveKeys = 0;
827 updateKeys();
828}
829
830void GameController::setAutofire(int key, bool enable) {
831 if (key >= GBA_KEY_MAX || key < 0) {
832 return;
833 }
834
835 if (!enable && m_autofireStatus[key]) {
836 keyReleased(key);
837 }
838
839 m_autofire[key] = enable;
840 m_autofireStatus[key] = 0;
841}
842
843void GameController::setAudioBufferSamples(int samples) {
844 if (m_audioProcessor) {
845 threadInterrupt();
846 redoSamples(samples);
847 threadContinue();
848 m_audioProcessor->setBufferSamples(samples);
849 }
850}
851
852void GameController::setAudioSampleRate(unsigned rate) {
853 if (!rate) {
854 return;
855 }
856 if (m_audioProcessor) {
857 threadInterrupt();
858 redoSamples(m_audioProcessor->getBufferSamples());
859 threadContinue();
860 m_audioProcessor->requestSampleRate(rate);
861 }
862}
863
864void GameController::setAudioChannelEnabled(int channel, bool enable) {
865 if (channel > 5 || channel < 0) {
866 return;
867 }
868#ifdef M_CORE_GBA
869 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
870#endif
871#ifdef M_CORE_GB
872 GB* gb = static_cast<GB*>(m_threadContext.core->board);
873#endif
874 m_audioChannels[channel] = enable;
875 if (isLoaded()) {
876 switch (channel) {
877 case 0:
878 case 1:
879 case 2:
880 case 3:
881 switch (m_threadContext.core->platform(m_threadContext.core)) {
882#ifdef M_CORE_GBA
883 case PLATFORM_GBA:
884 gba->audio.psg.forceDisableCh[channel] = !enable;
885 break;
886#endif
887#ifdef M_CORE_GB
888 case PLATFORM_GB:
889 gb->audio.forceDisableCh[channel] = !enable;
890 break;
891#endif
892 default:
893 break;
894 }
895 break;
896#ifdef M_CORE_GBA
897 case 4:
898 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
899 gba->audio.forceDisableChA = !enable;
900 }
901 break;
902 case 5:
903 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
904 gba->audio.forceDisableChB = !enable;
905 }
906 break;
907#endif
908 }
909 }
910}
911
912void GameController::startAudio() {
913 if (!m_audioProcessor->start()) {
914 LOG(QT, ERROR) << tr("Failed to start audio processor");
915 // Don't freeze!
916 m_audioSync = false;
917 m_videoSync = true;
918 m_threadContext.sync.audioWait = false;
919 m_threadContext.sync.videoFrameWait = true;
920 }
921}
922
923void GameController::setVideoLayerEnabled(int layer, bool enable) {
924 if (layer > 4 || layer < 0) {
925 return;
926 }
927 m_videoLayers[layer] = enable;
928#ifdef M_CORE_GBA
929 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
930 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
931 switch (layer) {
932 case 0:
933 case 1:
934 case 2:
935 case 3:
936 gba->video.renderer->disableBG[layer] = !enable;
937 break;
938 case 4:
939 gba->video.renderer->disableOBJ = !enable;
940 break;
941 }
942 }
943#endif
944}
945
946void GameController::setFPSTarget(float fps) {
947 Interrupter interrupter(this);
948 m_fpsTarget = fps;
949 m_threadContext.sync.fpsTarget = fps;
950 if (m_turbo && m_turboSpeed > 0) {
951 m_threadContext.sync.fpsTarget *= m_turboSpeed;
952 }
953 if (m_audioProcessor) {
954 redoSamples(m_audioProcessor->getBufferSamples());
955 }
956}
957
958void GameController::setUseBIOS(bool use) {
959 if (use == m_useBios) {
960 return;
961 }
962 m_useBios = use;
963 if (m_gameOpen) {
964 closeGame();
965 openGame();
966 }
967}
968
969void GameController::loadState(int slot) {
970 if (m_fname.isEmpty()) {
971 // We're in the BIOS
972 return;
973 }
974 if (slot > 0 && slot != m_stateSlot) {
975 m_stateSlot = slot;
976 m_backupSaveState.clear();
977 }
978 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
979 GameController* controller = static_cast<GameController*>(context->userData);
980 if (!controller->m_backupLoadState) {
981 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
982 }
983 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
984 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
985 controller->frameAvailable(controller->m_drawContext);
986 controller->stateLoaded(context);
987 }
988 });
989}
990
991void GameController::saveState(int slot) {
992 if (m_fname.isEmpty()) {
993 // We're in the BIOS
994 return;
995 }
996 if (slot > 0) {
997 m_stateSlot = slot;
998 }
999 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1000 GameController* controller = static_cast<GameController*>(context->userData);
1001 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
1002 if (vf) {
1003 controller->m_backupSaveState.resize(vf->size(vf));
1004 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
1005 vf->close(vf);
1006 }
1007 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
1008 });
1009}
1010
1011void GameController::loadBackupState() {
1012 if (!m_backupLoadState) {
1013 return;
1014 }
1015
1016 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1017 GameController* controller = static_cast<GameController*>(context->userData);
1018 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
1019 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
1020 mLOG(STATUS, INFO, "Undid state load");
1021 controller->frameAvailable(controller->m_drawContext);
1022 controller->stateLoaded(context);
1023 }
1024 controller->m_backupLoadState->close(controller->m_backupLoadState);
1025 controller->m_backupLoadState = nullptr;
1026 });
1027}
1028
1029void GameController::saveBackupState() {
1030 if (m_backupSaveState.isEmpty()) {
1031 return;
1032 }
1033
1034 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1035 GameController* controller = static_cast<GameController*>(context->userData);
1036 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1037 if (vf) {
1038 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1039 vf->close(vf);
1040 mLOG(STATUS, INFO, "Undid state save");
1041 }
1042 controller->m_backupSaveState.clear();
1043 });
1044}
1045
1046void GameController::setTurbo(bool set, bool forced) {
1047 if (m_turboForced && !forced) {
1048 return;
1049 }
1050 if (m_turbo == set && m_turboForced == (set && forced)) {
1051 // Don't interrupt the thread if we don't need to
1052 return;
1053 }
1054 if (!m_sync) {
1055 return;
1056 }
1057 m_turbo = set;
1058 m_turboForced = set && forced;
1059 enableTurbo();
1060}
1061
1062void GameController::setTurboSpeed(float ratio) {
1063 m_turboSpeed = ratio;
1064 enableTurbo();
1065}
1066
1067void GameController::enableTurbo() {
1068 Interrupter interrupter(this);
1069 bool shouldRedoSamples = false;
1070 if (!m_turbo) {
1071 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1072 m_threadContext.sync.fpsTarget = m_fpsTarget;
1073 m_threadContext.sync.audioWait = m_audioSync;
1074 m_threadContext.sync.videoFrameWait = m_videoSync;
1075 } else if (m_turboSpeed <= 0) {
1076 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1077 m_threadContext.sync.fpsTarget = m_fpsTarget;
1078 m_threadContext.sync.audioWait = false;
1079 m_threadContext.sync.videoFrameWait = false;
1080 } else {
1081 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1082 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1083 m_threadContext.sync.audioWait = true;
1084 m_threadContext.sync.videoFrameWait = false;
1085 }
1086 if (m_audioProcessor && shouldRedoSamples) {
1087 redoSamples(m_audioProcessor->getBufferSamples());
1088 }
1089}
1090
1091void GameController::setSync(bool enable) {
1092 m_turbo = false;
1093 m_turboForced = false;
1094 if (!enable) {
1095 m_threadContext.sync.audioWait = false;
1096 m_threadContext.sync.videoFrameWait = false;
1097 } else {
1098 m_threadContext.sync.audioWait = m_audioSync;
1099 m_threadContext.sync.videoFrameWait = m_videoSync;
1100 }
1101 m_sync = enable;
1102}
1103
1104void GameController::setAudioSync(bool enable) {
1105 m_audioSync = enable;
1106 m_threadContext.sync.audioWait = enable;
1107}
1108
1109void GameController::setVideoSync(bool enable) {
1110 m_videoSync = enable;
1111 m_threadContext.sync.videoFrameWait = enable;
1112}
1113
1114void GameController::setAVStream(mAVStream* stream) {
1115 Interrupter interrupter(this);
1116 m_stream = stream;
1117 if (isLoaded()) {
1118 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1119 }
1120}
1121
1122void GameController::clearAVStream() {
1123 Interrupter interrupter(this);
1124 m_stream = nullptr;
1125 if (isLoaded()) {
1126 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1127 }
1128}
1129
1130#ifdef USE_PNG
1131void GameController::screenshot() {
1132 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1133 mCoreTakeScreenshot(context->core);
1134 });
1135}
1136#endif
1137
1138void GameController::reloadAudioDriver() {
1139 int samples = 0;
1140 unsigned sampleRate = 0;
1141 if (m_audioProcessor) {
1142 m_audioProcessor->pause();
1143 samples = m_audioProcessor->getBufferSamples();
1144 sampleRate = m_audioProcessor->sampleRate();
1145 delete m_audioProcessor;
1146 }
1147 m_audioProcessor = AudioProcessor::create();
1148 if (samples) {
1149 m_audioProcessor->setBufferSamples(samples);
1150 }
1151 if (sampleRate) {
1152 m_audioProcessor->requestSampleRate(sampleRate);
1153 }
1154 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1155 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1156 if (isLoaded()) {
1157 m_audioProcessor->setInput(&m_threadContext);
1158 startAudio();
1159 }
1160}
1161
1162void GameController::setSaveStateExtdata(int flags) {
1163 m_saveStateFlags = flags;
1164}
1165
1166void GameController::setLoadStateExtdata(int flags) {
1167 m_loadStateFlags = flags;
1168}
1169
1170void GameController::setLuminanceValue(uint8_t value) {
1171 m_luxValue = value;
1172 value = std::max<int>(value - 0x16, 0);
1173 m_luxLevel = 10;
1174 for (int i = 0; i < 10; ++i) {
1175 if (value < GBA_LUX_LEVELS[i]) {
1176 m_luxLevel = i;
1177 break;
1178 }
1179 }
1180 emit luminanceValueChanged(m_luxValue);
1181}
1182
1183void GameController::setLuminanceLevel(int level) {
1184 int value = 0x16;
1185 level = std::max(0, std::min(10, level));
1186 if (level > 0) {
1187 value += GBA_LUX_LEVELS[level - 1];
1188 }
1189 setLuminanceValue(value);
1190}
1191
1192void GameController::setRealTime() {
1193 if (!isLoaded()) {
1194 return;
1195 }
1196 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1197}
1198
1199void GameController::setFixedTime(const QDateTime& time) {
1200 if (!isLoaded()) {
1201 return;
1202 }
1203 m_threadContext.core->rtc.override = RTC_FIXED;
1204 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1205}
1206
1207void GameController::setFakeEpoch(const QDateTime& time) {
1208 if (!isLoaded()) {
1209 return;
1210 }
1211 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1212 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1213}
1214
1215void GameController::updateKeys() {
1216 int activeKeys = m_activeKeys;
1217 activeKeys |= m_activeButtons;
1218 activeKeys &= ~m_inactiveKeys;
1219 if (isLoaded()) {
1220 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1221 }
1222}
1223
1224void GameController::redoSamples(int samples) {
1225 if (m_threadContext.core) {
1226 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1227 }
1228 m_audioProcessor->inputParametersChanged();
1229}
1230
1231void GameController::setLogLevel(int levels) {
1232 Interrupter interrupter(this);
1233 m_logLevels = levels;
1234}
1235
1236void GameController::enableLogLevel(int levels) {
1237 Interrupter interrupter(this);
1238 m_logLevels |= levels;
1239}
1240
1241void GameController::disableLogLevel(int levels) {
1242 Interrupter interrupter(this);
1243 m_logLevels &= ~levels;
1244}
1245
1246void GameController::pollEvents() {
1247 if (!m_inputController) {
1248 return;
1249 }
1250
1251 m_activeButtons = m_inputController->pollEvents();
1252 updateKeys();
1253}
1254
1255void GameController::updateAutofire() {
1256 // TODO: Move all key events onto the CPU thread...somehow
1257 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1258 if (!m_autofire[k]) {
1259 continue;
1260 }
1261 m_autofireStatus[k] ^= 1;
1262 if (m_autofireStatus[k]) {
1263 keyPressed(k);
1264 } else {
1265 keyReleased(k);
1266 }
1267 }
1268}
1269
1270std::shared_ptr<mTileCache> GameController::tileCache() {
1271 if (m_tileCache) {
1272 return m_tileCache;
1273 }
1274 switch (platform()) {
1275#ifdef M_CORE_GBA
1276 case PLATFORM_GBA: {
1277 Interrupter interrupter(this);
1278 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1279 m_tileCache = std::make_shared<mTileCache>();
1280 GBAVideoTileCacheInit(m_tileCache.get());
1281 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1282 mTileCacheSetPalette(m_tileCache.get(), 0);
1283 break;
1284 }
1285#endif
1286#ifdef M_CORE_GB
1287 case PLATFORM_GB: {
1288 Interrupter interrupter(this);
1289 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1290 m_tileCache = std::make_shared<mTileCache>();
1291 GBVideoTileCacheInit(m_tileCache.get());
1292 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1293 mTileCacheSetPalette(m_tileCache.get(), 0);
1294 break;
1295 }
1296#endif
1297 default:
1298 return nullptr;
1299 }
1300 return m_tileCache;
1301}
1302
1303GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1304 : m_parent(parent)
1305 , m_fromThread(fromThread)
1306{
1307 if (!m_fromThread) {
1308 m_parent->threadInterrupt();
1309 } else {
1310 mCoreThreadInterruptFromThread(m_parent->thread());
1311 }
1312}
1313
1314GameController::Interrupter::~Interrupter() {
1315 if (!m_fromThread) {
1316 m_parent->threadContinue();
1317 } else {
1318 mCoreThreadContinue(m_parent->thread());
1319 }
1320}