all repos — mgba @ 5dc56b98e896c9e246443354d77bb91a90c16c0a

mGBA Game Boy Advance Emulator

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