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->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
91 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, 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 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &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 QMetaObject::invokeMethod(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 m_threadContext.sleepCallback = [](mCoreThread* context) {
221 if (!context) {
222 return;
223 }
224 GameController* controller = static_cast<GameController*>(context->userData);
225 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
226 return;
227 }
228 QMetaObject::invokeMethod(controller, "closeGame");
229 };
230
231 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
232 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
233 mCoreThread* context = logContext->p;
234
235 static const char* savestateMessage = "State %i loaded";
236 static const char* savestateFailedMessage = "State %i failed to load";
237 static int biosCat = -1;
238 static int statusCat = -1;
239 if (!context) {
240 return;
241 }
242 GameController* controller = static_cast<GameController*>(context->userData);
243 QString message;
244 if (biosCat < 0) {
245 biosCat = mLogCategoryById("gba.bios");
246 }
247 if (statusCat < 0) {
248 statusCat = mLogCategoryById("core.status");
249 }
250#ifdef M_CORE_GBA
251 if (level == mLOG_STUB && category == biosCat) {
252 va_list argc;
253 va_copy(argc, args);
254 int immediate = va_arg(argc, int);
255 va_end(argc);
256 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
257 } else
258#endif
259 if (category == statusCat) {
260 // Slot 0 is reserved for suspend points
261 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
262 va_list argc;
263 va_copy(argc, args);
264 int slot = va_arg(argc, int);
265 va_end(argc);
266 if (slot == 0) {
267 format = "Loaded suspend state";
268 }
269 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
270 va_list argc;
271 va_copy(argc, args);
272 int slot = va_arg(argc, int);
273 va_end(argc);
274 if (slot == 0) {
275 return;
276 }
277 }
278 message = QString().vsprintf(format, args);
279 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
280 }
281 if (level == mLOG_FATAL) {
282 mCoreThreadMarkCrashed(controller->thread());
283 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
284 } else if (!(controller->m_logLevels & level)) {
285 return;
286 }
287 message = QString().vsprintf(format, args);
288 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
289 };
290
291 m_threadContext.userData = this;
292
293 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
294 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
295 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
296 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
297}
298
299GameController::~GameController() {
300 disconnect();
301 closeGame();
302 clearMultiplayerController();
303 delete m_backupLoadState;
304}
305
306void GameController::setMultiplayerController(MultiplayerController* controller) {
307 if (controller == m_multiplayer) {
308 return;
309 }
310 clearMultiplayerController();
311 m_multiplayer = controller;
312 if (isLoaded()) {
313 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
314 GameController* controller = static_cast<GameController*>(thread->userData);
315 controller->m_multiplayer->attachGame(controller);
316 });
317 }
318}
319
320void GameController::clearMultiplayerController() {
321 if (!m_multiplayer) {
322 return;
323 }
324 m_multiplayer->detachGame(this);
325 m_multiplayer = nullptr;
326}
327
328void GameController::setOverride(Override* override) {
329 m_override = override;
330 if (isLoaded()) {
331 Interrupter interrupter(this);
332 m_override->identify(m_threadContext.core);
333 }
334}
335
336void GameController::clearOverride() {
337 delete m_override;
338 m_override = nullptr;
339}
340
341void GameController::setConfig(const mCoreConfig* config) {
342 m_config = config;
343 if (isLoaded()) {
344 Interrupter interrupter(this);
345 mCoreLoadForeignConfig(m_threadContext.core, config);
346 m_audioSync = m_threadContext.sync.audioWait;
347 m_videoSync = m_threadContext.sync.videoFrameWait;
348 m_audioProcessor->setInput(&m_threadContext);
349 }
350}
351
352#ifdef USE_GDB_STUB
353mDebugger* GameController::debugger() {
354 if (!isLoaded()) {
355 return nullptr;
356 }
357 return m_threadContext.core->debugger;
358}
359
360void GameController::setDebugger(mDebugger* debugger) {
361 Interrupter interrupter(this);
362 if (debugger) {
363 mDebuggerAttach(debugger, m_threadContext.core);
364 } else {
365 m_threadContext.core->detachDebugger(m_threadContext.core);
366 }
367}
368#endif
369
370void GameController::loadGame(const QString& path) {
371 closeGame();
372 QFileInfo info(path);
373 if (!info.isReadable()) {
374 QString fname = info.fileName();
375 QString base = info.path();
376 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
377 base.chop(1);
378 }
379 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
380 if (dir) {
381 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
382 if (vf) {
383 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
384 uint8_t buffer[2048];
385 ssize_t read;
386 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
387 vfclone->write(vfclone, buffer, read);
388 }
389 vf->close(vf);
390 vf = vfclone;
391 }
392 dir->close(dir);
393 loadGame(vf, fname, base);
394 } else {
395 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
396 }
397 return;
398 } else {
399 m_fname = info.canonicalFilePath();
400 m_fsub = QString();
401 }
402 m_vf = nullptr;
403 openGame();
404}
405
406void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
407 closeGame();
408 QFileInfo info(base);
409 if (info.isDir()) {
410 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
411 m_fsub = QString();
412 } else {
413 m_fname = info.canonicalFilePath();
414 m_fsub = path;
415 }
416 m_vf = vf;
417 openGame();
418}
419
420void GameController::bootBIOS() {
421 closeGame();
422 m_fname = QString();
423 openGame(true);
424}
425
426void GameController::openGame(bool biosOnly) {
427 if (m_fname.isEmpty()) {
428 biosOnly = true;
429 }
430 if (isLoaded()) {
431 // We need to delay if the game is still cleaning up
432 QTimer::singleShot(10, this, SLOT(openGame()));
433 return;
434 } else if(m_gameOpen) {
435 cleanGame();
436 }
437
438 m_threadContext.core = nullptr;
439 if (!biosOnly) {
440 if (m_vf) {
441 m_threadContext.core = mCoreFindVF(m_vf);
442 } else {
443 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
444 }
445#ifdef M_CORE_GBA
446 } else {
447 m_threadContext.core = GBACoreCreate();
448#endif
449 }
450
451 if (!m_threadContext.core) {
452 return;
453 }
454
455 m_pauseAfterFrame = false;
456
457 if (m_turbo) {
458 m_threadContext.sync.videoFrameWait = false;
459 m_threadContext.sync.audioWait = false;
460 } else {
461 m_threadContext.sync.videoFrameWait = m_videoSync;
462 m_threadContext.sync.audioWait = m_audioSync;
463 }
464 m_threadContext.core->init(m_threadContext.core);
465 mCoreInitConfig(m_threadContext.core, nullptr);
466
467 unsigned width, height;
468 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
469 m_drawContext = new uint32_t[width * height];
470 m_frontBuffer = new uint32_t[width * height];
471
472 if (m_config) {
473 mCoreLoadForeignConfig(m_threadContext.core, m_config);
474 }
475
476 QByteArray bytes;
477 if (!biosOnly) {
478 bytes = m_fname.toUtf8();
479 if (m_vf) {
480 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
481 } else {
482 mCoreLoadFile(m_threadContext.core, bytes.constData());
483 mDirectorySetDetachBase(&m_threadContext.core->dirs);
484 }
485 } else {
486 bytes = m_bios.toUtf8();
487 }
488 if (bytes.isNull()) {
489 return;
490 }
491
492 char dirname[PATH_MAX];
493 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
494 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
495
496 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
497
498 m_inputController->recalibrateAxes();
499 memset(m_drawContext, 0xF8, width * height * 4);
500
501 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
502
503 if (!biosOnly) {
504 mCoreAutoloadSave(m_threadContext.core);
505 if (!m_patch.isNull()) {
506 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
507 if (patch) {
508 m_threadContext.core->loadPatch(m_threadContext.core, patch);
509 }
510 patch->close(patch);
511 } else {
512 mCoreAutoloadPatch(m_threadContext.core);
513 }
514 }
515 m_vf = nullptr;
516
517 if (!mCoreThreadStart(&m_threadContext)) {
518 emit gameFailed();
519 }
520}
521
522void GameController::loadBIOS(int platform, const QString& path) {
523 if (m_bios == path) {
524 return;
525 }
526 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
527 closeGame();
528 m_bios = path;
529 openGame();
530 } else if (!m_gameOpen || m_bios.isNull()) {
531 m_bios = path;
532 }
533}
534
535void GameController::loadSave(const QString& path, bool temporary) {
536 if (!isLoaded()) {
537 return;
538 }
539 m_resetActions.append([this, path, temporary]() {
540 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
541 if (!vf) {
542 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
543 return;
544 }
545
546 if (temporary) {
547 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
548 } else {
549 m_threadContext.core->loadSave(m_threadContext.core, vf);
550 }
551 });
552 reset();
553}
554
555void GameController::yankPak() {
556 if (!m_gameOpen) {
557 return;
558 }
559 Interrupter interrupter(this);
560 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
561}
562
563void GameController::replaceGame(const QString& path) {
564 if (!m_gameOpen) {
565 return;
566 }
567
568 QFileInfo info(path);
569 if (!info.isReadable()) {
570 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
571 return;
572 }
573 m_fname = info.canonicalFilePath();
574 Interrupter interrupter(this);
575 mDirectorySetDetachBase(&m_threadContext.core->dirs);
576 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
577}
578
579void GameController::loadPatch(const QString& path) {
580 if (m_gameOpen) {
581 closeGame();
582 m_patch = path;
583 openGame();
584 } else {
585 m_patch = path;
586 }
587}
588
589void GameController::importSharkport(const QString& path) {
590 if (!isLoaded()) {
591 return;
592 }
593#ifdef M_CORE_GBA
594 if (platform() != PLATFORM_GBA) {
595 return;
596 }
597 VFile* vf = VFileDevice::open(path, O_RDONLY);
598 if (!vf) {
599 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
600 return;
601 }
602 threadInterrupt();
603 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
604 threadContinue();
605 vf->close(vf);
606#endif
607}
608
609void GameController::exportSharkport(const QString& path) {
610 if (!isLoaded()) {
611 return;
612 }
613#ifdef M_CORE_GBA
614 if (platform() != PLATFORM_GBA) {
615 return;
616 }
617 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
618 if (!vf) {
619 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
620 return;
621 }
622 threadInterrupt();
623 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
624 threadContinue();
625 vf->close(vf);
626#endif
627}
628
629void GameController::closeGame() {
630 if (!m_gameOpen) {
631 return;
632 }
633
634 if (mCoreThreadIsPaused(&m_threadContext)) {
635 mCoreThreadUnpause(&m_threadContext);
636 }
637 mCoreThreadEnd(&m_threadContext);
638}
639
640void GameController::cleanGame() {
641 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
642 return;
643 }
644
645 m_audioProcessor->pause();
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_threadContext.core = nullptr;
658 m_gameOpen = false;
659}
660
661void GameController::crashGame(const QString& crashMessage) {
662 closeGame();
663 emit gameCrashed(crashMessage);
664}
665
666bool GameController::isPaused() {
667 if (!m_gameOpen) {
668 return false;
669 }
670 return mCoreThreadIsPaused(&m_threadContext);
671}
672
673mPlatform GameController::platform() const {
674 if (!m_gameOpen) {
675 return PLATFORM_NONE;
676 }
677 return m_threadContext.core->platform(m_threadContext.core);
678}
679
680QSize GameController::screenDimensions() const {
681 if (!m_gameOpen) {
682 return QSize();
683 }
684 unsigned width, height;
685 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
686
687 return QSize(width, height);
688}
689
690void GameController::setPaused(bool paused) {
691 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
692 return;
693 }
694 m_wasPaused = paused;
695 if (paused) {
696 m_pauseAfterFrame.testAndSetRelaxed(false, true);
697 } else {
698 mCoreThreadUnpause(&m_threadContext);
699 startAudio();
700 emit gameUnpaused(&m_threadContext);
701 }
702}
703
704void GameController::reset() {
705 if (!m_gameOpen) {
706 return;
707 }
708 bool wasPaused = isPaused();
709 setPaused(false);
710 Interrupter interrupter(this);
711 mCoreThreadReset(&m_threadContext);
712 if (wasPaused) {
713 setPaused(true);
714 }
715}
716
717void GameController::threadInterrupt() {
718 if (m_gameOpen) {
719 mCoreThreadInterrupt(&m_threadContext);
720 }
721}
722
723void GameController::threadContinue() {
724 if (m_gameOpen) {
725 mCoreThreadContinue(&m_threadContext);
726 }
727}
728
729void GameController::frameAdvance() {
730 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
731 setPaused(false);
732 }
733}
734
735void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
736 if (m_gameOpen) {
737 Interrupter interrupter(this);
738 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
739 mCoreRewindContextDeinit(&m_threadContext.rewind);
740 }
741 m_threadContext.core->opts.rewindEnable = enable;
742 m_threadContext.core->opts.rewindBufferCapacity = capacity;
743 m_threadContext.core->opts.rewindSave = rewindSave;
744 if (enable && capacity > 0) {
745 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
746 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
747 }
748 }
749}
750
751void GameController::rewind(int states) {
752 threadInterrupt();
753 if (!states) {
754 states = INT_MAX;
755 }
756 for (int i = 0; i < states; ++i) {
757 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
758 break;
759 }
760 }
761 threadContinue();
762 emit frameAvailable(m_drawContext);
763 emit rewound(&m_threadContext);
764}
765
766void GameController::startRewinding() {
767 if (!isLoaded()) {
768 return;
769 }
770 if (!m_threadContext.core->opts.rewindEnable) {
771 return;
772 }
773 if (m_multiplayer && m_multiplayer->attached() > 1) {
774 return;
775 }
776 if (m_wasPaused) {
777 setPaused(false);
778 m_wasPaused = true;
779 }
780 mCoreThreadSetRewinding(&m_threadContext, true);
781}
782
783void GameController::stopRewinding() {
784 if (!isLoaded()) {
785 return;
786 }
787 mCoreThreadSetRewinding(&m_threadContext, false);
788 bool signalsBlocked = blockSignals(true);
789 setPaused(m_wasPaused);
790 blockSignals(signalsBlocked);
791}
792
793void GameController::keyPressed(int key) {
794 int mappedKey = 1 << key;
795 m_activeKeys |= mappedKey;
796 if (!m_inputController->allowOpposing()) {
797 if ((m_activeKeys & 0x30) == 0x30) {
798 m_inactiveKeys |= mappedKey ^ 0x30;
799 m_activeKeys ^= mappedKey ^ 0x30;
800 }
801 if ((m_activeKeys & 0xC0) == 0xC0) {
802 m_inactiveKeys |= mappedKey ^ 0xC0;
803 m_activeKeys ^= mappedKey ^ 0xC0;
804 }
805 }
806 updateKeys();
807}
808
809void GameController::keyReleased(int key) {
810 int mappedKey = 1 << key;
811 m_activeKeys &= ~mappedKey;
812 if (!m_inputController->allowOpposing()) {
813 if (mappedKey & 0x30) {
814 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
815 m_inactiveKeys &= ~0x30;
816 }
817 if (mappedKey & 0xC0) {
818 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
819 m_inactiveKeys &= ~0xC0;
820 }
821 }
822 updateKeys();
823}
824
825void GameController::cursorLocation(int x, int y) {
826 if (!isLoaded()) {
827 return;
828 }
829 m_threadContext.core->setCursorLocation(m_threadContext.core, x, y);
830}
831
832void GameController::cursorDown(bool down) {
833 if (!isLoaded()) {
834 return;
835 }
836 m_threadContext.core->setCursorDown(m_threadContext.core, down);
837}
838
839void GameController::clearKeys() {
840 m_activeKeys = 0;
841 m_inactiveKeys = 0;
842 updateKeys();
843}
844
845void GameController::setAutofire(int key, bool enable) {
846 if (key >= GBA_KEY_MAX || key < 0) {
847 return;
848 }
849
850 if (!enable && m_autofireStatus[key]) {
851 keyReleased(key);
852 }
853
854 m_autofire[key] = enable;
855 m_autofireStatus[key] = 0;
856}
857
858void GameController::setAudioBufferSamples(int samples) {
859 if (m_audioProcessor) {
860 threadInterrupt();
861 redoSamples(samples);
862 threadContinue();
863 m_audioProcessor->setBufferSamples(samples);
864 }
865}
866
867void GameController::setAudioSampleRate(unsigned rate) {
868 if (!rate) {
869 return;
870 }
871 if (m_audioProcessor) {
872 threadInterrupt();
873 redoSamples(m_audioProcessor->getBufferSamples());
874 threadContinue();
875 m_audioProcessor->requestSampleRate(rate);
876 }
877}
878
879void GameController::setAudioChannelEnabled(int channel, bool enable) {
880 if (channel > 5 || channel < 0) {
881 return;
882 }
883#ifdef M_CORE_GBA
884 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
885#endif
886#ifdef M_CORE_GB
887 GB* gb = static_cast<GB*>(m_threadContext.core->board);
888#endif
889 m_audioChannels[channel] = enable;
890 if (isLoaded()) {
891 switch (channel) {
892 case 0:
893 case 1:
894 case 2:
895 case 3:
896 switch (m_threadContext.core->platform(m_threadContext.core)) {
897#ifdef M_CORE_GBA
898 case PLATFORM_GBA:
899 gba->audio.psg.forceDisableCh[channel] = !enable;
900 break;
901#endif
902#ifdef M_CORE_GB
903 case PLATFORM_GB:
904 gb->audio.forceDisableCh[channel] = !enable;
905 break;
906#endif
907 default:
908 break;
909 }
910 break;
911#ifdef M_CORE_GBA
912 case 4:
913 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
914 gba->audio.forceDisableChA = !enable;
915 }
916 break;
917 case 5:
918 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
919 gba->audio.forceDisableChB = !enable;
920 }
921 break;
922#endif
923 }
924 }
925}
926
927void GameController::startAudio() {
928 if (!m_audioProcessor->start()) {
929 LOG(QT, ERROR) << tr("Failed to start audio processor");
930 // Don't freeze!
931 m_audioSync = false;
932 m_videoSync = true;
933 m_threadContext.sync.audioWait = false;
934 m_threadContext.sync.videoFrameWait = true;
935 }
936}
937
938void GameController::setVideoLayerEnabled(int layer, bool enable) {
939 if (layer > 4 || layer < 0) {
940 return;
941 }
942 m_videoLayers[layer] = enable;
943#ifdef M_CORE_GBA
944 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
945 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
946 switch (layer) {
947 case 0:
948 case 1:
949 case 2:
950 case 3:
951 gba->video.renderer->disableBG[layer] = !enable;
952 break;
953 case 4:
954 gba->video.renderer->disableOBJ = !enable;
955 break;
956 }
957 }
958#endif
959}
960
961void GameController::setFPSTarget(float fps) {
962 Interrupter interrupter(this);
963 m_fpsTarget = fps;
964 m_threadContext.sync.fpsTarget = fps;
965 if (m_turbo && m_turboSpeed > 0) {
966 m_threadContext.sync.fpsTarget *= m_turboSpeed;
967 }
968 if (m_audioProcessor) {
969 redoSamples(m_audioProcessor->getBufferSamples());
970 }
971}
972
973void GameController::setUseBIOS(bool use) {
974 if (use == m_useBios) {
975 return;
976 }
977 m_useBios = use;
978 if (m_gameOpen) {
979 closeGame();
980 openGame();
981 }
982}
983
984void GameController::loadState(int slot) {
985 if (m_fname.isEmpty()) {
986 // We're in the BIOS
987 return;
988 }
989 if (slot > 0 && slot != m_stateSlot) {
990 m_stateSlot = slot;
991 m_backupSaveState.clear();
992 }
993 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
994 GameController* controller = static_cast<GameController*>(context->userData);
995 if (!controller->m_backupLoadState) {
996 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
997 }
998 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
999 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
1000 controller->frameAvailable(controller->m_drawContext);
1001 controller->stateLoaded(context);
1002 }
1003 });
1004}
1005
1006void GameController::saveState(int slot) {
1007 if (m_fname.isEmpty()) {
1008 // We're in the BIOS
1009 return;
1010 }
1011 if (slot > 0) {
1012 m_stateSlot = slot;
1013 }
1014 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1015 GameController* controller = static_cast<GameController*>(context->userData);
1016 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
1017 if (vf) {
1018 controller->m_backupSaveState.resize(vf->size(vf));
1019 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
1020 vf->close(vf);
1021 }
1022 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
1023 });
1024}
1025
1026void GameController::loadBackupState() {
1027 if (!m_backupLoadState) {
1028 return;
1029 }
1030
1031 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1032 GameController* controller = static_cast<GameController*>(context->userData);
1033 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
1034 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
1035 mLOG(STATUS, INFO, "Undid state load");
1036 controller->frameAvailable(controller->m_drawContext);
1037 controller->stateLoaded(context);
1038 }
1039 controller->m_backupLoadState->close(controller->m_backupLoadState);
1040 controller->m_backupLoadState = nullptr;
1041 });
1042}
1043
1044void GameController::saveBackupState() {
1045 if (m_backupSaveState.isEmpty()) {
1046 return;
1047 }
1048
1049 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1050 GameController* controller = static_cast<GameController*>(context->userData);
1051 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1052 if (vf) {
1053 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1054 vf->close(vf);
1055 mLOG(STATUS, INFO, "Undid state save");
1056 }
1057 controller->m_backupSaveState.clear();
1058 });
1059}
1060
1061void GameController::setTurbo(bool set, bool forced) {
1062 if (m_turboForced && !forced) {
1063 return;
1064 }
1065 if (m_turbo == set && m_turboForced == (set && forced)) {
1066 // Don't interrupt the thread if we don't need to
1067 return;
1068 }
1069 if (!m_sync) {
1070 return;
1071 }
1072 m_turbo = set;
1073 m_turboForced = set && forced;
1074 enableTurbo();
1075}
1076
1077void GameController::setTurboSpeed(float ratio) {
1078 m_turboSpeed = ratio;
1079 enableTurbo();
1080}
1081
1082void GameController::enableTurbo() {
1083 Interrupter interrupter(this);
1084 bool shouldRedoSamples = false;
1085 if (!m_turbo) {
1086 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1087 m_threadContext.sync.fpsTarget = m_fpsTarget;
1088 m_threadContext.sync.audioWait = m_audioSync;
1089 m_threadContext.sync.videoFrameWait = m_videoSync;
1090 } else if (m_turboSpeed <= 0) {
1091 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1092 m_threadContext.sync.fpsTarget = m_fpsTarget;
1093 m_threadContext.sync.audioWait = false;
1094 m_threadContext.sync.videoFrameWait = false;
1095 } else {
1096 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1097 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1098 m_threadContext.sync.audioWait = true;
1099 m_threadContext.sync.videoFrameWait = false;
1100 }
1101 if (m_audioProcessor && shouldRedoSamples) {
1102 redoSamples(m_audioProcessor->getBufferSamples());
1103 }
1104}
1105
1106void GameController::setSync(bool enable) {
1107 m_turbo = false;
1108 m_turboForced = false;
1109 if (!enable) {
1110 m_threadContext.sync.audioWait = false;
1111 m_threadContext.sync.videoFrameWait = false;
1112 } else {
1113 m_threadContext.sync.audioWait = m_audioSync;
1114 m_threadContext.sync.videoFrameWait = m_videoSync;
1115 }
1116 m_sync = enable;
1117}
1118
1119void GameController::setAudioSync(bool enable) {
1120 m_audioSync = enable;
1121 m_threadContext.sync.audioWait = enable;
1122}
1123
1124void GameController::setVideoSync(bool enable) {
1125 m_videoSync = enable;
1126 m_threadContext.sync.videoFrameWait = enable;
1127}
1128
1129void GameController::setAVStream(mAVStream* stream) {
1130 Interrupter interrupter(this);
1131 m_stream = stream;
1132 if (isLoaded()) {
1133 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1134 }
1135}
1136
1137void GameController::clearAVStream() {
1138 Interrupter interrupter(this);
1139 m_stream = nullptr;
1140 if (isLoaded()) {
1141 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1142 }
1143}
1144
1145#ifdef USE_PNG
1146void GameController::screenshot() {
1147 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1148 mCoreTakeScreenshot(context->core);
1149 });
1150}
1151#endif
1152
1153void GameController::reloadAudioDriver() {
1154 int samples = 0;
1155 unsigned sampleRate = 0;
1156 if (m_audioProcessor) {
1157 m_audioProcessor->pause();
1158 samples = m_audioProcessor->getBufferSamples();
1159 sampleRate = m_audioProcessor->sampleRate();
1160 delete m_audioProcessor;
1161 }
1162 m_audioProcessor = AudioProcessor::create();
1163 if (samples) {
1164 m_audioProcessor->setBufferSamples(samples);
1165 }
1166 if (sampleRate) {
1167 m_audioProcessor->requestSampleRate(sampleRate);
1168 }
1169 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1170 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1171 if (isLoaded()) {
1172 m_audioProcessor->setInput(&m_threadContext);
1173 startAudio();
1174 }
1175}
1176
1177void GameController::setSaveStateExtdata(int flags) {
1178 m_saveStateFlags = flags;
1179}
1180
1181void GameController::setLoadStateExtdata(int flags) {
1182 m_loadStateFlags = flags;
1183}
1184
1185void GameController::setLuminanceValue(uint8_t value) {
1186 m_luxValue = value;
1187 value = std::max<int>(value - 0x16, 0);
1188 m_luxLevel = 10;
1189 for (int i = 0; i < 10; ++i) {
1190 if (value < GBA_LUX_LEVELS[i]) {
1191 m_luxLevel = i;
1192 break;
1193 }
1194 }
1195 emit luminanceValueChanged(m_luxValue);
1196}
1197
1198void GameController::setLuminanceLevel(int level) {
1199 int value = 0x16;
1200 level = std::max(0, std::min(10, level));
1201 if (level > 0) {
1202 value += GBA_LUX_LEVELS[level - 1];
1203 }
1204 setLuminanceValue(value);
1205}
1206
1207void GameController::setRealTime() {
1208 if (!isLoaded()) {
1209 return;
1210 }
1211 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1212}
1213
1214void GameController::setFixedTime(const QDateTime& time) {
1215 if (!isLoaded()) {
1216 return;
1217 }
1218 m_threadContext.core->rtc.override = RTC_FIXED;
1219 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1220}
1221
1222void GameController::setFakeEpoch(const QDateTime& time) {
1223 if (!isLoaded()) {
1224 return;
1225 }
1226 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1227 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1228}
1229
1230void GameController::updateKeys() {
1231 int activeKeys = m_activeKeys;
1232 activeKeys |= m_activeButtons;
1233 activeKeys &= ~m_inactiveKeys;
1234 if (isLoaded()) {
1235 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1236 }
1237}
1238
1239void GameController::redoSamples(int samples) {
1240 if (m_gameOpen && m_threadContext.core) {
1241 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1242 }
1243 m_audioProcessor->inputParametersChanged();
1244}
1245
1246void GameController::setLogLevel(int levels) {
1247 Interrupter interrupter(this);
1248 m_logLevels = levels;
1249}
1250
1251void GameController::enableLogLevel(int levels) {
1252 Interrupter interrupter(this);
1253 m_logLevels |= levels;
1254}
1255
1256void GameController::disableLogLevel(int levels) {
1257 Interrupter interrupter(this);
1258 m_logLevels &= ~levels;
1259}
1260
1261void GameController::pollEvents() {
1262 if (!m_inputController) {
1263 return;
1264 }
1265
1266 m_activeButtons = m_inputController->pollEvents();
1267 updateKeys();
1268}
1269
1270void GameController::updateAutofire() {
1271 // TODO: Move all key events onto the CPU thread...somehow
1272 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1273 if (!m_autofire[k]) {
1274 continue;
1275 }
1276 m_autofireStatus[k] ^= 1;
1277 if (m_autofireStatus[k]) {
1278 keyPressed(k);
1279 } else {
1280 keyReleased(k);
1281 }
1282 }
1283}
1284
1285std::shared_ptr<mTileCache> GameController::tileCache() {
1286 if (m_tileCache) {
1287 return m_tileCache;
1288 }
1289 switch (platform()) {
1290#ifdef M_CORE_GBA
1291 case PLATFORM_GBA: {
1292 Interrupter interrupter(this);
1293 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1294 m_tileCache = std::make_shared<mTileCache>();
1295 GBAVideoTileCacheInit(m_tileCache.get());
1296 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1297 mTileCacheSetPalette(m_tileCache.get(), 0);
1298 break;
1299 }
1300#endif
1301#ifdef M_CORE_GB
1302 case PLATFORM_GB: {
1303 Interrupter interrupter(this);
1304 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1305 m_tileCache = std::make_shared<mTileCache>();
1306 GBVideoTileCacheInit(m_tileCache.get());
1307 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1308 mTileCacheSetPalette(m_tileCache.get(), 0);
1309 break;
1310 }
1311#endif
1312 default:
1313 return nullptr;
1314 }
1315 return m_tileCache;
1316}
1317
1318GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1319 : m_parent(parent)
1320 , m_fromThread(fromThread)
1321{
1322 if (!m_fromThread) {
1323 m_parent->threadInterrupt();
1324 } else {
1325 mCoreThreadInterruptFromThread(m_parent->thread());
1326 }
1327}
1328
1329GameController::Interrupter::~Interrupter() {
1330 if (!m_fromThread) {
1331 m_parent->threadContinue();
1332 } else {
1333 mCoreThreadContinue(m_parent->thread());
1334 }
1335}