all repos — mgba @ 6938c8bea670ec9d8dbdd7a892e20e83226c11e7

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
 11#include <QDateTime>
 12#include <QThread>
 13
 14#include <ctime>
 15
 16extern "C" {
 17#include "gba.h"
 18#include "gba-audio.h"
 19#include "gba-serialize.h"
 20#include "renderers/video-software.h"
 21#include "util/vfs.h"
 22}
 23
 24using namespace QGBA;
 25using namespace std;
 26
 27GameController::GameController(QObject* parent)
 28	: QObject(parent)
 29	, m_drawContext(new uint32_t[256 * 256])
 30	, m_threadContext()
 31	, m_activeKeys(0)
 32	, m_logLevels(0)
 33	, m_gameOpen(false)
 34	, m_audioThread(new QThread(this))
 35	, m_audioProcessor(AudioProcessor::create())
 36	, m_videoSync(VIDEO_SYNC)
 37	, m_audioSync(AUDIO_SYNC)
 38	, m_turbo(false)
 39	, m_turboForced(false)
 40	, m_inputController(nullptr)
 41{
 42	m_renderer = new GBAVideoSoftwareRenderer;
 43	GBAVideoSoftwareRendererCreate(m_renderer);
 44	m_renderer->outputBuffer = (color_t*) m_drawContext;
 45	m_renderer->outputBufferStride = 256;
 46	m_threadContext.state = THREAD_INITIALIZED;
 47	m_threadContext.debugger = 0;
 48	m_threadContext.frameskip = 0;
 49	m_threadContext.bios = 0;
 50	m_threadContext.renderer = &m_renderer->d;
 51	m_threadContext.userData = this;
 52	m_threadContext.rewindBufferCapacity = 0;
 53	m_threadContext.logLevel = -1;
 54
 55	m_lux.p = this;
 56	m_lux.sample = [] (GBALuminanceSource* context) {
 57		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 58		lux->value = 0xFF - lux->p->m_luxValue;
 59	};
 60
 61	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 62		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 63		return lux->value;
 64	};
 65
 66	m_rtc.p = this;
 67	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 68	m_rtc.sample = [] (GBARTCSource* context) { };
 69	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 70		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 71		switch (rtc->override) {
 72		case GameControllerRTC::NO_OVERRIDE:
 73		default:
 74			return time(nullptr);
 75		case GameControllerRTC::FIXED:
 76			return rtc->value;
 77		case GameControllerRTC::FAKE_EPOCH:
 78			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 79		}
 80	};
 81
 82	m_threadContext.startCallback = [] (GBAThread* context) {
 83		GameController* controller = static_cast<GameController*>(context->userData);
 84		controller->m_audioProcessor->setInput(context);
 85		context->gba->luminanceSource = &controller->m_lux;
 86		context->gba->rtcSource = &controller->m_rtc;
 87		controller->gameStarted(context);
 88	};
 89
 90	m_threadContext.cleanCallback = [] (GBAThread* context) {
 91		GameController* controller = static_cast<GameController*>(context->userData);
 92		controller->gameStopped(context);
 93	};
 94
 95	m_threadContext.frameCallback = [] (GBAThread* context) {
 96		GameController* controller = static_cast<GameController*>(context->userData);
 97		controller->m_pauseMutex.lock();
 98		if (controller->m_pauseAfterFrame) {
 99			GBAThreadPauseFromThread(context);
100			controller->m_pauseAfterFrame = false;
101			controller->gamePaused(&controller->m_threadContext);
102		}
103		controller->m_pauseMutex.unlock();
104		controller->frameAvailable(controller->m_drawContext);
105	};
106
107	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
108		GameController* controller = static_cast<GameController*>(context->userData);
109		if (level == GBA_LOG_FATAL) {
110			MutexLock(&controller->m_threadContext.stateMutex);
111			controller->m_threadContext.state = THREAD_EXITING;
112			MutexUnlock(&controller->m_threadContext.stateMutex);
113			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
114		} else if (!(controller->m_logLevels & level)) {
115			return;
116		}
117		controller->postLog(level, QString().vsprintf(format, args));
118	};
119
120	m_audioThread->start(QThread::TimeCriticalPriority);
121	m_audioProcessor->moveToThread(m_audioThread);
122	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
123	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
124	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
125	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
126
127#ifdef BUILD_SDL
128	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
129#endif
130}
131
132GameController::~GameController() {
133	m_audioThread->quit();
134	m_audioThread->wait();
135	disconnect();
136	closeGame();
137	delete m_renderer;
138	delete[] m_drawContext;
139}
140
141#ifdef USE_GDB_STUB
142ARMDebugger* GameController::debugger() {
143	return m_threadContext.debugger;
144}
145
146void GameController::setDebugger(ARMDebugger* debugger) {
147	bool wasPaused = isPaused();
148	setPaused(true);
149	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
150		GBADetachDebugger(m_threadContext.gba);
151	}
152	m_threadContext.debugger = debugger;
153	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
154		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
155	}
156	setPaused(wasPaused);
157}
158#endif
159
160void GameController::loadGame(const QString& path, bool dirmode) {
161	closeGame();
162	if (!dirmode) {
163		QFile file(path);
164		if (!file.open(QIODevice::ReadOnly)) {
165			return;
166		}
167		file.close();
168	}
169
170	m_fname = path;
171	m_dirmode = dirmode;
172	openGame();
173}
174
175void GameController::openGame() {
176	m_gameOpen = true;
177
178	m_pauseAfterFrame = false;
179
180	if (m_turbo) {
181		m_threadContext.sync.videoFrameWait = false;
182		m_threadContext.sync.audioWait = false;
183	} else {
184		m_threadContext.sync.videoFrameWait = m_videoSync;
185		m_threadContext.sync.audioWait = m_audioSync;
186	}
187
188	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
189	if (m_dirmode) {
190		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
191		m_threadContext.stateDir = m_threadContext.gameDir;
192	} else {
193		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
194#if ENABLE_LIBZIP
195		m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
196#endif
197	}
198
199	if (!m_bios.isNull()) {
200		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
201	}
202
203	if (!m_patch.isNull()) {
204		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
205	}
206
207	if (!GBAThreadStart(&m_threadContext)) {
208		m_gameOpen = false;
209	}
210}
211
212void GameController::loadBIOS(const QString& path) {
213	if (m_bios == path) {
214		return;
215	}
216	m_bios = path;
217	if (m_gameOpen) {
218		closeGame();
219		openGame();
220	}
221}
222
223void GameController::loadPatch(const QString& path) {
224	m_patch = path;
225	if (m_gameOpen) {
226		closeGame();
227		openGame();
228	}
229}
230
231void GameController::closeGame() {
232	if (!m_gameOpen) {
233		return;
234	}
235	if (GBAThreadIsPaused(&m_threadContext)) {
236		GBAThreadUnpause(&m_threadContext);
237	}
238	GBAThreadEnd(&m_threadContext);
239	GBAThreadJoin(&m_threadContext);
240	if (m_threadContext.fname) {
241		free(const_cast<char*>(m_threadContext.fname));
242		m_threadContext.fname = nullptr;
243	}
244
245	m_patch = QString();
246
247	m_gameOpen = false;
248	emit gameStopped(&m_threadContext);
249}
250
251void GameController::crashGame(const QString& crashMessage) {
252	closeGame();
253	emit gameCrashed(crashMessage);
254}
255
256bool GameController::isPaused() {
257	if (!m_gameOpen) {
258		return false;
259	}
260	return GBAThreadIsPaused(&m_threadContext);
261}
262
263void GameController::setPaused(bool paused) {
264	if (paused == GBAThreadIsPaused(&m_threadContext)) {
265		return;
266	}
267	if (paused) {
268		GBAThreadPause(&m_threadContext);
269		emit gamePaused(&m_threadContext);
270	} else {
271		GBAThreadUnpause(&m_threadContext);
272		emit gameUnpaused(&m_threadContext);
273	}
274}
275
276void GameController::reset() {
277	GBAThreadReset(&m_threadContext);
278}
279
280void GameController::threadInterrupt() {
281	if (m_gameOpen) {
282		GBAThreadInterrupt(&m_threadContext);
283	}
284}
285
286void GameController::threadContinue() {
287	if (m_gameOpen) {
288		GBAThreadContinue(&m_threadContext);
289	}
290}
291
292void GameController::frameAdvance() {
293	m_pauseMutex.lock();
294	m_pauseAfterFrame = true;
295	setPaused(false);
296	m_pauseMutex.unlock();
297}
298
299void GameController::keyPressed(int key) {
300	int mappedKey = 1 << key;
301	m_activeKeys |= mappedKey;
302	updateKeys();
303}
304
305void GameController::keyReleased(int key) {
306	int mappedKey = 1 << key;
307	m_activeKeys &= ~mappedKey;
308	updateKeys();
309}
310
311void GameController::setAudioBufferSamples(int samples) {
312	threadInterrupt();
313	redoSamples(samples);
314	threadContinue();
315	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
316}
317
318void GameController::setFPSTarget(float fps) {
319	threadInterrupt();
320	m_threadContext.fpsTarget = fps;
321	redoSamples(m_audioProcessor->getBufferSamples());
322	threadContinue();
323	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
324}
325
326void GameController::setSkipBIOS(bool set) {
327	threadInterrupt();
328	m_threadContext.skipBios = set;
329	threadContinue();
330}
331
332void GameController::loadState(int slot) {
333	threadInterrupt();
334	GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
335	threadContinue();
336	emit stateLoaded(&m_threadContext);
337	emit frameAvailable(m_drawContext);
338}
339
340void GameController::saveState(int slot) {
341	threadInterrupt();
342	GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
343	threadContinue();
344}
345
346void GameController::setVideoSync(bool set) {
347	m_videoSync = set;
348	if (!m_turbo) {
349		threadInterrupt();
350		m_threadContext.sync.videoFrameWait = set;
351		threadContinue();
352	}
353}
354
355void GameController::setAudioSync(bool set) {
356	m_audioSync = set;
357	if (!m_turbo) {
358		threadInterrupt();
359		m_threadContext.sync.audioWait = set;
360		threadContinue();
361	}
362}
363
364void GameController::setFrameskip(int skip) {
365	m_threadContext.frameskip = skip;
366}
367
368void GameController::setTurbo(bool set, bool forced) {
369	if (m_turboForced && !forced) {
370		return;
371	}
372	m_turbo = set;
373	if (set) {
374		m_turboForced = forced;
375	} else {
376		m_turboForced = false;
377	}
378	threadInterrupt();
379	m_threadContext.sync.audioWait = set ? false : m_audioSync;
380	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
381	threadContinue();
382}
383
384void GameController::setAVStream(GBAAVStream* stream) {
385	threadInterrupt();
386	m_threadContext.stream = stream;
387	threadContinue();
388}
389
390void GameController::clearAVStream() {
391	threadInterrupt();
392	m_threadContext.stream = nullptr;
393	threadContinue();
394}
395
396void GameController::setRealTime() {
397	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
398}
399
400void GameController::setFixedTime(const QDateTime& time) {
401	m_rtc.override = GameControllerRTC::FIXED;
402	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
403}
404
405void GameController::setFakeEpoch(const QDateTime& time) {
406	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
407	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
408}
409
410void GameController::updateKeys() {
411	int activeKeys = m_activeKeys;
412#ifdef BUILD_SDL
413	activeKeys |= m_activeButtons;
414#endif
415	m_threadContext.activeKeys = activeKeys;
416}
417
418void GameController::redoSamples(int samples) {
419#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
420	float sampleRate = 0x8000;
421	float ratio;
422	if (m_threadContext.gba) {
423		sampleRate = m_threadContext.gba->audio.sampleRate;
424	}
425	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
426	m_threadContext.audioBuffers = ceil(samples / ratio);
427#else
428	m_threadContext.audioBuffers = samples;
429#endif
430	if (m_threadContext.gba) {
431		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
432	}
433}
434
435void GameController::setLogLevel(int levels) {
436	threadInterrupt();
437	m_logLevels = levels;
438	threadContinue();
439}
440
441void GameController::enableLogLevel(int levels) {
442	threadInterrupt();
443	m_logLevels |= levels;
444	threadContinue();
445}
446
447void GameController::disableLogLevel(int levels) {
448	threadInterrupt();
449	m_logLevels &= ~levels;
450	threadContinue();
451}
452
453#ifdef BUILD_SDL
454void GameController::testSDLEvents() {
455	if (!m_inputController) {
456		return;
457	}
458
459	m_activeButtons = m_inputController->testSDLEvents();
460	updateKeys();
461}
462#endif