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/context/directories.h"
23#include "gba/gba.h"
24#include "gba/serialize.h"
25#include "gba/sharkport.h"
26#include "gba/renderers/video-software.h"
27#include "util/vfs.h"
28}
29
30using namespace QGBA;
31using namespace std;
32
33GameController::GameController(QObject* parent)
34 : QObject(parent)
35 , m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
36 , m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
37 , m_threadContext()
38 , m_activeKeys(0)
39 , m_inactiveKeys(0)
40 , m_logLevels(0)
41 , m_gameOpen(false)
42 , m_audioThread(new QThread(this))
43 , m_audioProcessor(AudioProcessor::create())
44 , m_pauseAfterFrame(false)
45 , m_videoSync(VIDEO_SYNC)
46 , m_audioSync(AUDIO_SYNC)
47 , m_fpsTarget(-1)
48 , m_turbo(false)
49 , m_turboForced(false)
50 , m_turboSpeed(-1)
51 , m_wasPaused(false)
52 , m_audioChannels{ true, true, true, true, true, true }
53 , m_videoLayers{ true, true, true, true, true }
54 , m_autofire{}
55 , m_autofireStatus{}
56 , m_inputController(nullptr)
57 , m_multiplayer(nullptr)
58 , m_stateSlot(1)
59 , m_backupLoadState(nullptr)
60 , m_backupSaveState(nullptr)
61 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
62 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
63{
64 m_renderer = new GBAVideoSoftwareRenderer;
65 GBAVideoSoftwareRendererCreate(m_renderer);
66 m_renderer->outputBuffer = (color_t*) m_drawContext;
67 m_renderer->outputBufferStride = VIDEO_HORIZONTAL_PIXELS;
68
69 GBACheatDeviceCreate(&m_cheatDevice);
70
71 m_threadContext.state = THREAD_INITIALIZED;
72 m_threadContext.debugger = 0;
73 m_threadContext.frameskip = 0;
74 m_threadContext.bios = 0;
75 m_threadContext.renderer = &m_renderer->d;
76 m_threadContext.userData = this;
77 m_threadContext.rewindBufferCapacity = 0;
78 m_threadContext.cheats = &m_cheatDevice;
79 m_threadContext.logLevel = GBA_LOG_ALL;
80 GBADirectorySetInit(&m_threadContext.dirs);
81
82 m_lux.p = this;
83 m_lux.sample = [](GBALuminanceSource* context) {
84 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
85 lux->value = 0xFF - lux->p->m_luxValue;
86 };
87
88 m_lux.readLuminance = [](GBALuminanceSource* context) {
89 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
90 return lux->value;
91 };
92 setLuminanceLevel(0);
93
94 m_threadContext.startCallback = [](GBAThread* context) {
95 GameController* controller = static_cast<GameController*>(context->userData);
96 if (controller->m_audioProcessor) {
97 controller->m_audioProcessor->setInput(context);
98 }
99 context->gba->luminanceSource = &controller->m_lux;
100 GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
101 context->gba->rtcSource = &controller->m_rtc.d;
102 context->gba->rumble = controller->m_inputController->rumble();
103 context->gba->rotationSource = controller->m_inputController->rotationSource();
104 context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
105 context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
106 context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
107 context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
108 context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
109 context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
110 context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
111 context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
112 context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
113 context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
114 context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
115 controller->m_fpsTarget = context->fpsTarget;
116
117 if (context->dirs.state && GBALoadState(context, context->dirs.state, 0, controller->m_loadStateFlags)) {
118 VFile* vf = GBAGetState(context->gba, context->dirs.state, 0, true);
119 if (vf) {
120 vf->truncate(vf, 0);
121 }
122 }
123 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
124 };
125
126 m_threadContext.cleanCallback = [](GBAThread* context) {
127 GameController* controller = static_cast<GameController*>(context->userData);
128 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
129 };
130
131 m_threadContext.frameCallback = [](GBAThread* context) {
132 GameController* controller = static_cast<GameController*>(context->userData);
133 memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
134 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
135 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
136 GBAThreadPauseFromThread(context);
137 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
138 }
139 };
140
141 m_threadContext.stopCallback = [](GBAThread* context) {
142 if (!context) {
143 return false;
144 }
145 GameController* controller = static_cast<GameController*>(context->userData);
146 if (!GBASaveState(context, context->dirs.state, 0, controller->m_saveStateFlags)) {
147 return false;
148 }
149 QMetaObject::invokeMethod(controller, "closeGame");
150 return true;
151 };
152
153 m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
154 static const char* stubMessage = "Stub software interrupt: %02X";
155 static const char* savestateMessage = "State %i loaded";
156 static const char* savestateFailedMessage = "State %i failed to load";
157 if (!context) {
158 return;
159 }
160 GameController* controller = static_cast<GameController*>(context->userData);
161 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
162 va_list argc;
163 va_copy(argc, args);
164 int immediate = va_arg(argc, int);
165 va_end(argc);
166 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
167 } else if (level == GBA_LOG_STATUS) {
168 // Slot 0 is reserved for suspend points
169 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
170 va_list argc;
171 va_copy(argc, args);
172 int slot = va_arg(argc, int);
173 va_end(argc);
174 if (slot == 0) {
175 format = "Loaded suspend state";
176 }
177 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
178 va_list argc;
179 va_copy(argc, args);
180 int slot = va_arg(argc, int);
181 va_end(argc);
182 if (slot == 0) {
183 return;
184 }
185 }
186 }
187 if (level == GBA_LOG_FATAL) {
188 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
189 } else if (!(controller->m_logLevels & level)) {
190 return;
191 }
192 QString message(QString().vsprintf(format, args));
193 if (level == GBA_LOG_STATUS) {
194 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
195 }
196 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
197 };
198
199 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
200 GBARewind(&m_threadContext, 1);
201 emit frameAvailable(m_drawContext);
202 emit rewound(&m_threadContext);
203 });
204 m_rewindTimer.setInterval(100);
205
206 m_audioThread->setObjectName("Audio Thread");
207 m_audioThread->start(QThread::TimeCriticalPriority);
208 m_audioProcessor->moveToThread(m_audioThread);
209 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
210 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
211 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
212 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
213 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
214}
215
216GameController::~GameController() {
217 m_audioThread->quit();
218 m_audioThread->wait();
219 disconnect();
220 clearMultiplayerController();
221 closeGame();
222 GBACheatDeviceDestroy(&m_cheatDevice);
223 GBADirectorySetDeinit(&m_threadContext.dirs);
224 delete m_renderer;
225 delete[] m_drawContext;
226 delete[] m_frontBuffer;
227 delete m_backupLoadState;
228}
229
230void GameController::setMultiplayerController(MultiplayerController* controller) {
231 if (controller == m_multiplayer) {
232 return;
233 }
234 clearMultiplayerController();
235 m_multiplayer = controller;
236 controller->attachGame(this);
237}
238
239void GameController::clearMultiplayerController() {
240 if (!m_multiplayer) {
241 return;
242 }
243 m_multiplayer->detachGame(this);
244 m_multiplayer = nullptr;
245}
246
247void GameController::setOverride(const GBACartridgeOverride& override) {
248 m_threadContext.override = override;
249 m_threadContext.hasOverride = true;
250}
251
252void GameController::setOptions(const GBAOptions* opts) {
253 setFrameskip(opts->frameskip);
254 setAudioSync(opts->audioSync);
255 setVideoSync(opts->videoSync);
256 setSkipBIOS(opts->skipBios);
257 setUseBIOS(opts->useBios);
258 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
259 setVolume(opts->volume);
260 setMute(opts->mute);
261
262 threadInterrupt();
263 GBADirectorySetMapOptions(&m_threadContext.dirs, opts);
264 m_threadContext.idleOptimization = opts->idleOptimization;
265 threadContinue();
266}
267
268#ifdef USE_GDB_STUB
269ARMDebugger* GameController::debugger() {
270 return m_threadContext.debugger;
271}
272
273void GameController::setDebugger(ARMDebugger* debugger) {
274 threadInterrupt();
275 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
276 GBADetachDebugger(m_threadContext.gba);
277 }
278 m_threadContext.debugger = debugger;
279 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
280 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
281 }
282 threadContinue();
283}
284#endif
285
286void GameController::loadGame(const QString& path) {
287 closeGame();
288 QFile file(path);
289 if (!file.open(QIODevice::ReadOnly)) {
290 postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
291 return;
292 }
293 file.close();
294
295 m_fname = path;
296 openGame();
297}
298
299void GameController::bootBIOS() {
300 closeGame();
301 m_fname = QString();
302 openGame(true);
303}
304
305void GameController::openGame(bool biosOnly) {
306 if (biosOnly && (!m_useBios || m_bios.isNull())) {
307 return;
308 }
309
310 m_gameOpen = true;
311
312 m_pauseAfterFrame = false;
313
314 if (m_turbo) {
315 m_threadContext.sync.videoFrameWait = false;
316 m_threadContext.sync.audioWait = false;
317 } else {
318 m_threadContext.sync.videoFrameWait = m_videoSync;
319 m_threadContext.sync.audioWait = m_audioSync;
320 }
321
322 m_threadContext.bootBios = biosOnly;
323 if (biosOnly) {
324 m_threadContext.fname = nullptr;
325 } else {
326 m_threadContext.fname = strdup(m_fname.toUtf8().constData());
327 GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
328 }
329
330 if (!m_bios.isNull() && m_useBios) {
331 m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
332 } else {
333 m_threadContext.bios = nullptr;
334 }
335
336 if (!m_patch.isNull()) {
337 m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
338 }
339
340 m_inputController->recalibrateAxes();
341 memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4);
342
343 if (!GBAThreadStart(&m_threadContext)) {
344 m_gameOpen = false;
345 emit gameFailed();
346 }
347}
348
349void GameController::loadBIOS(const QString& path) {
350 if (m_bios == path) {
351 return;
352 }
353 m_bios = path;
354 if (m_gameOpen) {
355 closeGame();
356 openGame();
357 }
358}
359
360void GameController::yankPak() {
361 if (!m_gameOpen) {
362 return;
363 }
364 threadInterrupt();
365 GBAYankROM(m_threadContext.gba);
366 threadContinue();
367}
368
369void GameController::replaceGame(const QString& path) {
370 if (!m_gameOpen) {
371 return;
372 }
373
374 m_fname = path;
375 threadInterrupt();
376 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
377 GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
378 threadContinue();
379}
380
381void GameController::loadPatch(const QString& path) {
382 if (m_gameOpen) {
383 closeGame();
384 m_patch = path;
385 openGame();
386 } else {
387 m_patch = path;
388 }
389}
390
391void GameController::importSharkport(const QString& path) {
392 if (!isLoaded()) {
393 return;
394 }
395 VFile* vf = VFileDevice::open(path, O_RDONLY);
396 if (!vf) {
397 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
398 return;
399 }
400 threadInterrupt();
401 GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
402 threadContinue();
403 vf->close(vf);
404}
405
406void GameController::exportSharkport(const QString& path) {
407 if (!isLoaded()) {
408 return;
409 }
410 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
411 if (!vf) {
412 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
413 return;
414 }
415 threadInterrupt();
416 GBASavedataExportSharkPort(m_threadContext.gba, vf);
417 threadContinue();
418 vf->close(vf);
419}
420
421void GameController::closeGame() {
422 if (!m_gameOpen) {
423 return;
424 }
425 m_rewindTimer.stop();
426 if (GBAThreadIsPaused(&m_threadContext)) {
427 GBAThreadUnpause(&m_threadContext);
428 }
429 m_audioProcessor->pause();
430 GBAThreadEnd(&m_threadContext);
431 GBAThreadJoin(&m_threadContext);
432 if (m_threadContext.fname) {
433 free(const_cast<char*>(m_threadContext.fname));
434 m_threadContext.fname = nullptr;
435 }
436
437 m_patch = QString();
438
439 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
440 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
441 GBACheatSetDeinit(set);
442 delete set;
443 }
444 GBACheatSetsClear(&m_cheatDevice.cheats);
445
446 m_gameOpen = false;
447 emit gameStopped(&m_threadContext);
448}
449
450void GameController::crashGame(const QString& crashMessage) {
451 closeGame();
452 emit gameCrashed(crashMessage);
453 emit gameStopped(&m_threadContext);
454}
455
456bool GameController::isPaused() {
457 if (!m_gameOpen) {
458 return false;
459 }
460 return GBAThreadIsPaused(&m_threadContext);
461}
462
463void GameController::setPaused(bool paused) {
464 if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
465 return;
466 }
467 if (paused) {
468 m_pauseAfterFrame.testAndSetRelaxed(false, true);
469 } else {
470 GBAThreadUnpause(&m_threadContext);
471 emit gameUnpaused(&m_threadContext);
472 }
473}
474
475void GameController::reset() {
476 if (!m_gameOpen) {
477 return;
478 }
479 bool wasPaused = isPaused();
480 setPaused(false);
481 GBAThreadReset(&m_threadContext);
482 if (wasPaused) {
483 setPaused(true);
484 }
485}
486
487void GameController::threadInterrupt() {
488 if (m_gameOpen) {
489 GBAThreadInterrupt(&m_threadContext);
490 }
491}
492
493void GameController::threadContinue() {
494 if (m_gameOpen) {
495 GBAThreadContinue(&m_threadContext);
496 }
497}
498
499void GameController::frameAdvance() {
500 if (m_rewindTimer.isActive()) {
501 return;
502 }
503 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
504 setPaused(false);
505 }
506}
507
508void GameController::setRewind(bool enable, int capacity, int interval) {
509 if (m_gameOpen) {
510 threadInterrupt();
511 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
512 threadContinue();
513 } else {
514 if (enable) {
515 m_threadContext.rewindBufferInterval = interval;
516 m_threadContext.rewindBufferCapacity = capacity;
517 } else {
518 m_threadContext.rewindBufferInterval = 0;
519 m_threadContext.rewindBufferCapacity = 0;
520 }
521 }
522}
523
524void GameController::rewind(int states) {
525 threadInterrupt();
526 if (!states) {
527 GBARewindAll(&m_threadContext);
528 } else {
529 GBARewind(&m_threadContext, states);
530 }
531 threadContinue();
532 emit frameAvailable(m_drawContext);
533 emit rewound(&m_threadContext);
534}
535
536void GameController::startRewinding() {
537 if (!m_gameOpen || m_rewindTimer.isActive()) {
538 return;
539 }
540 if (m_multiplayer && m_multiplayer->attached() > 1) {
541 return;
542 }
543 m_wasPaused = isPaused();
544 if (!GBAThreadIsPaused(&m_threadContext)) {
545 GBAThreadPause(&m_threadContext);
546 }
547 m_rewindTimer.start();
548}
549
550void GameController::stopRewinding() {
551 if (!m_rewindTimer.isActive()) {
552 return;
553 }
554 m_rewindTimer.stop();
555 bool signalsBlocked = blockSignals(true);
556 setPaused(m_wasPaused);
557 blockSignals(signalsBlocked);
558}
559
560void GameController::keyPressed(int key) {
561 int mappedKey = 1 << key;
562 m_activeKeys |= mappedKey;
563 if (!m_inputController->allowOpposing()) {
564 if ((m_activeKeys & 0x30) == 0x30) {
565 m_inactiveKeys |= mappedKey ^ 0x30;
566 m_activeKeys ^= mappedKey ^ 0x30;
567 }
568 if ((m_activeKeys & 0xC0) == 0xC0) {
569 m_inactiveKeys |= mappedKey ^ 0xC0;
570 m_activeKeys ^= mappedKey ^ 0xC0;
571 }
572 }
573 updateKeys();
574}
575
576void GameController::keyReleased(int key) {
577 int mappedKey = 1 << key;
578 m_activeKeys &= ~mappedKey;
579 if (!m_inputController->allowOpposing()) {
580 if (mappedKey & 0x30) {
581 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
582 m_inactiveKeys &= ~0x30;
583 }
584 if (mappedKey & 0xC0) {
585 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
586 m_inactiveKeys &= ~0xC0;
587 }
588 }
589 updateKeys();
590}
591
592void GameController::clearKeys() {
593 m_activeKeys = 0;
594 m_inactiveKeys = 0;
595 updateKeys();
596}
597
598void GameController::setAutofire(int key, bool enable) {
599 if (key >= GBA_KEY_MAX || key < 0) {
600 return;
601 }
602 m_autofire[key] = enable;
603 m_autofireStatus[key] = 0;
604}
605
606void GameController::setAudioBufferSamples(int samples) {
607 if (m_audioProcessor) {
608 threadInterrupt();
609 redoSamples(samples);
610 threadContinue();
611 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
612 }
613}
614
615void GameController::setAudioSampleRate(unsigned rate) {
616 if (!rate) {
617 return;
618 }
619 if (m_audioProcessor) {
620 threadInterrupt();
621 redoSamples(m_audioProcessor->getBufferSamples());
622 threadContinue();
623 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
624 }
625}
626
627void GameController::setAudioChannelEnabled(int channel, bool enable) {
628 if (channel > 5 || channel < 0) {
629 return;
630 }
631 m_audioChannels[channel] = enable;
632 if (isLoaded()) {
633 switch (channel) {
634 case 0:
635 case 1:
636 case 2:
637 case 3:
638 m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
639 break;
640 case 4:
641 m_threadContext.gba->audio.forceDisableChA = !enable;
642 break;
643 case 5:
644 m_threadContext.gba->audio.forceDisableChB = !enable;
645 break;
646 }
647 }
648}
649
650void GameController::setVideoLayerEnabled(int layer, bool enable) {
651 if (layer > 4 || layer < 0) {
652 return;
653 }
654 m_videoLayers[layer] = enable;
655 if (isLoaded()) {
656 switch (layer) {
657 case 0:
658 case 1:
659 case 2:
660 case 3:
661 m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
662 break;
663 case 4:
664 m_threadContext.gba->video.renderer->disableOBJ = !enable;
665 break;
666 }
667 }
668}
669
670void GameController::setFPSTarget(float fps) {
671 threadInterrupt();
672 m_fpsTarget = fps;
673 m_threadContext.fpsTarget = fps;
674 if (m_turbo && m_turboSpeed > 0) {
675 m_threadContext.fpsTarget *= m_turboSpeed;
676 }
677 if (m_audioProcessor) {
678 redoSamples(m_audioProcessor->getBufferSamples());
679 }
680 threadContinue();
681}
682
683void GameController::setSkipBIOS(bool set) {
684 threadInterrupt();
685 m_threadContext.skipBios = set;
686 threadContinue();
687}
688
689void GameController::setUseBIOS(bool use) {
690 if (use == m_useBios) {
691 return;
692 }
693 m_useBios = use;
694 if (m_gameOpen) {
695 closeGame();
696 openGame();
697 }
698}
699
700void GameController::loadState(int slot) {
701 if (!m_threadContext.fname) {
702 // We're in the BIOS
703 return;
704 }
705 if (slot > 0 && slot != m_stateSlot) {
706 m_stateSlot = slot;
707 m_backupSaveState.clear();
708 }
709 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
710 GameController* controller = static_cast<GameController*>(context->userData);
711 if (!controller->m_backupLoadState) {
712 controller->m_backupLoadState = new GBASerializedState;
713 }
714 GBASerialize(context->gba, controller->m_backupLoadState);
715 if (GBALoadState(context, context->dirs.state, controller->m_stateSlot, controller->m_loadStateFlags)) {
716 controller->frameAvailable(controller->m_drawContext);
717 controller->stateLoaded(context);
718 }
719 });
720}
721
722void GameController::saveState(int slot) {
723 if (!m_threadContext.fname) {
724 // We're in the BIOS
725 return;
726 }
727 if (slot > 0) {
728 m_stateSlot = slot;
729 }
730 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
731 GameController* controller = static_cast<GameController*>(context->userData);
732 VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, false);
733 if (vf) {
734 controller->m_backupSaveState.resize(vf->size(vf));
735 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
736 vf->close(vf);
737 }
738 GBASaveState(context, context->dirs.state, controller->m_stateSlot, controller->m_saveStateFlags);
739 });
740}
741
742void GameController::loadBackupState() {
743 if (!m_backupLoadState) {
744 return;
745 }
746
747 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
748 GameController* controller = static_cast<GameController*>(context->userData);
749 if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
750 GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
751 controller->frameAvailable(controller->m_drawContext);
752 controller->stateLoaded(context);
753 }
754 delete controller->m_backupLoadState;
755 controller->m_backupLoadState = nullptr;
756 });
757}
758
759void GameController::saveBackupState() {
760 if (m_backupSaveState.isEmpty()) {
761 return;
762 }
763
764 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
765 GameController* controller = static_cast<GameController*>(context->userData);
766 VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, true);
767 if (vf) {
768 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
769 vf->close(vf);
770 GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
771 }
772 controller->m_backupSaveState.clear();
773 });
774}
775
776void GameController::setVideoSync(bool set) {
777 m_videoSync = set;
778 if (!m_turbo) {
779 threadInterrupt();
780 m_threadContext.sync.videoFrameWait = set;
781 threadContinue();
782 }
783}
784
785void GameController::setAudioSync(bool set) {
786 m_audioSync = set;
787 if (!m_turbo) {
788 threadInterrupt();
789 m_threadContext.sync.audioWait = set;
790 threadContinue();
791 }
792}
793
794void GameController::setFrameskip(int skip) {
795 threadInterrupt();
796 m_threadContext.frameskip = skip;
797 if (isLoaded()) {
798 m_threadContext.gba->video.frameskip = skip;
799 }
800 threadContinue();
801}
802
803void GameController::setVolume(int volume) {
804 threadInterrupt();
805 m_threadContext.volume = volume;
806 if (isLoaded()) {
807 m_threadContext.gba->audio.masterVolume = volume;
808 }
809 threadContinue();
810}
811
812void GameController::setMute(bool mute) {
813 threadInterrupt();
814 m_threadContext.mute = mute;
815 if (isLoaded()) {
816 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
817 }
818 threadContinue();
819}
820
821void GameController::setTurbo(bool set, bool forced) {
822 if (m_turboForced && !forced) {
823 return;
824 }
825 if (m_turbo == set && m_turboForced == forced) {
826 // Don't interrupt the thread if we don't need to
827 return;
828 }
829 m_turbo = set;
830 m_turboForced = set && forced;
831 enableTurbo();
832}
833
834void GameController::setTurboSpeed(float ratio) {
835 m_turboSpeed = ratio;
836 enableTurbo();
837}
838
839void GameController::enableTurbo() {
840 threadInterrupt();
841 if (!m_turbo) {
842 m_threadContext.fpsTarget = m_fpsTarget;
843 m_threadContext.sync.audioWait = m_audioSync;
844 m_threadContext.sync.videoFrameWait = m_videoSync;
845 } else if (m_turboSpeed <= 0) {
846 m_threadContext.fpsTarget = m_fpsTarget;
847 m_threadContext.sync.audioWait = false;
848 m_threadContext.sync.videoFrameWait = false;
849 } else {
850 m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
851 m_threadContext.sync.audioWait = true;
852 m_threadContext.sync.videoFrameWait = false;
853 }
854 if (m_audioProcessor) {
855 redoSamples(m_audioProcessor->getBufferSamples());
856 }
857 threadContinue();
858}
859
860void GameController::setAVStream(GBAAVStream* stream) {
861 threadInterrupt();
862 m_threadContext.stream = stream;
863 if (isLoaded()) {
864 m_threadContext.gba->stream = stream;
865 }
866 threadContinue();
867}
868
869void GameController::clearAVStream() {
870 threadInterrupt();
871 m_threadContext.stream = nullptr;
872 if (isLoaded()) {
873 m_threadContext.gba->stream = nullptr;
874 }
875 threadContinue();
876}
877
878#ifdef USE_PNG
879void GameController::screenshot() {
880 GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
881}
882#endif
883
884void GameController::reloadAudioDriver() {
885 int samples = 0;
886 unsigned sampleRate = 0;
887 if (m_audioProcessor) {
888 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
889 samples = m_audioProcessor->getBufferSamples();
890 sampleRate = m_audioProcessor->sampleRate();
891 delete m_audioProcessor;
892 }
893 m_audioProcessor = AudioProcessor::create();
894 if (samples) {
895 m_audioProcessor->setBufferSamples(samples);
896 }
897 if (sampleRate) {
898 m_audioProcessor->requestSampleRate(sampleRate);
899 }
900 m_audioProcessor->moveToThread(m_audioThread);
901 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
902 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
903 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
904 if (isLoaded()) {
905 m_audioProcessor->setInput(&m_threadContext);
906 QMetaObject::invokeMethod(m_audioProcessor, "start");
907 }
908}
909
910void GameController::setSaveStateExtdata(int flags) {
911 m_saveStateFlags = flags;
912}
913
914void GameController::setLoadStateExtdata(int flags) {
915 m_loadStateFlags = flags;
916}
917
918void GameController::setLuminanceValue(uint8_t value) {
919 m_luxValue = value;
920 value = std::max<int>(value - 0x16, 0);
921 m_luxLevel = 10;
922 for (int i = 0; i < 10; ++i) {
923 if (value < GBA_LUX_LEVELS[i]) {
924 m_luxLevel = i;
925 break;
926 }
927 }
928 emit luminanceValueChanged(m_luxValue);
929}
930
931void GameController::setLuminanceLevel(int level) {
932 int value = 0x16;
933 level = std::max(0, std::min(10, level));
934 if (level > 0) {
935 value += GBA_LUX_LEVELS[level - 1];
936 }
937 setLuminanceValue(value);
938}
939
940void GameController::setRealTime() {
941 m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
942}
943
944void GameController::setFixedTime(const QDateTime& time) {
945 m_rtc.override = GBARTCGenericSource::RTC_FIXED;
946 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
947}
948
949void GameController::setFakeEpoch(const QDateTime& time) {
950 m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
951 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
952}
953
954void GameController::updateKeys() {
955 int activeKeys = m_activeKeys;
956 activeKeys |= m_activeButtons;
957 activeKeys &= ~m_inactiveKeys;
958 m_threadContext.activeKeys = activeKeys;
959}
960
961void GameController::redoSamples(int samples) {
962#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
963 float sampleRate = 0x8000;
964 float ratio;
965 if (m_threadContext.gba) {
966 sampleRate = m_threadContext.gba->audio.sampleRate;
967 }
968 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
969 m_threadContext.audioBuffers = ceil(samples / ratio);
970#else
971 m_threadContext.audioBuffers = samples;
972#endif
973 if (m_threadContext.gba) {
974 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
975 }
976 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
977}
978
979void GameController::setLogLevel(int levels) {
980 threadInterrupt();
981 m_logLevels = levels;
982 threadContinue();
983}
984
985void GameController::enableLogLevel(int levels) {
986 threadInterrupt();
987 m_logLevels |= levels;
988 threadContinue();
989}
990
991void GameController::disableLogLevel(int levels) {
992 threadInterrupt();
993 m_logLevels &= ~levels;
994 threadContinue();
995}
996
997void GameController::pollEvents() {
998 if (!m_inputController) {
999 return;
1000 }
1001
1002 m_activeButtons = m_inputController->pollEvents();
1003 updateKeys();
1004}
1005
1006void GameController::updateAutofire() {
1007 // TODO: Move all key events onto the CPU thread...somehow
1008 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1009 if (!m_autofire[k]) {
1010 continue;
1011 }
1012 m_autofireStatus[k] ^= 1;
1013 if (m_autofireStatus[k]) {
1014 keyPressed(k);
1015 } else {
1016 keyReleased(k);
1017 }
1018 }
1019}