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