all repos — mgba @ 701869a6ef12c696fd9bbbd836a8c9f8ad97b297

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

   1/* Copyright (c) 2013-2014 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include "GameController.h"
   7
   8#include "AudioProcessor.h"
   9#include "InputController.h"
  10#include "LogController.h"
  11#include "MultiplayerController.h"
  12#include "VFileDevice.h"
  13
  14#include <QCoreApplication>
  15#include <QDateTime>
  16#include <QThread>
  17
  18#include <ctime>
  19
  20extern "C" {
  21#include "core/config.h"
  22#include "core/directories.h"
  23#include "core/serialize.h"
  24#ifdef M_CORE_GBA
  25#include "gba/bios.h"
  26#include "gba/core.h"
  27#include "gba/gba.h"
  28#include "gba/extra/sharkport.h"
  29#endif
  30#ifdef M_CORE_GB
  31#include "gb/gb.h"
  32#endif
  33#include "util/vfs.h"
  34}
  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_useBios(false)
  49	, m_audioThread(new QThread(this))
  50	, m_audioProcessor(AudioProcessor::create())
  51	, m_pauseAfterFrame(false)
  52	, m_videoSync(VIDEO_SYNC)
  53	, m_audioSync(AUDIO_SYNC)
  54	, m_fpsTarget(-1)
  55	, m_turbo(false)
  56	, m_turboForced(false)
  57	, m_turboSpeed(-1)
  58	, m_wasPaused(false)
  59	, m_audioChannels{ true, true, true, true, true, true }
  60	, m_videoLayers{ true, true, true, true, true }
  61	, m_autofire{}
  62	, m_autofireStatus{}
  63	, m_inputController(nullptr)
  64	, m_multiplayer(nullptr)
  65	, m_stream(nullptr)
  66	, m_stateSlot(1)
  67	, m_backupLoadState(nullptr)
  68	, m_backupSaveState(nullptr)
  69	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  70	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  71{
  72	m_lux.p = this;
  73	m_lux.sample = [](GBALuminanceSource* context) {
  74		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  75		lux->value = 0xFF - lux->p->m_luxValue;
  76	};
  77
  78	m_lux.readLuminance = [](GBALuminanceSource* context) {
  79		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  80		return lux->value;
  81	};
  82	setLuminanceLevel(0);
  83
  84	m_threadContext.startCallback = [](mCoreThread* context) {
  85		GameController* controller = static_cast<GameController*>(context->userData);
  86		if (controller->m_audioProcessor) {
  87			controller->m_audioProcessor->setInput(context);
  88		}
  89		mRTCGenericSourceInit(&controller->m_rtc, context->core);
  90		context->core->setRTC(context->core, &controller->m_rtc.d);
  91		context->core->setRotation(context->core, controller->m_inputController->rotationSource());
  92		context->core->setRumble(context->core, controller->m_inputController->rumble());
  93
  94#ifdef M_CORE_GBA
  95		GBA* gba = static_cast<GBA*>(context->core->board);
  96#endif
  97#ifdef M_CORE_GB
  98		GB* gb = static_cast<GB*>(context->core->board);
  99#endif
 100		switch (context->core->platform(context->core)) {
 101#ifdef M_CORE_GBA
 102		case PLATFORM_GBA:
 103			gba->luminanceSource = &controller->m_lux;
 104			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 105			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 106			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 107			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 108			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 109			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 110			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 111			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 112			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 113			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 114			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 115			break;
 116#endif
 117#ifdef M_CORE_GB
 118		case PLATFORM_GB:
 119			gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 120			gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 121			gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 122			gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 123			break;
 124#endif
 125		default:
 126			break;
 127		}
 128		controller->m_fpsTarget = context->sync.fpsTarget;
 129
 130		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
 131			mCoreDeleteState(context->core, 0);
 132		}
 133		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 134	};
 135
 136	m_threadContext.cleanCallback = [](mCoreThread* context) {
 137		GameController* controller = static_cast<GameController*>(context->userData);
 138		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 139	};
 140
 141	m_threadContext.frameCallback = [](mCoreThread* context) {
 142		GameController* controller = static_cast<GameController*>(context->userData);
 143		unsigned width, height;
 144		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 145		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 146		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 147		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 148			mCoreThreadPauseFromThread(context);
 149			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 150		}
 151	};
 152
 153	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 154		if (!context) {
 155			return false;
 156		}
 157		GameController* controller = static_cast<GameController*>(context->userData);
 158		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 159			return false;
 160		}
 161		QMetaObject::invokeMethod(controller, "closeGame");
 162		return true;
 163	};*/
 164
 165	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 166		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 167		mCoreThread* context = logContext->p;
 168
 169		static const char* savestateMessage = "State %i loaded";
 170		static const char* savestateFailedMessage = "State %i failed to load";
 171		if (!context) {
 172			return;
 173		}
 174		GameController* controller = static_cast<GameController*>(context->userData);
 175		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 176			va_list argc;
 177			va_copy(argc, args);
 178			int immediate = va_arg(argc, int);
 179			va_end(argc);
 180			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 181		} else if (category == _mLOG_CAT_STATUS()) {
 182			// Slot 0 is reserved for suspend points
 183			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 184				va_list argc;
 185				va_copy(argc, args);
 186				int slot = va_arg(argc, int);
 187				va_end(argc);
 188				if (slot == 0) {
 189					format = "Loaded suspend state";
 190				}
 191			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 192				va_list argc;
 193				va_copy(argc, args);
 194				int slot = va_arg(argc, int);
 195				va_end(argc);
 196				if (slot == 0) {
 197					return;
 198				}
 199			}
 200		}
 201		if (level == mLOG_FATAL) {
 202			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 203		} else if (!(controller->m_logLevels & level)) {
 204			return;
 205		}
 206		QString message(QString().vsprintf(format, args));
 207		if (category == _mLOG_CAT_STATUS()) {
 208			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 209		}
 210		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 211	};
 212
 213	m_threadContext.userData = this;
 214
 215	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 216		// TODO: Put rewind back
 217		emit frameAvailable(m_drawContext);
 218		emit rewound(&m_threadContext);
 219	});
 220	m_rewindTimer.setInterval(100);
 221
 222	m_audioThread->setObjectName("Audio Thread");
 223	m_audioThread->start(QThread::TimeCriticalPriority);
 224	m_audioProcessor->moveToThread(m_audioThread);
 225	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 226	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 227	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 228}
 229
 230GameController::~GameController() {
 231	m_audioThread->quit();
 232	m_audioThread->wait();
 233	disconnect();
 234	clearMultiplayerController();
 235	closeGame();
 236	delete m_backupLoadState;
 237}
 238
 239void GameController::setMultiplayerController(MultiplayerController* controller) {
 240	if (controller == m_multiplayer) {
 241		return;
 242	}
 243	clearMultiplayerController();
 244	m_multiplayer = controller;
 245	controller->attachGame(this);
 246}
 247
 248void GameController::clearMultiplayerController() {
 249	if (!m_multiplayer) {
 250		return;
 251	}
 252	m_multiplayer->detachGame(this);
 253	m_multiplayer = nullptr;
 254}
 255
 256void GameController::setOverride(const GBACartridgeOverride& override) {
 257	// TODO: Put back overrides
 258}
 259
 260void GameController::setConfig(const mCoreConfig* config) {
 261	m_config = config;
 262	if (isLoaded()) {
 263		threadInterrupt();
 264		mCoreLoadForeignConfig(m_threadContext.core, config);
 265		m_audioProcessor->setInput(&m_threadContext);
 266		threadContinue();
 267	}
 268}
 269
 270#ifdef USE_GDB_STUB
 271mDebugger* GameController::debugger() {
 272	if (!isLoaded()) {
 273		return nullptr;
 274	}
 275	return m_threadContext.core->debugger;
 276}
 277
 278void GameController::setDebugger(mDebugger* debugger) {
 279	threadInterrupt();
 280	if (debugger) {
 281		mDebuggerAttach(debugger, m_threadContext.core);
 282	} else {
 283		m_threadContext.core->detachDebugger(m_threadContext.core);
 284	}
 285	threadContinue();
 286}
 287#endif
 288
 289void GameController::loadGame(const QString& path) {
 290	closeGame();
 291	QFileInfo info(path);
 292	if (!info.isReadable()) {
 293		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 294		return;
 295	}
 296	m_fname = info.canonicalFilePath();
 297	openGame();
 298}
 299
 300void GameController::bootBIOS() {
 301	closeGame();
 302	m_fname = QString();
 303	openGame(true);
 304}
 305
 306void GameController::openGame(bool biosOnly) {
 307	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 308		return;
 309	}
 310
 311	if (!biosOnly) {
 312		m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 313	} else {
 314		m_threadContext.core = GBACoreCreate();
 315	}
 316
 317	if (!m_threadContext.core) {
 318		return;
 319	}
 320
 321	m_gameOpen = true;
 322
 323	m_pauseAfterFrame = false;
 324
 325	if (m_turbo) {
 326		m_threadContext.sync.videoFrameWait = false;
 327		m_threadContext.sync.audioWait = false;
 328	} else {
 329		m_threadContext.sync.videoFrameWait = m_videoSync;
 330		m_threadContext.sync.audioWait = m_audioSync;
 331	}
 332	m_threadContext.core->init(m_threadContext.core);
 333
 334	unsigned width, height;
 335	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 336	m_drawContext = new uint32_t[width * height];
 337	m_frontBuffer = new uint32_t[width * height];
 338
 339	if (!biosOnly) {
 340		mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
 341	}
 342
 343	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 344
 345	if (!m_bios.isNull() && m_useBios) {
 346		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 347		if (bios) {
 348			// TODO: Lifetime issues?
 349			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 350		}
 351	}
 352
 353	if (!m_patch.isNull()) {
 354		VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 355		if (patch) {
 356			m_threadContext.core->loadPatch(m_threadContext.core, patch);
 357		}
 358		patch->close(patch);
 359	} else {
 360		mCoreAutoloadPatch(m_threadContext.core);
 361	}
 362
 363	m_inputController->recalibrateAxes();
 364	memset(m_drawContext, 0xF8, width * height * 4);
 365
 366	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 367
 368	if (m_config) {
 369		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 370	}
 371
 372	if (!biosOnly) {
 373		mCoreAutoloadSave(m_threadContext.core);
 374	}
 375
 376	if (!mCoreThreadStart(&m_threadContext)) {
 377		m_gameOpen = false;
 378		emit gameFailed();
 379	} else if (m_audioProcessor) {
 380		startAudio();
 381	}
 382}
 383
 384void GameController::loadBIOS(const QString& path) {
 385	if (m_bios == path) {
 386		return;
 387	}
 388	m_bios = path;
 389	if (m_gameOpen) {
 390		closeGame();
 391		openGame();
 392	}
 393}
 394
 395void GameController::loadSave(const QString& path, bool temporary) {
 396	if (!isLoaded()) {
 397		return;
 398	}
 399	VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
 400	if (!vf) {
 401		LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
 402		return;
 403	}
 404
 405	if (temporary) {
 406		m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
 407	} else {
 408		m_threadContext.core->loadSave(m_threadContext.core, vf);
 409	}
 410}
 411
 412void GameController::yankPak() {
 413	if (!m_gameOpen) {
 414		return;
 415	}
 416	threadInterrupt();
 417	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 418	threadContinue();
 419}
 420
 421void GameController::replaceGame(const QString& path) {
 422	if (!m_gameOpen) {
 423		return;
 424	}
 425
 426	QFileInfo info(path);
 427	if (!info.isReadable()) {
 428		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 429		return;
 430	}
 431	m_fname = info.canonicalFilePath();
 432	threadInterrupt();
 433	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 434	threadContinue();
 435}
 436
 437void GameController::loadPatch(const QString& path) {
 438	if (m_gameOpen) {
 439		closeGame();
 440		m_patch = path;
 441		openGame();
 442	} else {
 443		m_patch = path;
 444	}
 445}
 446
 447void GameController::importSharkport(const QString& path) {
 448	if (!isLoaded()) {
 449		return;
 450	}
 451	VFile* vf = VFileDevice::open(path, O_RDONLY);
 452	if (!vf) {
 453		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 454		return;
 455	}
 456	threadInterrupt();
 457	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 458	threadContinue();
 459	vf->close(vf);
 460}
 461
 462void GameController::exportSharkport(const QString& path) {
 463	if (!isLoaded()) {
 464		return;
 465	}
 466	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 467	if (!vf) {
 468		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 469		return;
 470	}
 471	threadInterrupt();
 472	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 473	threadContinue();
 474	vf->close(vf);
 475}
 476
 477void GameController::closeGame() {
 478	if (!m_gameOpen) {
 479		return;
 480	}
 481	m_gameOpen = false;
 482
 483	m_rewindTimer.stop();
 484	if (mCoreThreadIsPaused(&m_threadContext)) {
 485		mCoreThreadUnpause(&m_threadContext);
 486	}
 487	m_audioProcessor->pause();
 488	mCoreThreadEnd(&m_threadContext);
 489	mCoreThreadJoin(&m_threadContext);
 490	// Make sure the event queue clears out before the thread is reused
 491	QCoreApplication::processEvents();
 492
 493	delete[] m_drawContext;
 494	delete[] m_frontBuffer;
 495
 496	m_patch = QString();
 497
 498	m_threadContext.core->deinit(m_threadContext.core);
 499}
 500
 501void GameController::crashGame(const QString& crashMessage) {
 502	closeGame();
 503	emit gameCrashed(crashMessage);
 504	emit gameStopped(&m_threadContext);
 505}
 506
 507bool GameController::isPaused() {
 508	if (!m_gameOpen) {
 509		return false;
 510	}
 511	return mCoreThreadIsPaused(&m_threadContext);
 512}
 513
 514mPlatform GameController::platform() const {
 515	if (!m_gameOpen) {
 516		return PLATFORM_NONE;
 517	}
 518	return m_threadContext.core->platform(m_threadContext.core);
 519}
 520
 521QSize GameController::screenDimensions() const {
 522	if (!m_gameOpen) {
 523		return QSize();
 524	}
 525	unsigned width, height;
 526	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 527
 528	return QSize(width, height);
 529}
 530
 531void GameController::setPaused(bool paused) {
 532	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 533		return;
 534	}
 535	if (paused) {
 536		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 537	} else {
 538		mCoreThreadUnpause(&m_threadContext);
 539		startAudio();
 540		emit gameUnpaused(&m_threadContext);
 541	}
 542}
 543
 544void GameController::reset() {
 545	if (!m_gameOpen) {
 546		return;
 547	}
 548	bool wasPaused = isPaused();
 549	setPaused(false);
 550	mCoreThreadReset(&m_threadContext);
 551	if (wasPaused) {
 552		setPaused(true);
 553	}
 554}
 555
 556void GameController::threadInterrupt() {
 557	if (m_gameOpen) {
 558		mCoreThreadInterrupt(&m_threadContext);
 559	}
 560}
 561
 562void GameController::threadContinue() {
 563	if (m_gameOpen) {
 564		mCoreThreadContinue(&m_threadContext);
 565	}
 566}
 567
 568void GameController::frameAdvance() {
 569	if (m_rewindTimer.isActive()) {
 570		return;
 571	}
 572	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 573		setPaused(false);
 574	}
 575}
 576
 577void GameController::setRewind(bool enable, int capacity, int interval) {
 578	if (m_gameOpen) {
 579		threadInterrupt();
 580		// TODO: Put back rewind
 581		threadContinue();
 582	} else {
 583		// TODO: Put back rewind
 584	}
 585}
 586
 587void GameController::rewind(int states) {
 588	threadInterrupt();
 589	if (!states) {
 590		// TODO: Put back rewind
 591	} else {
 592		// TODO: Put back rewind
 593	}
 594	threadContinue();
 595	emit frameAvailable(m_drawContext);
 596	emit rewound(&m_threadContext);
 597}
 598
 599void GameController::startRewinding() {
 600	if (!m_gameOpen || m_rewindTimer.isActive()) {
 601		return;
 602	}
 603	if (m_multiplayer && m_multiplayer->attached() > 1) {
 604		return;
 605	}
 606	m_wasPaused = isPaused();
 607	if (!mCoreThreadIsPaused(&m_threadContext)) {
 608		mCoreThreadPause(&m_threadContext);
 609	}
 610	m_rewindTimer.start();
 611}
 612
 613void GameController::stopRewinding() {
 614	if (!m_rewindTimer.isActive()) {
 615		return;
 616	}
 617	m_rewindTimer.stop();
 618	bool signalsBlocked = blockSignals(true);
 619	setPaused(m_wasPaused);
 620	blockSignals(signalsBlocked);
 621}
 622
 623void GameController::keyPressed(int key) {
 624	int mappedKey = 1 << key;
 625	m_activeKeys |= mappedKey;
 626	if (!m_inputController->allowOpposing()) {
 627		if ((m_activeKeys & 0x30) == 0x30) {
 628			m_inactiveKeys |= mappedKey ^ 0x30;
 629			m_activeKeys ^= mappedKey ^ 0x30;
 630		}
 631		if ((m_activeKeys & 0xC0) == 0xC0) {
 632			m_inactiveKeys |= mappedKey ^ 0xC0;
 633			m_activeKeys ^= mappedKey ^ 0xC0;
 634		}
 635	}
 636	updateKeys();
 637}
 638
 639void GameController::keyReleased(int key) {
 640	int mappedKey = 1 << key;
 641	m_activeKeys &= ~mappedKey;
 642	if (!m_inputController->allowOpposing()) {
 643		if (mappedKey & 0x30) {
 644			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 645			m_inactiveKeys &= ~0x30;
 646		}
 647		if (mappedKey & 0xC0) {
 648			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 649			m_inactiveKeys &= ~0xC0;
 650		}
 651	}
 652	updateKeys();
 653}
 654
 655void GameController::clearKeys() {
 656	m_activeKeys = 0;
 657	m_inactiveKeys = 0;
 658	updateKeys();
 659}
 660
 661void GameController::setAutofire(int key, bool enable) {
 662	if (key >= GBA_KEY_MAX || key < 0) {
 663		return;
 664	}
 665	m_autofire[key] = enable;
 666	m_autofireStatus[key] = 0;
 667}
 668
 669void GameController::setAudioBufferSamples(int samples) {
 670	if (m_audioProcessor) {
 671		threadInterrupt();
 672		redoSamples(samples);
 673		threadContinue();
 674		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 675	}
 676}
 677
 678void GameController::setAudioSampleRate(unsigned rate) {
 679	if (!rate) {
 680		return;
 681	}
 682	if (m_audioProcessor) {
 683		threadInterrupt();
 684		redoSamples(m_audioProcessor->getBufferSamples());
 685		threadContinue();
 686		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 687	}
 688}
 689
 690void GameController::setAudioChannelEnabled(int channel, bool enable) {
 691	if (channel > 5 || channel < 0) {
 692		return;
 693	}
 694#ifdef M_CORE_GBA
 695	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 696#endif
 697#ifdef M_CORE_GB
 698	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 699#endif
 700	m_audioChannels[channel] = enable;
 701	if (isLoaded()) {
 702		switch (channel) {
 703		case 0:
 704		case 1:
 705		case 2:
 706		case 3:
 707			switch (m_threadContext.core->platform(m_threadContext.core)) {
 708#ifdef M_CORE_GBA
 709			case PLATFORM_GBA:
 710				gba->audio.psg.forceDisableCh[channel] = !enable;
 711				break;
 712#endif
 713#ifdef M_CORE_GB
 714			case PLATFORM_GB:
 715				gb->audio.forceDisableCh[channel] = !enable;
 716				break;
 717#endif
 718			default:
 719				break;
 720			}
 721			break;
 722#ifdef M_CORE_GBA
 723		case 4:
 724			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 725				gba->audio.forceDisableChA = !enable;
 726			}
 727			break;
 728		case 5:
 729			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 730				gba->audio.forceDisableChB = !enable;
 731			}
 732			break;
 733#endif
 734		}
 735	}
 736}
 737
 738void GameController::startAudio() {
 739	bool started = false;
 740	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 741	if (!started) {
 742		LOG(QT, ERROR) << tr("Failed to start audio processor");
 743		// Don't freeze!
 744		m_audioSync = false;
 745		m_videoSync = true;
 746		m_threadContext.sync.audioWait = false;
 747		m_threadContext.sync.videoFrameWait = true;
 748	}
 749}
 750
 751void GameController::setVideoLayerEnabled(int layer, bool enable) {
 752	if (layer > 4 || layer < 0) {
 753		return;
 754	}
 755	m_videoLayers[layer] = enable;
 756	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 757		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 758		switch (layer) {
 759		case 0:
 760		case 1:
 761		case 2:
 762		case 3:
 763			gba->video.renderer->disableBG[layer] = !enable;
 764			break;
 765		case 4:
 766			gba->video.renderer->disableOBJ = !enable;
 767			break;
 768		}
 769	}
 770}
 771
 772void GameController::setFPSTarget(float fps) {
 773	threadInterrupt();
 774	m_fpsTarget = fps;
 775	m_threadContext.sync.fpsTarget = fps;
 776	if (m_turbo && m_turboSpeed > 0) {
 777		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 778	}
 779	if (m_audioProcessor) {
 780		redoSamples(m_audioProcessor->getBufferSamples());
 781	}
 782	threadContinue();
 783}
 784
 785void GameController::setUseBIOS(bool use) {
 786	if (use == m_useBios) {
 787		return;
 788	}
 789	m_useBios = use;
 790	if (m_gameOpen) {
 791		closeGame();
 792		openGame();
 793	}
 794}
 795
 796void GameController::loadState(int slot) {
 797	if (m_fname.isEmpty()) {
 798		// We're in the BIOS
 799		return;
 800	}
 801	if (slot > 0 && slot != m_stateSlot) {
 802		m_stateSlot = slot;
 803		m_backupSaveState.clear();
 804	}
 805	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 806		GameController* controller = static_cast<GameController*>(context->userData);
 807		if (!controller->m_backupLoadState) {
 808			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 809		}
 810		mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 811		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 812			controller->frameAvailable(controller->m_drawContext);
 813			controller->stateLoaded(context);
 814		}
 815	});
 816}
 817
 818void GameController::saveState(int slot) {
 819	if (m_fname.isEmpty()) {
 820		// We're in the BIOS
 821		return;
 822	}
 823	if (slot > 0) {
 824		m_stateSlot = slot;
 825	}
 826	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 827		GameController* controller = static_cast<GameController*>(context->userData);
 828		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 829		if (vf) {
 830			controller->m_backupSaveState.resize(vf->size(vf));
 831			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 832			vf->close(vf);
 833		}
 834		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 835	});
 836}
 837
 838void GameController::loadBackupState() {
 839	if (!m_backupLoadState) {
 840		return;
 841	}
 842
 843	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 844		GameController* controller = static_cast<GameController*>(context->userData);
 845		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 846		if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 847			mLOG(STATUS, INFO, "Undid state load");
 848			controller->frameAvailable(controller->m_drawContext);
 849			controller->stateLoaded(context);
 850		}
 851		controller->m_backupLoadState->close(controller->m_backupLoadState);
 852		controller->m_backupLoadState = nullptr;
 853	});
 854}
 855
 856void GameController::saveBackupState() {
 857	if (m_backupSaveState.isEmpty()) {
 858		return;
 859	}
 860
 861	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 862		GameController* controller = static_cast<GameController*>(context->userData);
 863		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 864		if (vf) {
 865			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 866			vf->close(vf);
 867			mLOG(STATUS, INFO, "Undid state save");
 868		}
 869		controller->m_backupSaveState.clear();
 870	});
 871}
 872
 873void GameController::setTurbo(bool set, bool forced) {
 874	if (m_turboForced && !forced) {
 875		return;
 876	}
 877	if (m_turbo == set && m_turboForced == forced) {
 878		// Don't interrupt the thread if we don't need to
 879		return;
 880	}
 881	m_turbo = set;
 882	m_turboForced = set && forced;
 883	enableTurbo();
 884}
 885
 886void GameController::setTurboSpeed(float ratio) {
 887	m_turboSpeed = ratio;
 888	enableTurbo();
 889}
 890
 891void GameController::enableTurbo() {
 892	threadInterrupt();
 893	if (!m_turbo) {
 894		m_threadContext.sync.fpsTarget = m_fpsTarget;
 895		m_threadContext.sync.audioWait = m_audioSync;
 896		m_threadContext.sync.videoFrameWait = m_videoSync;
 897	} else if (m_turboSpeed <= 0) {
 898		m_threadContext.sync.fpsTarget = m_fpsTarget;
 899		m_threadContext.sync.audioWait = false;
 900		m_threadContext.sync.videoFrameWait = false;
 901	} else {
 902		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 903		m_threadContext.sync.audioWait = true;
 904		m_threadContext.sync.videoFrameWait = false;
 905	}
 906	if (m_audioProcessor) {
 907		redoSamples(m_audioProcessor->getBufferSamples());
 908	}
 909	threadContinue();
 910}
 911
 912void GameController::setAVStream(mAVStream* stream) {
 913	threadInterrupt();
 914	m_stream = stream;
 915	if (isLoaded()) {
 916		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 917	}
 918	threadContinue();
 919}
 920
 921void GameController::clearAVStream() {
 922	threadInterrupt();
 923	m_stream = nullptr;
 924	if (isLoaded()) {
 925		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 926	}
 927	threadContinue();
 928}
 929
 930#ifdef USE_PNG
 931void GameController::screenshot() {
 932	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 933		mCoreTakeScreenshot(context->core);
 934	});
 935}
 936#endif
 937
 938void GameController::reloadAudioDriver() {
 939	int samples = 0;
 940	unsigned sampleRate = 0;
 941	if (m_audioProcessor) {
 942		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 943		samples = m_audioProcessor->getBufferSamples();
 944		sampleRate = m_audioProcessor->sampleRate();
 945		delete m_audioProcessor;
 946	}
 947	m_audioProcessor = AudioProcessor::create();
 948	if (samples) {
 949		m_audioProcessor->setBufferSamples(samples);
 950	}
 951	if (sampleRate) {
 952		m_audioProcessor->requestSampleRate(sampleRate);
 953	}
 954	m_audioProcessor->moveToThread(m_audioThread);
 955	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 956	if (isLoaded()) {
 957		m_audioProcessor->setInput(&m_threadContext);
 958		startAudio();
 959	}
 960}
 961
 962void GameController::setSaveStateExtdata(int flags) {
 963	m_saveStateFlags = flags;
 964}
 965
 966void GameController::setLoadStateExtdata(int flags) {
 967	m_loadStateFlags = flags;
 968}
 969
 970void GameController::setLuminanceValue(uint8_t value) {
 971	m_luxValue = value;
 972	value = std::max<int>(value - 0x16, 0);
 973	m_luxLevel = 10;
 974	for (int i = 0; i < 10; ++i) {
 975		if (value < GBA_LUX_LEVELS[i]) {
 976			m_luxLevel = i;
 977			break;
 978		}
 979	}
 980	emit luminanceValueChanged(m_luxValue);
 981}
 982
 983void GameController::setLuminanceLevel(int level) {
 984	int value = 0x16;
 985	level = std::max(0, std::min(10, level));
 986	if (level > 0) {
 987		value += GBA_LUX_LEVELS[level - 1];
 988	}
 989	setLuminanceValue(value);
 990}
 991
 992void GameController::setRealTime() {
 993	m_rtc.override = RTC_NO_OVERRIDE;
 994}
 995
 996void GameController::setFixedTime(const QDateTime& time) {
 997	m_rtc.override = RTC_FIXED;
 998	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 999}
1000
1001void GameController::setFakeEpoch(const QDateTime& time) {
1002	m_rtc.override = RTC_FAKE_EPOCH;
1003	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1004}
1005
1006void GameController::updateKeys() {
1007	int activeKeys = m_activeKeys;
1008	activeKeys |= m_activeButtons;
1009	activeKeys &= ~m_inactiveKeys;
1010	if (isLoaded()) {
1011		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1012	}
1013}
1014
1015void GameController::redoSamples(int samples) {
1016	if (m_threadContext.core) {
1017		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1018	}
1019	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1020}
1021
1022void GameController::setLogLevel(int levels) {
1023	threadInterrupt();
1024	m_logLevels = levels;
1025	threadContinue();
1026}
1027
1028void GameController::enableLogLevel(int levels) {
1029	threadInterrupt();
1030	m_logLevels |= levels;
1031	threadContinue();
1032}
1033
1034void GameController::disableLogLevel(int levels) {
1035	threadInterrupt();
1036	m_logLevels &= ~levels;
1037	threadContinue();
1038}
1039
1040void GameController::pollEvents() {
1041	if (!m_inputController) {
1042		return;
1043	}
1044
1045	m_activeButtons = m_inputController->pollEvents();
1046	updateKeys();
1047}
1048
1049void GameController::updateAutofire() {
1050	// TODO: Move all key events onto the CPU thread...somehow
1051	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1052		if (!m_autofire[k]) {
1053			continue;
1054		}
1055		m_autofireStatus[k] ^= 1;
1056		if (m_autofireStatus[k]) {
1057			keyPressed(k);
1058		} else {
1059			keyReleased(k);
1060		}
1061	}
1062}