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#include "core/tile-cache.h"
25#ifdef M_CORE_GBA
26#include "gba/bios.h"
27#include "gba/core.h"
28#include "gba/gba.h"
29#include "gba/extra/sharkport.h"
30#include "gba/renderers/tile-cache.h"
31#endif
32#ifdef M_CORE_GB
33#include "gb/gb.h"
34#include "gb/renderers/tile-cache.h"
35#endif
36#include "util/vfs.h"
37}
38
39using namespace QGBA;
40using namespace std;
41
42GameController::GameController(QObject* parent)
43 : QObject(parent)
44 , m_drawContext(nullptr)
45 , m_frontBuffer(nullptr)
46 , m_threadContext()
47 , m_activeKeys(0)
48 , m_inactiveKeys(0)
49 , m_logLevels(0)
50 , m_gameOpen(false)
51 , m_vf(nullptr)
52 , m_useBios(false)
53 , m_audioThread(new QThread(this))
54 , m_audioProcessor(AudioProcessor::create())
55 , m_pauseAfterFrame(false)
56 , m_sync(true)
57 , m_videoSync(VIDEO_SYNC)
58 , m_audioSync(AUDIO_SYNC)
59 , m_fpsTarget(-1)
60 , m_turbo(false)
61 , m_turboForced(false)
62 , m_turboSpeed(-1)
63 , m_wasPaused(false)
64 , m_audioChannels{ true, true, true, true, true, true }
65 , m_videoLayers{ true, true, true, true, true }
66 , m_autofire{}
67 , m_autofireStatus{}
68 , m_inputController(nullptr)
69 , m_multiplayer(nullptr)
70 , m_stream(nullptr)
71 , m_stateSlot(1)
72 , m_backupLoadState(nullptr)
73 , m_backupSaveState(nullptr)
74 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
75 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
76 , m_override(nullptr)
77{
78#ifdef M_CORE_GBA
79 m_lux.p = this;
80 m_lux.sample = [](GBALuminanceSource* context) {
81 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
82 lux->value = 0xFF - lux->p->m_luxValue;
83 };
84
85 m_lux.readLuminance = [](GBALuminanceSource* context) {
86 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
87 return lux->value;
88 };
89 setLuminanceLevel(0);
90#endif
91
92 m_threadContext.startCallback = [](mCoreThread* context) {
93 GameController* controller = static_cast<GameController*>(context->userData);
94 mRTCGenericSourceInit(&controller->m_rtc, context->core);
95 context->core->setRTC(context->core, &controller->m_rtc.d);
96 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
97 context->core->setRumble(context->core, controller->m_inputController->rumble());
98
99#ifdef M_CORE_GBA
100 GBA* gba = static_cast<GBA*>(context->core->board);
101#endif
102#ifdef M_CORE_GB
103 GB* gb = static_cast<GB*>(context->core->board);
104#endif
105 switch (context->core->platform(context->core)) {
106#ifdef M_CORE_GBA
107 case PLATFORM_GBA:
108 gba->luminanceSource = &controller->m_lux;
109 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
110 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
111 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
112 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
113 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
114 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
115 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
116 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
117 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
118 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
119 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
120 break;
121#endif
122#ifdef M_CORE_GB
123 case PLATFORM_GB:
124 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
125 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
126 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
127 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
128 break;
129#endif
130 default:
131 break;
132 }
133 controller->m_fpsTarget = context->sync.fpsTarget;
134
135 if (controller->m_override) {
136 controller->m_override->identify(context->core);
137 controller->m_override->apply(context->core);
138 }
139
140 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
141 mCoreDeleteState(context->core, 0);
142 }
143
144 controller->m_gameOpen = true;
145 if (controller->m_multiplayer) {
146 controller->m_multiplayer->attachGame(controller);
147 }
148
149 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
150 QMetaObject::invokeMethod(controller, "startAudio");
151 };
152
153 m_threadContext.resetCallback = [](mCoreThread* context) {
154 GameController* controller = static_cast<GameController*>(context->userData);
155 for (auto action : controller->m_resetActions) {
156 action();
157 }
158 controller->m_resetActions.clear();
159
160 unsigned width, height;
161 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
162 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
163 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
164 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
165 mCoreThreadPauseFromThread(context);
166 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
167 }
168 };
169
170 m_threadContext.cleanCallback = [](mCoreThread* context) {
171 GameController* controller = static_cast<GameController*>(context->userData);
172 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
173 QMetaObject::invokeMethod(controller, "cleanGame");
174 };
175
176 m_threadContext.frameCallback = [](mCoreThread* context) {
177 GameController* controller = static_cast<GameController*>(context->userData);
178 unsigned width, height;
179 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
180 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
181 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
182
183 // If no one is using the tile cache, disable it
184 if (controller->m_tileCache && controller->m_tileCache.unique()) {
185 switch (controller->platform()) {
186#ifdef M_CORE_GBA
187 case PLATFORM_GBA: {
188 GBA* gba = static_cast<GBA*>(context->core->board);
189 gba->video.renderer->cache = nullptr;
190 break;
191 }
192#endif
193#ifdef M_CORE_GB
194 case PLATFORM_GB: {
195 GB* gb = static_cast<GB*>(context->core->board);
196 gb->video.renderer->cache = nullptr;
197 break;
198 }
199#endif
200 default:
201 break;
202 }
203 controller->m_tileCache.reset();
204 }
205
206
207 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
208 mCoreThreadPauseFromThread(context);
209 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
210 }
211 };
212
213 // TODO: Put back
214 /*m_threadContext.stopCallback = [](mCoreThread* context) {
215 if (!context) {
216 return false;
217 }
218 GameController* controller = static_cast<GameController*>(context->userData);
219 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
220 return false;
221 }
222 QMetaObject::invokeMethod(controller, "closeGame");
223 return true;
224 };*/
225
226 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
227 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
228 mCoreThread* context = logContext->p;
229
230 static const char* savestateMessage = "State %i loaded";
231 static const char* savestateFailedMessage = "State %i failed to load";
232 if (!context) {
233 return;
234 }
235 GameController* controller = static_cast<GameController*>(context->userData);
236 QString message;
237#ifdef M_CORE_GBA
238 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
239 va_list argc;
240 va_copy(argc, args);
241 int immediate = va_arg(argc, int);
242 va_end(argc);
243 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
244 } else
245#endif
246 if (category == _mLOG_CAT_STATUS()) {
247 // Slot 0 is reserved for suspend points
248 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
249 va_list argc;
250 va_copy(argc, args);
251 int slot = va_arg(argc, int);
252 va_end(argc);
253 if (slot == 0) {
254 format = "Loaded suspend state";
255 }
256 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
257 va_list argc;
258 va_copy(argc, args);
259 int slot = va_arg(argc, int);
260 va_end(argc);
261 if (slot == 0) {
262 return;
263 }
264 }
265 message = QString().vsprintf(format, args);
266 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
267 }
268 if (level == mLOG_FATAL) {
269 mCoreThreadMarkCrashed(controller->thread());
270 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
271 } else if (!(controller->m_logLevels & level)) {
272 return;
273 }
274 message = QString().vsprintf(format, args);
275 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
276 };
277
278 m_threadContext.userData = this;
279
280 m_audioThread->setObjectName("Audio Thread");
281 m_audioThread->start(QThread::TimeCriticalPriority);
282 m_audioProcessor->moveToThread(m_audioThread);
283 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
284 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
285 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
286 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
287}
288
289GameController::~GameController() {
290 disconnect();
291 closeGame();
292 m_audioThread->quit();
293 m_audioThread->wait();
294 clearMultiplayerController();
295 delete m_backupLoadState;
296}
297
298void GameController::setMultiplayerController(MultiplayerController* controller) {
299 if (controller == m_multiplayer) {
300 return;
301 }
302 clearMultiplayerController();
303 m_multiplayer = controller;
304 if (isLoaded()) {
305 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
306 GameController* controller = static_cast<GameController*>(thread->userData);
307 controller->m_multiplayer->attachGame(controller);
308 });
309 }
310}
311
312void GameController::clearMultiplayerController() {
313 if (!m_multiplayer) {
314 return;
315 }
316 m_multiplayer->detachGame(this);
317 m_multiplayer = nullptr;
318}
319
320void GameController::setOverride(Override* override) {
321 m_override = override;
322 if (isLoaded()) {
323 Interrupter interrupter(this);
324 m_override->identify(m_threadContext.core);
325 }
326}
327
328void GameController::clearOverride() {
329 delete m_override;
330 m_override = nullptr;
331}
332
333void GameController::setConfig(const mCoreConfig* config) {
334 m_config = config;
335 if (isLoaded()) {
336 Interrupter interrupter(this);
337 mCoreLoadForeignConfig(m_threadContext.core, config);
338 m_audioProcessor->setInput(&m_threadContext);
339 }
340}
341
342#ifdef USE_GDB_STUB
343mDebugger* GameController::debugger() {
344 if (!isLoaded()) {
345 return nullptr;
346 }
347 return m_threadContext.core->debugger;
348}
349
350void GameController::setDebugger(mDebugger* debugger) {
351 Interrupter interrupter(this);
352 if (debugger) {
353 mDebuggerAttach(debugger, m_threadContext.core);
354 } else {
355 m_threadContext.core->detachDebugger(m_threadContext.core);
356 }
357}
358#endif
359
360void GameController::loadGame(const QString& path) {
361 closeGame();
362 QFileInfo info(path);
363 if (!info.isReadable()) {
364 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
365 return;
366 }
367 m_fname = info.canonicalFilePath();
368 m_vf = nullptr;
369 openGame();
370}
371
372void GameController::loadGame(VFile* vf, const QString& base) {
373 closeGame();
374 m_fname = base;
375 m_vf = vf;
376 openGame();
377}
378
379void GameController::bootBIOS() {
380 closeGame();
381 m_fname = QString();
382 openGame(true);
383}
384
385void GameController::openGame(bool biosOnly) {
386 if (m_fname.isEmpty()) {
387 biosOnly = true;
388 }
389 if (biosOnly && (!m_useBios || m_bios.isNull())) {
390 return;
391 }
392 if (isLoaded()) {
393 // We need to delay if the game is still cleaning up
394 QTimer::singleShot(10, this, SLOT(openGame()));
395 return;
396 } else if(m_gameOpen) {
397 cleanGame();
398 }
399
400 if (!biosOnly) {
401 if (m_vf) {
402 m_threadContext.core = mCoreFindVF(m_vf);
403 } else {
404 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
405 }
406 } else {
407 m_threadContext.core = GBACoreCreate();
408 }
409
410 if (!m_threadContext.core) {
411 return;
412 }
413
414 m_pauseAfterFrame = false;
415
416 if (m_turbo) {
417 m_threadContext.sync.videoFrameWait = false;
418 m_threadContext.sync.audioWait = false;
419 } else {
420 m_threadContext.sync.videoFrameWait = m_videoSync;
421 m_threadContext.sync.audioWait = m_audioSync;
422 }
423 m_threadContext.core->init(m_threadContext.core);
424
425 unsigned width, height;
426 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
427 m_drawContext = new uint32_t[width * height];
428 m_frontBuffer = new uint32_t[width * height];
429
430 QByteArray bytes;
431 if (!biosOnly) {
432 bytes = m_fname.toUtf8();
433 if (m_vf) {
434 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
435 } else {
436 mCoreLoadFile(m_threadContext.core, bytes.constData());
437 mDirectorySetDetachBase(&m_threadContext.core->dirs);
438 }
439 } else {
440 bytes = m_bios.toUtf8();
441 }
442 char dirname[PATH_MAX];
443 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
444 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
445
446 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
447
448 if (!m_bios.isNull() && m_useBios) {
449 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
450 if (bios && !m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0)) {
451 bios->close(bios);
452 }
453 }
454
455 m_inputController->recalibrateAxes();
456 memset(m_drawContext, 0xF8, width * height * 4);
457
458 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
459
460 if (m_config) {
461 mCoreLoadForeignConfig(m_threadContext.core, m_config);
462 }
463
464 if (!biosOnly) {
465 mCoreAutoloadSave(m_threadContext.core);
466 if (!m_patch.isNull()) {
467 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
468 if (patch) {
469 m_threadContext.core->loadPatch(m_threadContext.core, patch);
470 }
471 patch->close(patch);
472 } else {
473 mCoreAutoloadPatch(m_threadContext.core);
474 }
475 }
476 m_vf = nullptr;
477
478 if (!mCoreThreadStart(&m_threadContext)) {
479 emit gameFailed();
480 }
481}
482
483void GameController::loadBIOS(const QString& path) {
484 if (m_bios == path) {
485 return;
486 }
487 m_bios = path;
488 if (m_gameOpen) {
489 closeGame();
490 openGame();
491 }
492}
493
494void GameController::loadSave(const QString& path, bool temporary) {
495 if (!isLoaded()) {
496 return;
497 }
498 m_resetActions.append([this, path, temporary]() {
499 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
500 if (!vf) {
501 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
502 return;
503 }
504
505 if (temporary) {
506 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
507 } else {
508 m_threadContext.core->loadSave(m_threadContext.core, vf);
509 }
510 });
511 reset();
512}
513
514void GameController::yankPak() {
515 if (!m_gameOpen) {
516 return;
517 }
518 Interrupter interrupter(this);
519 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
520}
521
522void GameController::replaceGame(const QString& path) {
523 if (!m_gameOpen) {
524 return;
525 }
526
527 QFileInfo info(path);
528 if (!info.isReadable()) {
529 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
530 return;
531 }
532 m_fname = info.canonicalFilePath();
533 Interrupter interrupter(this);
534 mDirectorySetDetachBase(&m_threadContext.core->dirs);
535 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
536}
537
538void GameController::loadPatch(const QString& path) {
539 if (m_gameOpen) {
540 closeGame();
541 m_patch = path;
542 openGame();
543 } else {
544 m_patch = path;
545 }
546}
547
548void GameController::importSharkport(const QString& path) {
549 if (!isLoaded()) {
550 return;
551 }
552#ifdef M_CORE_GBA
553 if (platform() != PLATFORM_GBA) {
554 return;
555 }
556 VFile* vf = VFileDevice::open(path, O_RDONLY);
557 if (!vf) {
558 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
559 return;
560 }
561 threadInterrupt();
562 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
563 threadContinue();
564 vf->close(vf);
565#endif
566}
567
568void GameController::exportSharkport(const QString& path) {
569 if (!isLoaded()) {
570 return;
571 }
572#ifdef M_CORE_GBA
573 if (platform() != PLATFORM_GBA) {
574 return;
575 }
576 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
577 if (!vf) {
578 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
579 return;
580 }
581 threadInterrupt();
582 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
583 threadContinue();
584 vf->close(vf);
585#endif
586}
587
588void GameController::closeGame() {
589 if (!m_gameOpen) {
590 return;
591 }
592 if (m_multiplayer) {
593 m_multiplayer->detachGame(this);
594 }
595
596 if (mCoreThreadIsPaused(&m_threadContext)) {
597 mCoreThreadUnpause(&m_threadContext);
598 }
599 m_patch = QString();
600 clearOverride();
601
602 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
603 mCoreThreadEnd(&m_threadContext);
604}
605
606void GameController::cleanGame() {
607 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
608 return;
609 }
610 mCoreThreadJoin(&m_threadContext);
611
612 if (m_tileCache) {
613 mTileCacheDeinit(m_tileCache.get());
614 m_tileCache.reset();
615 }
616
617 delete[] m_drawContext;
618 delete[] m_frontBuffer;
619
620 m_threadContext.core->deinit(m_threadContext.core);
621 m_gameOpen = false;
622}
623
624void GameController::crashGame(const QString& crashMessage) {
625 closeGame();
626 emit gameCrashed(crashMessage);
627}
628
629bool GameController::isPaused() {
630 if (!m_gameOpen) {
631 return false;
632 }
633 return mCoreThreadIsPaused(&m_threadContext);
634}
635
636mPlatform GameController::platform() const {
637 if (!m_gameOpen) {
638 return PLATFORM_NONE;
639 }
640 return m_threadContext.core->platform(m_threadContext.core);
641}
642
643QSize GameController::screenDimensions() const {
644 if (!m_gameOpen) {
645 return QSize();
646 }
647 unsigned width, height;
648 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
649
650 return QSize(width, height);
651}
652
653void GameController::setPaused(bool paused) {
654 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
655 return;
656 }
657 m_wasPaused = paused;
658 if (paused) {
659 m_pauseAfterFrame.testAndSetRelaxed(false, true);
660 } else {
661 mCoreThreadUnpause(&m_threadContext);
662 startAudio();
663 emit gameUnpaused(&m_threadContext);
664 }
665}
666
667void GameController::reset() {
668 if (!m_gameOpen) {
669 return;
670 }
671 bool wasPaused = isPaused();
672 setPaused(false);
673 Interrupter interrupter(this);
674 mCoreThreadReset(&m_threadContext);
675 if (wasPaused) {
676 setPaused(true);
677 }
678}
679
680void GameController::threadInterrupt() {
681 if (m_gameOpen) {
682 mCoreThreadInterrupt(&m_threadContext);
683 }
684}
685
686void GameController::threadContinue() {
687 if (m_gameOpen) {
688 mCoreThreadContinue(&m_threadContext);
689 }
690}
691
692void GameController::frameAdvance() {
693 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
694 setPaused(false);
695 }
696}
697
698void GameController::setRewind(bool enable, int capacity) {
699 if (m_gameOpen) {
700 Interrupter interrupter(this);
701 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
702 mCoreRewindContextDeinit(&m_threadContext.rewind);
703 }
704 m_threadContext.core->opts.rewindEnable = enable;
705 m_threadContext.core->opts.rewindBufferCapacity = capacity;
706 if (enable && capacity > 0) {
707 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
708 }
709 }
710}
711
712void GameController::rewind(int states) {
713 threadInterrupt();
714 if (!states) {
715 states = INT_MAX;
716 }
717 for (int i = 0; i < states; ++i) {
718 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
719 break;
720 }
721 }
722 threadContinue();
723 emit frameAvailable(m_drawContext);
724 emit rewound(&m_threadContext);
725}
726
727void GameController::startRewinding() {
728 if (!isLoaded()) {
729 return;
730 }
731 if (!m_threadContext.core->opts.rewindEnable) {
732 return;
733 }
734 if (m_multiplayer && m_multiplayer->attached() > 1) {
735 return;
736 }
737 if (m_wasPaused) {
738 setPaused(false);
739 m_wasPaused = true;
740 }
741 mCoreThreadSetRewinding(&m_threadContext, true);
742}
743
744void GameController::stopRewinding() {
745 if (!isLoaded()) {
746 return;
747 }
748 mCoreThreadSetRewinding(&m_threadContext, false);
749 bool signalsBlocked = blockSignals(true);
750 setPaused(m_wasPaused);
751 blockSignals(signalsBlocked);
752}
753
754void GameController::keyPressed(int key) {
755 int mappedKey = 1 << key;
756 m_activeKeys |= mappedKey;
757 if (!m_inputController->allowOpposing()) {
758 if ((m_activeKeys & 0x30) == 0x30) {
759 m_inactiveKeys |= mappedKey ^ 0x30;
760 m_activeKeys ^= mappedKey ^ 0x30;
761 }
762 if ((m_activeKeys & 0xC0) == 0xC0) {
763 m_inactiveKeys |= mappedKey ^ 0xC0;
764 m_activeKeys ^= mappedKey ^ 0xC0;
765 }
766 }
767 updateKeys();
768}
769
770void GameController::keyReleased(int key) {
771 int mappedKey = 1 << key;
772 m_activeKeys &= ~mappedKey;
773 if (!m_inputController->allowOpposing()) {
774 if (mappedKey & 0x30) {
775 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
776 m_inactiveKeys &= ~0x30;
777 }
778 if (mappedKey & 0xC0) {
779 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
780 m_inactiveKeys &= ~0xC0;
781 }
782 }
783 updateKeys();
784}
785
786void GameController::clearKeys() {
787 m_activeKeys = 0;
788 m_inactiveKeys = 0;
789 updateKeys();
790}
791
792void GameController::setAutofire(int key, bool enable) {
793 if (key >= GBA_KEY_MAX || key < 0) {
794 return;
795 }
796
797 if (!enable && m_autofireStatus[key]) {
798 keyReleased(key);
799 }
800
801 m_autofire[key] = enable;
802 m_autofireStatus[key] = 0;
803}
804
805void GameController::setAudioBufferSamples(int samples) {
806 if (m_audioProcessor) {
807 threadInterrupt();
808 redoSamples(samples);
809 threadContinue();
810 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
811 }
812}
813
814void GameController::setAudioSampleRate(unsigned rate) {
815 if (!rate) {
816 return;
817 }
818 if (m_audioProcessor) {
819 threadInterrupt();
820 redoSamples(m_audioProcessor->getBufferSamples());
821 threadContinue();
822 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
823 }
824}
825
826void GameController::setAudioChannelEnabled(int channel, bool enable) {
827 if (channel > 5 || channel < 0) {
828 return;
829 }
830#ifdef M_CORE_GBA
831 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
832#endif
833#ifdef M_CORE_GB
834 GB* gb = static_cast<GB*>(m_threadContext.core->board);
835#endif
836 m_audioChannels[channel] = enable;
837 if (isLoaded()) {
838 switch (channel) {
839 case 0:
840 case 1:
841 case 2:
842 case 3:
843 switch (m_threadContext.core->platform(m_threadContext.core)) {
844#ifdef M_CORE_GBA
845 case PLATFORM_GBA:
846 gba->audio.psg.forceDisableCh[channel] = !enable;
847 break;
848#endif
849#ifdef M_CORE_GB
850 case PLATFORM_GB:
851 gb->audio.forceDisableCh[channel] = !enable;
852 break;
853#endif
854 default:
855 break;
856 }
857 break;
858#ifdef M_CORE_GBA
859 case 4:
860 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
861 gba->audio.forceDisableChA = !enable;
862 }
863 break;
864 case 5:
865 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
866 gba->audio.forceDisableChB = !enable;
867 }
868 break;
869#endif
870 }
871 }
872}
873
874void GameController::startAudio() {
875 bool started = false;
876 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
877 if (!started) {
878 LOG(QT, ERROR) << tr("Failed to start audio processor");
879 // Don't freeze!
880 m_audioSync = false;
881 m_videoSync = true;
882 m_threadContext.sync.audioWait = false;
883 m_threadContext.sync.videoFrameWait = true;
884 }
885}
886
887void GameController::setVideoLayerEnabled(int layer, bool enable) {
888 if (layer > 4 || layer < 0) {
889 return;
890 }
891 m_videoLayers[layer] = enable;
892#ifdef M_CORE_GBA
893 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
894 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
895 switch (layer) {
896 case 0:
897 case 1:
898 case 2:
899 case 3:
900 gba->video.renderer->disableBG[layer] = !enable;
901 break;
902 case 4:
903 gba->video.renderer->disableOBJ = !enable;
904 break;
905 }
906 }
907#endif
908}
909
910void GameController::setFPSTarget(float fps) {
911 Interrupter interrupter(this);
912 m_fpsTarget = fps;
913 m_threadContext.sync.fpsTarget = fps;
914 if (m_turbo && m_turboSpeed > 0) {
915 m_threadContext.sync.fpsTarget *= m_turboSpeed;
916 }
917 if (m_audioProcessor) {
918 redoSamples(m_audioProcessor->getBufferSamples());
919 }
920}
921
922void GameController::setUseBIOS(bool use) {
923 if (use == m_useBios) {
924 return;
925 }
926 m_useBios = use;
927 if (m_gameOpen) {
928 closeGame();
929 openGame();
930 }
931}
932
933void GameController::loadState(int slot) {
934 if (m_fname.isEmpty()) {
935 // We're in the BIOS
936 return;
937 }
938 if (slot > 0 && slot != m_stateSlot) {
939 m_stateSlot = slot;
940 m_backupSaveState.clear();
941 }
942 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
943 GameController* controller = static_cast<GameController*>(context->userData);
944 if (!controller->m_backupLoadState) {
945 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
946 }
947 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
948 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
949 controller->frameAvailable(controller->m_drawContext);
950 controller->stateLoaded(context);
951 }
952 });
953}
954
955void GameController::saveState(int slot) {
956 if (m_fname.isEmpty()) {
957 // We're in the BIOS
958 return;
959 }
960 if (slot > 0) {
961 m_stateSlot = slot;
962 }
963 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
964 GameController* controller = static_cast<GameController*>(context->userData);
965 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
966 if (vf) {
967 controller->m_backupSaveState.resize(vf->size(vf));
968 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
969 vf->close(vf);
970 }
971 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
972 });
973}
974
975void GameController::loadBackupState() {
976 if (!m_backupLoadState) {
977 return;
978 }
979
980 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
981 GameController* controller = static_cast<GameController*>(context->userData);
982 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
983 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
984 mLOG(STATUS, INFO, "Undid state load");
985 controller->frameAvailable(controller->m_drawContext);
986 controller->stateLoaded(context);
987 }
988 controller->m_backupLoadState->close(controller->m_backupLoadState);
989 controller->m_backupLoadState = nullptr;
990 });
991}
992
993void GameController::saveBackupState() {
994 if (m_backupSaveState.isEmpty()) {
995 return;
996 }
997
998 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
999 GameController* controller = static_cast<GameController*>(context->userData);
1000 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1001 if (vf) {
1002 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1003 vf->close(vf);
1004 mLOG(STATUS, INFO, "Undid state save");
1005 }
1006 controller->m_backupSaveState.clear();
1007 });
1008}
1009
1010void GameController::setTurbo(bool set, bool forced) {
1011 if (m_turboForced && !forced) {
1012 return;
1013 }
1014 if (m_turbo == set && m_turboForced == (set && forced)) {
1015 // Don't interrupt the thread if we don't need to
1016 return;
1017 }
1018 if (!m_sync) {
1019 return;
1020 }
1021 m_turbo = set;
1022 m_turboForced = set && forced;
1023 enableTurbo();
1024}
1025
1026void GameController::setTurboSpeed(float ratio) {
1027 m_turboSpeed = ratio;
1028 enableTurbo();
1029}
1030
1031void GameController::enableTurbo() {
1032 Interrupter interrupter(this);
1033 bool shouldRedoSamples = false;
1034 if (!m_turbo) {
1035 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1036 m_threadContext.sync.fpsTarget = m_fpsTarget;
1037 m_threadContext.sync.audioWait = m_audioSync;
1038 m_threadContext.sync.videoFrameWait = m_videoSync;
1039 } else if (m_turboSpeed <= 0) {
1040 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1041 m_threadContext.sync.fpsTarget = m_fpsTarget;
1042 m_threadContext.sync.audioWait = false;
1043 m_threadContext.sync.videoFrameWait = false;
1044 } else {
1045 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1046 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1047 m_threadContext.sync.audioWait = true;
1048 m_threadContext.sync.videoFrameWait = false;
1049 }
1050 if (m_audioProcessor && shouldRedoSamples) {
1051 redoSamples(m_audioProcessor->getBufferSamples());
1052 }
1053}
1054
1055void GameController::setSync(bool enable) {
1056 m_turbo = false;
1057 m_turboForced = false;
1058 if (!enable) {
1059 m_threadContext.sync.audioWait = false;
1060 m_threadContext.sync.videoFrameWait = false;
1061 } else {
1062 m_threadContext.sync.audioWait = m_audioSync;
1063 m_threadContext.sync.videoFrameWait = m_videoSync;
1064 }
1065 m_sync = enable;
1066}
1067void GameController::setAVStream(mAVStream* stream) {
1068 Interrupter interrupter(this);
1069 m_stream = stream;
1070 if (isLoaded()) {
1071 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1072 }
1073}
1074
1075void GameController::clearAVStream() {
1076 Interrupter interrupter(this);
1077 m_stream = nullptr;
1078 if (isLoaded()) {
1079 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1080 }
1081}
1082
1083#ifdef USE_PNG
1084void GameController::screenshot() {
1085 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1086 mCoreTakeScreenshot(context->core);
1087 });
1088}
1089#endif
1090
1091void GameController::reloadAudioDriver() {
1092 int samples = 0;
1093 unsigned sampleRate = 0;
1094 if (m_audioProcessor) {
1095 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1096 samples = m_audioProcessor->getBufferSamples();
1097 sampleRate = m_audioProcessor->sampleRate();
1098 delete m_audioProcessor;
1099 }
1100 m_audioProcessor = AudioProcessor::create();
1101 if (samples) {
1102 m_audioProcessor->setBufferSamples(samples);
1103 }
1104 if (sampleRate) {
1105 m_audioProcessor->requestSampleRate(sampleRate);
1106 }
1107 m_audioProcessor->moveToThread(m_audioThread);
1108 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1109 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1110 if (isLoaded()) {
1111 m_audioProcessor->setInput(&m_threadContext);
1112 startAudio();
1113 }
1114}
1115
1116void GameController::setSaveStateExtdata(int flags) {
1117 m_saveStateFlags = flags;
1118}
1119
1120void GameController::setLoadStateExtdata(int flags) {
1121 m_loadStateFlags = flags;
1122}
1123
1124void GameController::setLuminanceValue(uint8_t value) {
1125 m_luxValue = value;
1126 value = std::max<int>(value - 0x16, 0);
1127 m_luxLevel = 10;
1128 for (int i = 0; i < 10; ++i) {
1129 if (value < GBA_LUX_LEVELS[i]) {
1130 m_luxLevel = i;
1131 break;
1132 }
1133 }
1134 emit luminanceValueChanged(m_luxValue);
1135}
1136
1137void GameController::setLuminanceLevel(int level) {
1138 int value = 0x16;
1139 level = std::max(0, std::min(10, level));
1140 if (level > 0) {
1141 value += GBA_LUX_LEVELS[level - 1];
1142 }
1143 setLuminanceValue(value);
1144}
1145
1146void GameController::setRealTime() {
1147 m_rtc.override = RTC_NO_OVERRIDE;
1148}
1149
1150void GameController::setFixedTime(const QDateTime& time) {
1151 m_rtc.override = RTC_FIXED;
1152 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1153}
1154
1155void GameController::setFakeEpoch(const QDateTime& time) {
1156 m_rtc.override = RTC_FAKE_EPOCH;
1157 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1158}
1159
1160void GameController::updateKeys() {
1161 int activeKeys = m_activeKeys;
1162 activeKeys |= m_activeButtons;
1163 activeKeys &= ~m_inactiveKeys;
1164 if (isLoaded()) {
1165 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1166 }
1167}
1168
1169void GameController::redoSamples(int samples) {
1170 if (m_threadContext.core) {
1171 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1172 }
1173 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1174}
1175
1176void GameController::setLogLevel(int levels) {
1177 Interrupter interrupter(this);
1178 m_logLevels = levels;
1179}
1180
1181void GameController::enableLogLevel(int levels) {
1182 Interrupter interrupter(this);
1183 m_logLevels |= levels;
1184}
1185
1186void GameController::disableLogLevel(int levels) {
1187 Interrupter interrupter(this);
1188 m_logLevels &= ~levels;
1189}
1190
1191void GameController::pollEvents() {
1192 if (!m_inputController) {
1193 return;
1194 }
1195
1196 m_activeButtons = m_inputController->pollEvents();
1197 updateKeys();
1198}
1199
1200void GameController::updateAutofire() {
1201 // TODO: Move all key events onto the CPU thread...somehow
1202 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1203 if (!m_autofire[k]) {
1204 continue;
1205 }
1206 m_autofireStatus[k] ^= 1;
1207 if (m_autofireStatus[k]) {
1208 keyPressed(k);
1209 } else {
1210 keyReleased(k);
1211 }
1212 }
1213}
1214
1215std::shared_ptr<mTileCache> GameController::tileCache() {
1216 if (m_tileCache) {
1217 return m_tileCache;
1218 }
1219 switch (platform()) {
1220#ifdef M_CORE_GBA
1221 case PLATFORM_GBA: {
1222 Interrupter interrupter(this);
1223 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1224 m_tileCache = std::make_shared<mTileCache>();
1225 GBAVideoTileCacheInit(m_tileCache.get());
1226 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1227 mTileCacheSetPalette(m_tileCache.get(), 0);
1228 break;
1229 }
1230#endif
1231#ifdef M_CORE_GB
1232 case PLATFORM_GB: {
1233 Interrupter interrupter(this);
1234 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1235 m_tileCache = std::make_shared<mTileCache>();
1236 GBVideoTileCacheInit(m_tileCache.get());
1237 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1238 mTileCacheSetPalette(m_tileCache.get(), 0);
1239 break;
1240 }
1241#endif
1242 default:
1243 return nullptr;
1244 }
1245 return m_tileCache;
1246}
1247
1248GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1249 : m_parent(parent)
1250 , m_fromThread(fromThread)
1251{
1252 if (!m_fromThread) {
1253 m_parent->threadInterrupt();
1254 } else {
1255 mCoreThreadInterruptFromThread(m_parent->thread());
1256 }
1257}
1258
1259GameController::Interrupter::~Interrupter() {
1260 if (!m_fromThread) {
1261 m_parent->threadContinue();
1262 } else {
1263 mCoreThreadContinue(m_parent->thread());
1264 }
1265}