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