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
11#include <QThread>
12
13extern "C" {
14#include "gba.h"
15#include "gba-audio.h"
16#include "gba-serialize.h"
17#include "renderers/video-software.h"
18#include "util/vfs.h"
19}
20
21using namespace QGBA;
22
23GameController::GameController(QObject* parent)
24 : QObject(parent)
25 , m_drawContext(new uint32_t[256 * 256])
26 , m_threadContext()
27 , m_activeKeys(0)
28 , m_logLevels(0)
29 , m_gameOpen(false)
30 , m_audioThread(new QThread(this))
31 , m_audioProcessor(AudioProcessor::create())
32 , m_videoSync(VIDEO_SYNC)
33 , m_audioSync(AUDIO_SYNC)
34 , m_turbo(false)
35 , m_turboForced(false)
36 , m_inputController(nullptr)
37{
38 m_renderer = new GBAVideoSoftwareRenderer;
39 GBAVideoSoftwareRendererCreate(m_renderer);
40 m_renderer->outputBuffer = (color_t*) m_drawContext;
41 m_renderer->outputBufferStride = 256;
42 m_threadContext.state = THREAD_INITIALIZED;
43 m_threadContext.debugger = 0;
44 m_threadContext.frameskip = 0;
45 m_threadContext.bios = 0;
46 m_threadContext.renderer = &m_renderer->d;
47 m_threadContext.userData = this;
48 m_threadContext.rewindBufferCapacity = 0;
49 m_threadContext.logLevel = -1;
50
51 m_threadContext.startCallback = [] (GBAThread* context) {
52 GameController* controller = static_cast<GameController*>(context->userData);
53 controller->m_audioProcessor->setInput(context);
54 controller->gameStarted(context);
55 };
56
57 m_threadContext.cleanCallback = [] (GBAThread* context) {
58 GameController* controller = static_cast<GameController*>(context->userData);
59 controller->gameStopped(context);
60 };
61
62 m_threadContext.frameCallback = [] (GBAThread* context) {
63 GameController* controller = static_cast<GameController*>(context->userData);
64 controller->m_pauseMutex.lock();
65 if (controller->m_pauseAfterFrame) {
66 GBAThreadPauseFromThread(context);
67 controller->m_pauseAfterFrame = false;
68 controller->gamePaused(&controller->m_threadContext);
69 }
70 controller->m_pauseMutex.unlock();
71 controller->frameAvailable(controller->m_drawContext);
72 };
73
74 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
75 GameController* controller = static_cast<GameController*>(context->userData);
76 if (!(controller->m_logLevels & level)) {
77 return;
78 }
79 controller->postLog(level, QString().vsprintf(format, args));
80 };
81
82 m_audioThread->start(QThread::TimeCriticalPriority);
83 m_audioProcessor->moveToThread(m_audioThread);
84 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
85 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
86 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
87 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
88
89#ifdef BUILD_SDL
90 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
91#endif
92}
93
94GameController::~GameController() {
95 m_audioThread->quit();
96 m_audioThread->wait();
97 disconnect();
98 closeGame();
99 delete m_renderer;
100 delete[] m_drawContext;
101}
102
103#ifdef USE_GDB_STUB
104ARMDebugger* GameController::debugger() {
105 return m_threadContext.debugger;
106}
107
108void GameController::setDebugger(ARMDebugger* debugger) {
109 bool wasPaused = isPaused();
110 setPaused(true);
111 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
112 GBADetachDebugger(m_threadContext.gba);
113 }
114 m_threadContext.debugger = debugger;
115 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
116 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
117 }
118 setPaused(wasPaused);
119}
120#endif
121
122void GameController::loadGame(const QString& path, bool dirmode) {
123 closeGame();
124 if (!dirmode) {
125 QFile file(path);
126 if (!file.open(QIODevice::ReadOnly)) {
127 return;
128 }
129 file.close();
130 }
131
132 m_fname = path;
133 m_dirmode = dirmode;
134 openGame();
135}
136
137void GameController::openGame() {
138 m_gameOpen = true;
139
140 m_pauseAfterFrame = false;
141
142 if (m_turbo) {
143 m_threadContext.sync.videoFrameWait = false;
144 m_threadContext.sync.audioWait = false;
145 } else {
146 m_threadContext.sync.videoFrameWait = m_videoSync;
147 m_threadContext.sync.audioWait = m_audioSync;
148 }
149
150 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
151 if (m_dirmode) {
152 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
153 m_threadContext.stateDir = m_threadContext.gameDir;
154 } else {
155 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
156#if ENABLE_LIBZIP
157 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
158#endif
159 }
160
161 if (!m_bios.isNull()) {
162 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
163 }
164
165 if (!m_patch.isNull()) {
166 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
167 }
168
169 if (!GBAThreadStart(&m_threadContext)) {
170 m_gameOpen = false;
171 }
172}
173
174void GameController::loadBIOS(const QString& path) {
175 m_bios = path;
176 if (m_gameOpen) {
177 closeGame();
178 openGame();
179 }
180}
181
182void GameController::loadPatch(const QString& path) {
183 m_patch = path;
184 if (m_gameOpen) {
185 closeGame();
186 openGame();
187 }
188}
189
190void GameController::closeGame() {
191 if (!m_gameOpen) {
192 return;
193 }
194 if (GBAThreadIsPaused(&m_threadContext)) {
195 GBAThreadUnpause(&m_threadContext);
196 }
197 GBAThreadEnd(&m_threadContext);
198 GBAThreadJoin(&m_threadContext);
199 if (m_threadContext.fname) {
200 free(const_cast<char*>(m_threadContext.fname));
201 m_threadContext.fname = nullptr;
202 }
203
204 m_patch = QString();
205
206 m_gameOpen = false;
207 emit gameStopped(&m_threadContext);
208}
209
210bool GameController::isPaused() {
211 if (!m_gameOpen) {
212 return false;
213 }
214 return GBAThreadIsPaused(&m_threadContext);
215}
216
217void GameController::setPaused(bool paused) {
218 if (paused == GBAThreadIsPaused(&m_threadContext)) {
219 return;
220 }
221 if (paused) {
222 GBAThreadPause(&m_threadContext);
223 emit gamePaused(&m_threadContext);
224 } else {
225 GBAThreadUnpause(&m_threadContext);
226 emit gameUnpaused(&m_threadContext);
227 }
228}
229
230void GameController::reset() {
231 GBAThreadReset(&m_threadContext);
232}
233
234void GameController::threadInterrupt() {
235 if (m_gameOpen) {
236 GBAThreadInterrupt(&m_threadContext);
237 }
238}
239
240void GameController::threadContinue() {
241 if (m_gameOpen) {
242 GBAThreadContinue(&m_threadContext);
243 }
244}
245
246void GameController::frameAdvance() {
247 m_pauseMutex.lock();
248 m_pauseAfterFrame = true;
249 setPaused(false);
250 m_pauseMutex.unlock();
251}
252
253void GameController::keyPressed(int key) {
254 int mappedKey = 1 << key;
255 m_activeKeys |= mappedKey;
256 updateKeys();
257}
258
259void GameController::keyReleased(int key) {
260 int mappedKey = 1 << key;
261 m_activeKeys &= ~mappedKey;
262 updateKeys();
263}
264
265void GameController::setAudioBufferSamples(int samples) {
266 if (m_gameOpen) {
267 threadInterrupt();
268 m_threadContext.audioBuffers = samples;
269 GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
270 threadContinue();
271 } else {
272 m_threadContext.audioBuffers = samples;
273
274 }
275 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
276}
277
278void GameController::setFPSTarget(float fps) {
279 threadInterrupt();
280 m_threadContext.fpsTarget = fps;
281 threadContinue();
282 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
283}
284
285void GameController::loadState(int slot) {
286 threadInterrupt();
287 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
288 threadContinue();
289 emit stateLoaded(&m_threadContext);
290 emit frameAvailable(m_drawContext);
291}
292
293void GameController::saveState(int slot) {
294 threadInterrupt();
295 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
296 threadContinue();
297}
298
299void GameController::setVideoSync(bool set) {
300 m_videoSync = set;
301 if (!m_turbo) {
302 threadInterrupt();
303 m_threadContext.sync.videoFrameWait = set;
304 threadContinue();
305 }
306}
307
308void GameController::setAudioSync(bool set) {
309 m_audioSync = set;
310 if (!m_turbo) {
311 threadInterrupt();
312 m_threadContext.sync.audioWait = set;
313 threadContinue();
314 }
315}
316
317void GameController::setFrameskip(int skip) {
318 m_threadContext.frameskip = skip;
319}
320
321void GameController::setTurbo(bool set, bool forced) {
322 if (m_turboForced && !forced) {
323 return;
324 }
325 m_turbo = set;
326 if (set) {
327 m_turboForced = forced;
328 } else {
329 m_turboForced = false;
330 }
331 threadInterrupt();
332 m_threadContext.sync.audioWait = set ? false : m_audioSync;
333 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
334 threadContinue();
335}
336
337void GameController::setAVStream(GBAAVStream* stream) {
338 threadInterrupt();
339 m_threadContext.stream = stream;
340 threadContinue();
341}
342
343void GameController::clearAVStream() {
344 threadInterrupt();
345 m_threadContext.stream = nullptr;
346 threadContinue();
347}
348
349void GameController::updateKeys() {
350 int activeKeys = m_activeKeys;
351#ifdef BUILD_SDL
352 activeKeys |= m_activeButtons;
353#endif
354 m_threadContext.activeKeys = activeKeys;
355}
356
357void GameController::setLogLevel(int levels) {
358 threadInterrupt();
359 m_logLevels = levels;
360 threadContinue();
361}
362
363void GameController::enableLogLevel(int levels) {
364 threadInterrupt();
365 m_logLevels |= levels;
366 threadContinue();
367}
368
369void GameController::disableLogLevel(int levels) {
370 threadInterrupt();
371 m_logLevels &= ~levels;
372 threadContinue();
373}
374
375#ifdef BUILD_SDL
376void GameController::testSDLEvents() {
377 if (!m_inputController) {
378 return;
379 }
380
381 m_activeButtons = m_inputController->testSDLEvents();
382 updateKeys();
383}
384#endif