all repos — mgba @ 908e61f4153702bce5a28616229f848168203b84

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 "MultiplayerController.h"
 11#include "VFileDevice.h"
 12
 13#include <QDateTime>
 14#include <QThread>
 15
 16#include <ctime>
 17
 18extern "C" {
 19#include "gba/audio.h"
 20#include "gba/gba.h"
 21#include "gba/serialize.h"
 22#include "gba/sharkport.h"
 23#include "gba/renderers/video-software.h"
 24#include "gba/supervisor/config.h"
 25#include "util/vfs.h"
 26}
 27
 28using namespace QGBA;
 29using namespace std;
 30
 31const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
 32
 33GameController::GameController(QObject* parent)
 34	: QObject(parent)
 35	, m_drawContext(new uint32_t[256 * 256])
 36	, m_threadContext()
 37	, m_activeKeys(0)
 38	, m_inactiveKeys(0)
 39	, m_logLevels(0)
 40	, m_gameOpen(false)
 41	, m_audioThread(new QThread(this))
 42	, m_audioProcessor(AudioProcessor::create())
 43	, m_pauseAfterFrame(false)
 44	, m_videoSync(VIDEO_SYNC)
 45	, m_audioSync(AUDIO_SYNC)
 46	, m_fpsTarget(-1)
 47	, m_turbo(false)
 48	, m_turboForced(false)
 49	, m_turboSpeed(-1)
 50	, m_wasPaused(false)
 51	, m_inputController(nullptr)
 52	, m_multiplayer(nullptr)
 53	, m_stateSlot(1)
 54{
 55	m_renderer = new GBAVideoSoftwareRenderer;
 56	GBAVideoSoftwareRendererCreate(m_renderer);
 57	m_renderer->outputBuffer = (color_t*) m_drawContext;
 58	m_renderer->outputBufferStride = 256;
 59
 60	GBACheatDeviceCreate(&m_cheatDevice);
 61
 62	m_threadContext.state = THREAD_INITIALIZED;
 63	m_threadContext.debugger = 0;
 64	m_threadContext.frameskip = 0;
 65	m_threadContext.bios = 0;
 66	m_threadContext.renderer = &m_renderer->d;
 67	m_threadContext.userData = this;
 68	m_threadContext.rewindBufferCapacity = 0;
 69	m_threadContext.cheats = &m_cheatDevice;
 70	m_threadContext.logLevel = GBA_LOG_ALL;
 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_rtc.p = this;
 85	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 86	m_rtc.sample = [](GBARTCSource* context) {};
 87	m_rtc.unixTime = [](GBARTCSource* context) -> time_t {
 88		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 89		switch (rtc->override) {
 90		case GameControllerRTC::NO_OVERRIDE:
 91		default:
 92			return time(nullptr);
 93		case GameControllerRTC::FIXED:
 94			return rtc->value;
 95		case GameControllerRTC::FAKE_EPOCH:
 96			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 97		}
 98	};
 99
100	m_threadContext.startCallback = [](GBAThread* context) {
101		GameController* controller = static_cast<GameController*>(context->userData);
102		controller->m_audioProcessor->setInput(context);
103		context->gba->luminanceSource = &controller->m_lux;
104		context->gba->rtcSource = &controller->m_rtc;
105		context->gba->rumble = controller->m_inputController->rumble();
106		context->gba->rotationSource = controller->m_inputController->rotationSource();
107		controller->m_fpsTarget = context->fpsTarget;
108		controller->gameStarted(context);
109	};
110
111	m_threadContext.cleanCallback = [](GBAThread* context) {
112		GameController* controller = static_cast<GameController*>(context->userData);
113		controller->gameStopped(context);
114	};
115
116	m_threadContext.frameCallback = [](GBAThread* context) {
117		GameController* controller = static_cast<GameController*>(context->userData);
118		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
119			GBAThreadPauseFromThread(context);
120			controller->gamePaused(&controller->m_threadContext);
121		}
122		if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
123			controller->frameAvailable(controller->m_drawContext);
124		} else {
125			controller->frameAvailable(nullptr);
126		}
127	};
128
129	m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
130		static const char* stubMessage = "Stub software interrupt";
131		if (!context) {
132			return;
133		}
134		GameController* controller = static_cast<GameController*>(context->userData);
135		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
136			va_list argc;
137			va_copy(argc, args);
138			int immediate = va_arg(argc, int);
139			controller->unimplementedBiosCall(immediate);
140		}
141		if (level == GBA_LOG_FATAL) {
142			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
143		} else if (!(controller->m_logLevels & level)) {
144			return;
145		}
146		QString message(QString().vsprintf(format, args));
147		if (level == GBA_LOG_STATUS) {
148			controller->statusPosted(message);
149		}
150		controller->postLog(level, message);
151	};
152
153	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
154		GBARewind(&m_threadContext, 1);
155		emit frameAvailable(m_drawContext);
156		emit rewound(&m_threadContext);
157	});
158	m_rewindTimer.setInterval(100);
159
160	m_audioThread->setObjectName("Audio Thread");
161	m_audioThread->start(QThread::TimeCriticalPriority);
162	m_audioProcessor->moveToThread(m_audioThread);
163	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
164	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
165	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
166	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
167	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
168}
169
170GameController::~GameController() {
171	m_audioThread->quit();
172	m_audioThread->wait();
173	disconnect();
174	clearMultiplayerController();
175	closeGame();
176	GBACheatDeviceDestroy(&m_cheatDevice);
177	delete m_renderer;
178	delete[] m_drawContext;
179}
180
181void GameController::setMultiplayerController(MultiplayerController* controller) {
182	if (controller == m_multiplayer) {
183		return;
184	}
185	clearMultiplayerController();
186	m_multiplayer = controller;
187	controller->attachGame(this);
188}
189
190void GameController::clearMultiplayerController() {
191	if (!m_multiplayer) {
192		return;
193	}
194	m_multiplayer->detachGame(this);
195	m_multiplayer = nullptr;
196}
197
198void GameController::setOverride(const GBACartridgeOverride& override) {
199	m_threadContext.override = override;
200	m_threadContext.hasOverride = true;
201}
202
203void GameController::setOptions(const GBAOptions* opts) {
204	setFrameskip(opts->frameskip);
205	setAudioSync(opts->audioSync);
206	setVideoSync(opts->videoSync);
207	setSkipBIOS(opts->skipBios);
208	setUseBIOS(opts->useBios);
209	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
210	setVolume(opts->volume);
211	setMute(opts->mute);
212
213	threadInterrupt();
214	m_threadContext.idleOptimization = opts->idleOptimization;
215	threadContinue();
216}
217
218#ifdef USE_GDB_STUB
219ARMDebugger* GameController::debugger() {
220	return m_threadContext.debugger;
221}
222
223void GameController::setDebugger(ARMDebugger* debugger) {
224	threadInterrupt();
225	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
226		GBADetachDebugger(m_threadContext.gba);
227	}
228	m_threadContext.debugger = debugger;
229	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
230		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
231	}
232	threadContinue();
233}
234#endif
235
236void GameController::loadGame(const QString& path, bool dirmode) {
237	closeGame();
238	if (!dirmode) {
239		QFile file(path);
240		if (!file.open(QIODevice::ReadOnly)) {
241			return;
242		}
243		file.close();
244	}
245
246	m_fname = path;
247	m_dirmode = dirmode;
248	openGame();
249}
250
251void GameController::bootBIOS() {
252	closeGame();
253	m_fname = QString();
254	m_dirmode = false;
255	openGame(true);
256}
257
258void GameController::openGame(bool biosOnly) {
259	if (biosOnly && (!m_useBios || m_bios.isNull())) {
260		return;
261	}
262
263	m_gameOpen = true;
264
265	m_pauseAfterFrame = false;
266
267	if (m_turbo) {
268		m_threadContext.sync.videoFrameWait = false;
269		m_threadContext.sync.audioWait = false;
270	} else {
271		m_threadContext.sync.videoFrameWait = m_videoSync;
272		m_threadContext.sync.audioWait = m_audioSync;
273	}
274
275	m_threadContext.gameDir = 0;
276	m_threadContext.bootBios = biosOnly;
277	if (biosOnly) {
278		m_threadContext.fname = nullptr;
279	} else {
280		m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
281		if (m_dirmode) {
282			m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
283			m_threadContext.stateDir = m_threadContext.gameDir;
284		} else {
285			GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
286		}
287	}
288
289	if (!m_bios.isNull() && m_useBios) {
290		m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
291	} else {
292		m_threadContext.bios = nullptr;
293	}
294
295	if (!m_patch.isNull()) {
296		m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
297	}
298
299	m_inputController->recalibrateAxes();
300
301	if (!GBAThreadStart(&m_threadContext)) {
302		m_gameOpen = false;
303		emit gameFailed();
304	}
305}
306
307void GameController::loadBIOS(const QString& path) {
308	if (m_bios == path) {
309		return;
310	}
311	m_bios = path;
312	if (m_gameOpen) {
313		closeGame();
314		openGame();
315	}
316}
317
318void GameController::yankPak() {
319	if (!m_gameOpen) {
320		return;
321	}
322	threadInterrupt();
323	GBAYankROM(m_threadContext.gba);
324	threadContinue();
325}
326
327void GameController::replaceGame(const QString& path) {
328	if (!m_gameOpen) {
329		return;
330	}
331
332	m_fname = path;
333	threadInterrupt();
334	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
335	GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
336	threadContinue();
337}
338
339void GameController::loadPatch(const QString& path) {
340	if (m_gameOpen) {
341		closeGame();
342		m_patch = path;
343		openGame();
344	} else {
345		m_patch = path;
346	}
347}
348
349void GameController::importSharkport(const QString& path) {
350	if (!m_gameOpen) {
351		return;
352	}
353	VFile* vf = VFileDevice::open(path, O_RDONLY);
354	if (!vf) {
355		return;
356	}
357	threadInterrupt();
358	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
359	threadContinue();
360	vf->close(vf);
361}
362
363void GameController::exportSharkport(const QString& path) {
364	if (!m_gameOpen) {
365		return;
366	}
367	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
368	if (!vf) {
369		return;
370	}
371	threadInterrupt();
372	GBASavedataExportSharkPort(m_threadContext.gba, vf);
373	threadContinue();
374	vf->close(vf);
375}
376
377void GameController::closeGame() {
378	if (!m_gameOpen) {
379		return;
380	}
381	m_rewindTimer.stop();
382	if (GBAThreadIsPaused(&m_threadContext)) {
383		GBAThreadUnpause(&m_threadContext);
384	}
385	GBAThreadEnd(&m_threadContext);
386	GBAThreadJoin(&m_threadContext);
387	if (m_threadContext.fname) {
388		free(const_cast<char*>(m_threadContext.fname));
389		m_threadContext.fname = nullptr;
390	}
391
392	m_patch = QString();
393
394	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
395		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
396		GBACheatSetDeinit(set);
397		delete set;
398	}
399	GBACheatSetsClear(&m_cheatDevice.cheats);
400
401	m_gameOpen = false;
402	emit gameStopped(&m_threadContext);
403}
404
405void GameController::crashGame(const QString& crashMessage) {
406	closeGame();
407	emit gameCrashed(crashMessage);
408	emit gameStopped(&m_threadContext);
409}
410
411bool GameController::isPaused() {
412	if (!m_gameOpen) {
413		return false;
414	}
415	return GBAThreadIsPaused(&m_threadContext);
416}
417
418void GameController::setPaused(bool paused) {
419	if (!m_gameOpen || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
420		return;
421	}
422	if (paused) {
423		GBAThreadPause(&m_threadContext);
424		emit gamePaused(&m_threadContext);
425	} else {
426		GBAThreadUnpause(&m_threadContext);
427		emit gameUnpaused(&m_threadContext);
428	}
429}
430
431void GameController::reset() {
432	GBAThreadReset(&m_threadContext);
433}
434
435void GameController::threadInterrupt() {
436	if (m_gameOpen) {
437		GBAThreadInterrupt(&m_threadContext);
438	}
439}
440
441void GameController::threadContinue() {
442	if (m_gameOpen) {
443		GBAThreadContinue(&m_threadContext);
444	}
445}
446
447void GameController::frameAdvance() {
448	if (m_rewindTimer.isActive()) {
449		return;
450	}
451	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
452		setPaused(false);
453	}
454}
455
456void GameController::setRewind(bool enable, int capacity, int interval) {
457	if (m_gameOpen) {
458		threadInterrupt();
459		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
460		threadContinue();
461	} else {
462		if (enable) {
463			m_threadContext.rewindBufferInterval = interval;
464			m_threadContext.rewindBufferCapacity = capacity;
465		} else {
466			m_threadContext.rewindBufferInterval = 0;
467			m_threadContext.rewindBufferCapacity = 0;
468		}
469	}
470}
471
472void GameController::rewind(int states) {
473	threadInterrupt();
474	if (!states) {
475		GBARewindAll(&m_threadContext);
476	} else {
477		GBARewind(&m_threadContext, states);
478	}
479	threadContinue();
480	emit frameAvailable(m_drawContext);
481	emit rewound(&m_threadContext);
482}
483
484void GameController::startRewinding() {
485	if (!m_gameOpen || m_rewindTimer.isActive()) {
486		return;
487	}
488	m_wasPaused = isPaused();
489	setPaused(true);
490	m_rewindTimer.start();
491}
492
493void GameController::stopRewinding() {
494	if (!m_rewindTimer.isActive()) {
495		return;
496	}
497	m_rewindTimer.stop();
498	setPaused(m_wasPaused);
499}
500
501void GameController::keyPressed(int key) {
502	int mappedKey = 1 << key;
503	m_activeKeys |= mappedKey;
504	if (!m_inputController->allowOpposing()) {
505		if ((m_activeKeys & 0x30) == 0x30) {
506			m_inactiveKeys |= mappedKey ^ 0x30;
507			m_activeKeys ^= mappedKey ^ 0x30;
508		}
509		if ((m_activeKeys & 0xC0) == 0xC0) {
510			m_inactiveKeys |= mappedKey ^ 0xC0;
511			m_activeKeys ^= mappedKey ^ 0xC0;
512		}
513	}
514	updateKeys();
515}
516
517void GameController::keyReleased(int key) {
518	int mappedKey = 1 << key;
519	m_activeKeys &= ~mappedKey;
520	if (!m_inputController->allowOpposing()) {
521		if (mappedKey & 0x30) {
522			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
523			m_inactiveKeys &= ~0x30;
524		}
525		if (mappedKey & 0xC0) {
526			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
527			m_inactiveKeys &= ~0xC0;
528		}
529	}
530	updateKeys();
531}
532
533void GameController::clearKeys() {
534	m_activeKeys = 0;
535	m_inactiveKeys = 0;
536	updateKeys();
537}
538
539void GameController::setAudioBufferSamples(int samples) {
540	threadInterrupt();
541	redoSamples(samples);
542	threadContinue();
543	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
544}
545
546void GameController::setFPSTarget(float fps) {
547	threadInterrupt();
548	m_fpsTarget = fps;
549	m_threadContext.fpsTarget = fps;
550	if (m_turbo && m_turboSpeed > 0) {
551		m_threadContext.fpsTarget *= m_turboSpeed;
552	}
553	redoSamples(m_audioProcessor->getBufferSamples());
554	threadContinue();
555}
556
557void GameController::setSkipBIOS(bool set) {
558	threadInterrupt();
559	m_threadContext.skipBios = set;
560	threadContinue();
561}
562
563void GameController::setUseBIOS(bool use) {
564	threadInterrupt();
565	m_useBios = use;
566	threadContinue();
567}
568
569void GameController::loadState(int slot) {
570	if (slot > 0) {
571		m_stateSlot = slot;
572	}
573	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
574		GameController* controller = static_cast<GameController*>(context->userData);
575		if (GBALoadState(context, context->stateDir, controller->m_stateSlot)) {
576			controller->frameAvailable(controller->m_drawContext);
577			controller->stateLoaded(context);
578		}
579	});
580}
581
582void GameController::saveState(int slot) {
583	if (slot > 0) {
584		m_stateSlot = slot;
585	}
586	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
587		GameController* controller = static_cast<GameController*>(context->userData);
588		GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
589	});
590}
591
592void GameController::setVideoSync(bool set) {
593	m_videoSync = set;
594	if (!m_turbo) {
595		threadInterrupt();
596		m_threadContext.sync.videoFrameWait = set;
597		threadContinue();
598	}
599}
600
601void GameController::setAudioSync(bool set) {
602	m_audioSync = set;
603	if (!m_turbo) {
604		threadInterrupt();
605		m_threadContext.sync.audioWait = set;
606		threadContinue();
607	}
608}
609
610void GameController::setFrameskip(int skip) {
611	m_threadContext.frameskip = skip;
612}
613
614void GameController::setVolume(int volume) {
615	threadInterrupt();
616	m_threadContext.volume = volume;
617	if (m_gameOpen) {
618		m_threadContext.gba->audio.masterVolume = volume;
619	}
620	threadContinue();
621}
622
623void GameController::setMute(bool mute) {
624	threadInterrupt();
625	m_threadContext.mute = mute;
626	if (m_gameOpen) {
627		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
628	}
629	threadContinue();
630}
631
632void GameController::setTurbo(bool set, bool forced) {
633	if (m_turboForced && !forced) {
634		return;
635	}
636	if (m_turbo == set && m_turboForced == forced) {
637		// Don't interrupt the thread if we don't need to
638		return;
639	}
640	m_turbo = set;
641	m_turboForced = set && forced;
642	enableTurbo();
643}
644
645void GameController::setTurboSpeed(float ratio) {
646	m_turboSpeed = ratio;
647	enableTurbo();
648}
649
650void GameController::enableTurbo() {
651	threadInterrupt();
652	if (!m_turbo) {
653		m_threadContext.fpsTarget = m_fpsTarget;
654		m_threadContext.sync.audioWait = m_audioSync;
655		m_threadContext.sync.videoFrameWait = m_videoSync;
656	} else if (m_turboSpeed <= 0) {
657		m_threadContext.fpsTarget = m_fpsTarget;
658		m_threadContext.sync.audioWait = false;
659		m_threadContext.sync.videoFrameWait = false;
660	} else {
661		m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
662		m_threadContext.sync.audioWait = true;
663		m_threadContext.sync.videoFrameWait = false;
664	}
665	redoSamples(m_audioProcessor->getBufferSamples());
666	threadContinue();
667}
668
669void GameController::setAVStream(GBAAVStream* stream) {
670	threadInterrupt();
671	m_threadContext.stream = stream;
672	if (m_gameOpen) {
673		m_threadContext.gba->stream = stream;
674	}
675	threadContinue();
676}
677
678void GameController::clearAVStream() {
679	threadInterrupt();
680	m_threadContext.stream = nullptr;
681	if (m_gameOpen) {
682		m_threadContext.gba->stream = nullptr;
683	}
684	threadContinue();
685}
686
687#ifdef USE_PNG
688void GameController::screenshot() {
689	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
690}
691#endif
692
693void GameController::reloadAudioDriver() {
694	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
695	int samples = m_audioProcessor->getBufferSamples();
696	delete m_audioProcessor;
697	m_audioProcessor = AudioProcessor::create();
698	m_audioProcessor->setBufferSamples(samples);
699	m_audioProcessor->moveToThread(m_audioThread);
700	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
701	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
702	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
703	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
704	if (isLoaded()) {
705		m_audioProcessor->setInput(&m_threadContext);
706		QMetaObject::invokeMethod(m_audioProcessor, "start");
707	}
708}
709
710void GameController::setLuminanceValue(uint8_t value) {
711	m_luxValue = value;
712	value = std::max<int>(value - 0x16, 0);
713	m_luxLevel = 10;
714	for (int i = 0; i < 10; ++i) {
715		if (value < LUX_LEVELS[i]) {
716			m_luxLevel = i;
717			break;
718		}
719	}
720	emit luminanceValueChanged(m_luxValue);
721}
722
723void GameController::setLuminanceLevel(int level) {
724	int value = 0x16;
725	level = std::max(0, std::min(10, level));
726	if (level > 0) {
727		value += LUX_LEVELS[level - 1];
728	}
729	setLuminanceValue(value);
730}
731
732void GameController::setRealTime() {
733	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
734}
735
736void GameController::setFixedTime(const QDateTime& time) {
737	m_rtc.override = GameControllerRTC::FIXED;
738	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
739}
740
741void GameController::setFakeEpoch(const QDateTime& time) {
742	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
743	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
744}
745
746void GameController::updateKeys() {
747	int activeKeys = m_activeKeys;
748	activeKeys |= m_activeButtons;
749	activeKeys &= ~m_inactiveKeys;
750	m_threadContext.activeKeys = activeKeys;
751}
752
753void GameController::redoSamples(int samples) {
754#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
755	float sampleRate = 0x8000;
756	float ratio;
757	if (m_threadContext.gba) {
758		sampleRate = m_threadContext.gba->audio.sampleRate;
759	}
760	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
761	m_threadContext.audioBuffers = ceil(samples / ratio);
762#else
763	m_threadContext.audioBuffers = samples;
764#endif
765	if (m_threadContext.gba) {
766		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
767	}
768	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
769}
770
771void GameController::setLogLevel(int levels) {
772	threadInterrupt();
773	m_logLevels = levels;
774	threadContinue();
775}
776
777void GameController::enableLogLevel(int levels) {
778	threadInterrupt();
779	m_logLevels |= levels;
780	threadContinue();
781}
782
783void GameController::disableLogLevel(int levels) {
784	threadInterrupt();
785	m_logLevels &= ~levels;
786	threadContinue();
787}
788
789void GameController::pollEvents() {
790	if (!m_inputController) {
791		return;
792	}
793
794	m_activeButtons = m_inputController->pollEvents();
795	updateKeys();
796}