all repos — mgba @ 94e4980a5581b4a895227e012138c4b42c74ab68

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2014 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "GameController.h"
  7
  8#include "AudioProcessor.h"
  9#include "InputController.h"
 10#include "LogController.h"
 11#include "MultiplayerController.h"
 12#include "VFileDevice.h"
 13
 14#include <QCoreApplication>
 15#include <QDateTime>
 16#include <QThread>
 17
 18#include <ctime>
 19
 20extern "C" {
 21#include "core/config.h"
 22#include "core/directories.h"
 23#include "gba/audio.h"
 24#include "gba/bios.h"
 25#include "gba/core.h"
 26#include "gba/gba.h"
 27#include "gba/serialize.h"
 28#include "gba/sharkport.h"
 29#include "util/vfs.h"
 30}
 31
 32using namespace QGBA;
 33using namespace std;
 34
 35GameController::GameController(QObject* parent)
 36	: QObject(parent)
 37	, m_drawContext(nullptr)
 38	, m_frontBuffer(nullptr)
 39	, m_threadContext()
 40	, m_activeKeys(0)
 41	, m_inactiveKeys(0)
 42	, m_logLevels(0)
 43	, m_gameOpen(false)
 44	, m_audioThread(new QThread(this))
 45	, m_audioProcessor(AudioProcessor::create())
 46	, m_pauseAfterFrame(false)
 47	, m_videoSync(VIDEO_SYNC)
 48	, m_audioSync(AUDIO_SYNC)
 49	, m_fpsTarget(-1)
 50	, m_turbo(false)
 51	, m_turboForced(false)
 52	, m_turboSpeed(-1)
 53	, m_wasPaused(false)
 54	, m_audioChannels{ true, true, true, true, true, true }
 55	, m_videoLayers{ true, true, true, true, true }
 56	, m_autofire{}
 57	, m_autofireStatus{}
 58	, m_inputController(nullptr)
 59	, m_multiplayer(nullptr)
 60	, m_stream(nullptr)
 61	, m_stateSlot(1)
 62	, m_backupLoadState(nullptr)
 63	, m_backupSaveState(nullptr)
 64	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
 65	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
 66{
 67	GBACheatDeviceCreate(&m_cheatDevice);
 68
 69	m_lux.p = this;
 70	m_lux.sample = [](GBALuminanceSource* context) {
 71		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 72		lux->value = 0xFF - lux->p->m_luxValue;
 73	};
 74
 75	m_lux.readLuminance = [](GBALuminanceSource* context) {
 76		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 77		return lux->value;
 78	};
 79	setLuminanceLevel(0);
 80
 81	m_threadContext.startCallback = [](mCoreThread* context) {
 82		GameController* controller = static_cast<GameController*>(context->userData);
 83		if (controller->m_audioProcessor) {
 84			controller->m_audioProcessor->setInput(context);
 85		}
 86		mRTCGenericSourceInit(&controller->m_rtc, context->core);
 87		context->core->setRTC(context->core, &controller->m_rtc.d);
 88
 89		if (context->core->platform(context->core) == PLATFORM_GBA) {
 90			GBA* gba = static_cast<GBA*>(context->core->board);
 91			gba->luminanceSource = &controller->m_lux;
 92			gba->rumble = controller->m_inputController->rumble();
 93			gba->rotationSource = controller->m_inputController->rotationSource();
 94			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 95			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 96			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 97			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 98			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 99			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
100			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
101			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
102			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
103			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
104			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
105		}
106		controller->m_fpsTarget = context->sync.fpsTarget;
107
108		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
109			mCoreDeleteState(context->core, 0);
110		}
111		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
112	};
113
114	m_threadContext.cleanCallback = [](mCoreThread* context) {
115		GameController* controller = static_cast<GameController*>(context->userData);
116		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
117	};
118
119	m_threadContext.frameCallback = [](mCoreThread* context) {
120		GameController* controller = static_cast<GameController*>(context->userData);
121		unsigned width, height;
122		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
123		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
124		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
125		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
126			mCoreThreadPauseFromThread(context);
127			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
128		}
129	};
130
131	/*m_threadContext.stopCallback = [](mCoreThread* context) {
132		if (!context) {
133			return false;
134		}
135		GameController* controller = static_cast<GameController*>(context->userData);
136		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
137			return false;
138		}
139		QMetaObject::invokeMethod(controller, "closeGame");
140		return true;
141	};*/
142
143	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
144		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
145		mCoreThread* context = logContext->p;
146
147		static const char* savestateMessage = "State %i loaded";
148		static const char* savestateFailedMessage = "State %i failed to load";
149		if (!context) {
150			return;
151		}
152		GameController* controller = static_cast<GameController*>(context->userData);
153		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
154			va_list argc;
155			va_copy(argc, args);
156			int immediate = va_arg(argc, int);
157			va_end(argc);
158			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
159		} else if (category == _mLOG_CAT_STATUS()) {
160			// Slot 0 is reserved for suspend points
161			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
162				va_list argc;
163				va_copy(argc, args);
164				int slot = va_arg(argc, int);
165				va_end(argc);
166				if (slot == 0) {
167					format = "Loaded suspend state";
168				}
169			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
170				va_list argc;
171				va_copy(argc, args);
172				int slot = va_arg(argc, int);
173				va_end(argc);
174				if (slot == 0) {
175					return;
176				}
177			}
178		}
179		if (level == mLOG_FATAL) {
180			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
181		} else if (!(controller->m_logLevels & level)) {
182			return;
183		}
184		QString message(QString().vsprintf(format, args));
185		if (category == _mLOG_CAT_STATUS()) {
186			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
187		}
188		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
189	};
190
191	m_threadContext.userData = this;
192
193	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
194		// TODO: Put rewind back
195		emit frameAvailable(m_drawContext);
196		emit rewound(&m_threadContext);
197	});
198	m_rewindTimer.setInterval(100);
199
200	m_audioThread->setObjectName("Audio Thread");
201	m_audioThread->start(QThread::TimeCriticalPriority);
202	m_audioProcessor->moveToThread(m_audioThread);
203	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
204	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
205	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
206}
207
208GameController::~GameController() {
209	m_audioThread->quit();
210	m_audioThread->wait();
211	disconnect();
212	clearMultiplayerController();
213	closeGame();
214	GBACheatDeviceDestroy(&m_cheatDevice);
215	delete m_backupLoadState;
216}
217
218void GameController::setMultiplayerController(MultiplayerController* controller) {
219	if (controller == m_multiplayer) {
220		return;
221	}
222	clearMultiplayerController();
223	m_multiplayer = controller;
224	controller->attachGame(this);
225}
226
227void GameController::clearMultiplayerController() {
228	if (!m_multiplayer) {
229		return;
230	}
231	m_multiplayer->detachGame(this);
232	m_multiplayer = nullptr;
233}
234
235void GameController::setOverride(const GBACartridgeOverride& override) {
236	// TODO: Put back overrides
237}
238
239void GameController::setConfig(const mCoreConfig* config) {
240	m_config = config;
241	if (isLoaded()) {
242		threadInterrupt();
243		mCoreLoadForeignConfig(m_threadContext.core, config);
244		m_audioProcessor->setInput(&m_threadContext);
245		threadContinue();
246	}
247}
248
249#ifdef USE_GDB_STUB
250Debugger* GameController::debugger() {
251	// TODO: Put back debugger
252	return nullptr;
253}
254
255void GameController::setDebugger(Debugger* debugger) {
256	threadInterrupt();
257	// TODO: Put back debugger
258	threadContinue();
259}
260#endif
261
262void GameController::loadGame(const QString& path) {
263	closeGame();
264	QFile file(path);
265	if (!file.open(QIODevice::ReadOnly)) {
266		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
267		return;
268	}
269	file.close();
270
271	m_fname = path;
272	openGame();
273}
274
275void GameController::bootBIOS() {
276	closeGame();
277	m_fname = QString();
278	openGame(true);
279}
280
281void GameController::openGame(bool biosOnly) {
282	if (biosOnly && (!m_useBios || m_bios.isNull())) {
283		return;
284	}
285
286	m_gameOpen = true;
287
288	m_pauseAfterFrame = false;
289
290	if (m_turbo) {
291		m_threadContext.sync.videoFrameWait = false;
292		m_threadContext.sync.audioWait = false;
293	} else {
294		m_threadContext.sync.videoFrameWait = m_videoSync;
295		m_threadContext.sync.audioWait = m_audioSync;
296	}
297
298
299	if (!biosOnly) {
300		m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
301	} else {
302		m_threadContext.core = GBACoreCreate();
303	}
304	m_threadContext.core->init(m_threadContext.core);
305
306	unsigned width, height;
307	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
308	m_drawContext = new uint32_t[width * height];
309	m_frontBuffer = new uint32_t[width * height];
310
311	if (!biosOnly) {
312		mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
313	}
314
315	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
316
317	if (!m_bios.isNull() && m_useBios) {
318		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
319		if (bios) {
320			// TODO: Lifetime issues?
321			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
322		}
323	}
324
325	if (!m_patch.isNull()) {
326		VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
327		if (patch) {
328			m_threadContext.core->loadPatch(m_threadContext.core, patch);
329		}
330		patch->close(patch);
331	}
332
333	m_inputController->recalibrateAxes();
334	memset(m_drawContext, 0xF8, width * height * 4);
335
336	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
337
338	if (m_config) {
339		mCoreLoadForeignConfig(m_threadContext.core, m_config);
340	}
341
342	if (!biosOnly) {
343		mCoreAutoloadSave(m_threadContext.core);
344	}
345
346	if (!mCoreThreadStart(&m_threadContext)) {
347		m_gameOpen = false;
348		emit gameFailed();
349	} else if (m_audioProcessor) {
350		startAudio();
351	}
352}
353
354void GameController::loadBIOS(const QString& path) {
355	if (m_bios == path) {
356		return;
357	}
358	m_bios = path;
359	if (m_gameOpen) {
360		closeGame();
361		openGame();
362	}
363}
364
365void GameController::yankPak() {
366	if (!m_gameOpen) {
367		return;
368	}
369	threadInterrupt();
370	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
371	threadContinue();
372}
373
374void GameController::replaceGame(const QString& path) {
375	if (!m_gameOpen) {
376		return;
377	}
378
379	m_fname = path;
380	threadInterrupt();
381	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
382	threadContinue();
383}
384
385void GameController::loadPatch(const QString& path) {
386	if (m_gameOpen) {
387		closeGame();
388		m_patch = path;
389		openGame();
390	} else {
391		m_patch = path;
392	}
393}
394
395void GameController::importSharkport(const QString& path) {
396	if (!isLoaded()) {
397		return;
398	}
399	VFile* vf = VFileDevice::open(path, O_RDONLY);
400	if (!vf) {
401		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
402		return;
403	}
404	threadInterrupt();
405	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
406	threadContinue();
407	vf->close(vf);
408}
409
410void GameController::exportSharkport(const QString& path) {
411	if (!isLoaded()) {
412		return;
413	}
414	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
415	if (!vf) {
416		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
417		return;
418	}
419	threadInterrupt();
420	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
421	threadContinue();
422	vf->close(vf);
423}
424
425void GameController::closeGame() {
426	if (!m_gameOpen) {
427		return;
428	}
429	m_gameOpen = false;
430
431	m_rewindTimer.stop();
432	if (mCoreThreadIsPaused(&m_threadContext)) {
433		mCoreThreadUnpause(&m_threadContext);
434	}
435	m_audioProcessor->pause();
436	mCoreThreadEnd(&m_threadContext);
437	mCoreThreadJoin(&m_threadContext);
438	// Make sure the event queue clears out before the thread is reused
439	QCoreApplication::processEvents();
440
441	delete[] m_drawContext;
442	delete[] m_frontBuffer;
443
444	m_patch = QString();
445
446	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
447		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
448		GBACheatSetDeinit(set);
449		delete set;
450	}
451	GBACheatSetsClear(&m_cheatDevice.cheats);
452
453	m_threadContext.core->deinit(m_threadContext.core);
454}
455
456void GameController::crashGame(const QString& crashMessage) {
457	closeGame();
458	emit gameCrashed(crashMessage);
459	emit gameStopped(&m_threadContext);
460}
461
462bool GameController::isPaused() {
463	if (!m_gameOpen) {
464		return false;
465	}
466	return mCoreThreadIsPaused(&m_threadContext);
467}
468
469mPlatform GameController::platform() const {
470	if (!m_gameOpen) {
471		return PLATFORM_NONE;
472	}
473	return m_threadContext.core->platform(m_threadContext.core);
474}
475
476QSize GameController::screenDimensions() const {
477	if (!m_gameOpen) {
478		return QSize();
479	}
480	unsigned width, height;
481	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
482
483	return QSize(width, height);
484}
485
486void GameController::setPaused(bool paused) {
487	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
488		return;
489	}
490	if (paused) {
491		m_pauseAfterFrame.testAndSetRelaxed(false, true);
492	} else {
493		mCoreThreadUnpause(&m_threadContext);
494		startAudio();
495		emit gameUnpaused(&m_threadContext);
496	}
497}
498
499void GameController::reset() {
500	if (!m_gameOpen) {
501		return;
502	}
503	bool wasPaused = isPaused();
504	setPaused(false);
505	mCoreThreadReset(&m_threadContext);
506	if (wasPaused) {
507		setPaused(true);
508	}
509}
510
511void GameController::threadInterrupt() {
512	if (m_gameOpen) {
513		mCoreThreadInterrupt(&m_threadContext);
514	}
515}
516
517void GameController::threadContinue() {
518	if (m_gameOpen) {
519		mCoreThreadContinue(&m_threadContext);
520	}
521}
522
523void GameController::frameAdvance() {
524	if (m_rewindTimer.isActive()) {
525		return;
526	}
527	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
528		setPaused(false);
529	}
530}
531
532void GameController::setRewind(bool enable, int capacity, int interval) {
533	if (m_gameOpen) {
534		threadInterrupt();
535		// TODO: Put back rewind
536		threadContinue();
537	} else {
538		// TODO: Put back rewind
539	}
540}
541
542void GameController::rewind(int states) {
543	threadInterrupt();
544	if (!states) {
545		// TODO: Put back rewind
546	} else {
547		// TODO: Put back rewind
548	}
549	threadContinue();
550	emit frameAvailable(m_drawContext);
551	emit rewound(&m_threadContext);
552}
553
554void GameController::startRewinding() {
555	if (!m_gameOpen || m_rewindTimer.isActive()) {
556		return;
557	}
558	if (m_multiplayer && m_multiplayer->attached() > 1) {
559		return;
560	}
561	m_wasPaused = isPaused();
562	if (!mCoreThreadIsPaused(&m_threadContext)) {
563		mCoreThreadPause(&m_threadContext);
564	}
565	m_rewindTimer.start();
566}
567
568void GameController::stopRewinding() {
569	if (!m_rewindTimer.isActive()) {
570		return;
571	}
572	m_rewindTimer.stop();
573	bool signalsBlocked = blockSignals(true);
574	setPaused(m_wasPaused);
575	blockSignals(signalsBlocked);
576}
577
578void GameController::keyPressed(int key) {
579	int mappedKey = 1 << key;
580	m_activeKeys |= mappedKey;
581	if (!m_inputController->allowOpposing()) {
582		if ((m_activeKeys & 0x30) == 0x30) {
583			m_inactiveKeys |= mappedKey ^ 0x30;
584			m_activeKeys ^= mappedKey ^ 0x30;
585		}
586		if ((m_activeKeys & 0xC0) == 0xC0) {
587			m_inactiveKeys |= mappedKey ^ 0xC0;
588			m_activeKeys ^= mappedKey ^ 0xC0;
589		}
590	}
591	updateKeys();
592}
593
594void GameController::keyReleased(int key) {
595	int mappedKey = 1 << key;
596	m_activeKeys &= ~mappedKey;
597	if (!m_inputController->allowOpposing()) {
598		if (mappedKey & 0x30) {
599			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
600			m_inactiveKeys &= ~0x30;
601		}
602		if (mappedKey & 0xC0) {
603			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
604			m_inactiveKeys &= ~0xC0;
605		}
606	}
607	updateKeys();
608}
609
610void GameController::clearKeys() {
611	m_activeKeys = 0;
612	m_inactiveKeys = 0;
613	updateKeys();
614}
615
616void GameController::setAutofire(int key, bool enable) {
617	if (key >= GBA_KEY_MAX || key < 0) {
618		return;
619	}
620	m_autofire[key] = enable;
621	m_autofireStatus[key] = 0;
622}
623
624void GameController::setAudioBufferSamples(int samples) {
625	if (m_audioProcessor) {
626		threadInterrupt();
627		redoSamples(samples);
628		threadContinue();
629		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
630	}
631}
632
633void GameController::setAudioSampleRate(unsigned rate) {
634	if (!rate) {
635		return;
636	}
637	if (m_audioProcessor) {
638		threadInterrupt();
639		redoSamples(m_audioProcessor->getBufferSamples());
640		threadContinue();
641		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
642	}
643}
644
645void GameController::setAudioChannelEnabled(int channel, bool enable) {
646	if (channel > 5 || channel < 0) {
647		return;
648	}
649	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
650	m_audioChannels[channel] = enable;
651	if (isLoaded()) {
652		switch (channel) {
653		case 0:
654		case 1:
655		case 2:
656		case 3:
657			gba->audio.psg.forceDisableCh[channel] = !enable;
658			break;
659		case 4:
660			gba->audio.forceDisableChA = !enable;
661			break;
662		case 5:
663			gba->audio.forceDisableChB = !enable;
664			break;
665		}
666	}
667}
668
669void GameController::startAudio() {
670	bool started = false;
671	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
672	if (!started) {
673		LOG(QT, ERROR) << tr("Failed to start audio processor");
674		// Don't freeze!
675		m_audioSync = false;
676		m_videoSync = true;
677		m_threadContext.sync.audioWait = false;
678		m_threadContext.sync.videoFrameWait = true;
679	}
680}
681
682void GameController::setVideoLayerEnabled(int layer, bool enable) {
683	if (layer > 4 || layer < 0) {
684		return;
685	}
686	m_videoLayers[layer] = enable;
687	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
688		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
689		switch (layer) {
690		case 0:
691		case 1:
692		case 2:
693		case 3:
694			gba->video.renderer->disableBG[layer] = !enable;
695			break;
696		case 4:
697			gba->video.renderer->disableOBJ = !enable;
698			break;
699		}
700	}
701}
702
703void GameController::setFPSTarget(float fps) {
704	threadInterrupt();
705	m_fpsTarget = fps;
706	m_threadContext.sync.fpsTarget = fps;
707	if (m_turbo && m_turboSpeed > 0) {
708		m_threadContext.sync.fpsTarget *= m_turboSpeed;
709	}
710	if (m_audioProcessor) {
711		redoSamples(m_audioProcessor->getBufferSamples());
712	}
713	threadContinue();
714}
715
716void GameController::setUseBIOS(bool use) {
717	if (use == m_useBios) {
718		return;
719	}
720	m_useBios = use;
721	if (m_gameOpen) {
722		closeGame();
723		openGame();
724	}
725}
726
727void GameController::loadState(int slot) {
728	if (m_fname.isEmpty()) {
729		// We're in the BIOS
730		return;
731	}
732	if (slot > 0 && slot != m_stateSlot) {
733		m_stateSlot = slot;
734		m_backupSaveState.clear();
735	}
736	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
737		GameController* controller = static_cast<GameController*>(context->userData);
738		if (!controller->m_backupLoadState) {
739			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
740		}
741		context->core->saveState(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
742		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
743			controller->frameAvailable(controller->m_drawContext);
744			controller->stateLoaded(context);
745		}
746	});
747}
748
749void GameController::saveState(int slot) {
750	if (m_fname.isEmpty()) {
751		// We're in the BIOS
752		return;
753	}
754	if (slot > 0) {
755		m_stateSlot = slot;
756	}
757	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
758		GameController* controller = static_cast<GameController*>(context->userData);
759		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
760		if (vf) {
761			controller->m_backupSaveState.resize(vf->size(vf));
762			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
763			vf->close(vf);
764		}
765		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
766	});
767}
768
769void GameController::loadBackupState() {
770	if (!m_backupLoadState) {
771		return;
772	}
773
774	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
775		GameController* controller = static_cast<GameController*>(context->userData);
776		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
777		if (context->core->loadState(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
778			mLOG(STATUS, INFO, "Undid state load");
779			controller->frameAvailable(controller->m_drawContext);
780			controller->stateLoaded(context);
781		}
782		controller->m_backupLoadState->close(controller->m_backupLoadState);
783		controller->m_backupLoadState = nullptr;
784	});
785}
786
787void GameController::saveBackupState() {
788	if (m_backupSaveState.isEmpty()) {
789		return;
790	}
791
792	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
793		GameController* controller = static_cast<GameController*>(context->userData);
794		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
795		if (vf) {
796			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
797			vf->close(vf);
798			mLOG(STATUS, INFO, "Undid state save");
799		}
800		controller->m_backupSaveState.clear();
801	});
802}
803
804void GameController::setMute(bool mute) {
805	threadInterrupt();
806	// TODO: Put back mute
807	threadContinue();
808}
809
810void GameController::setTurbo(bool set, bool forced) {
811	if (m_turboForced && !forced) {
812		return;
813	}
814	if (m_turbo == set && m_turboForced == forced) {
815		// Don't interrupt the thread if we don't need to
816		return;
817	}
818	m_turbo = set;
819	m_turboForced = set && forced;
820	enableTurbo();
821}
822
823void GameController::setTurboSpeed(float ratio) {
824	m_turboSpeed = ratio;
825	enableTurbo();
826}
827
828void GameController::enableTurbo() {
829	threadInterrupt();
830	if (!m_turbo) {
831		m_threadContext.sync.fpsTarget = m_fpsTarget;
832		m_threadContext.sync.audioWait = m_audioSync;
833		m_threadContext.sync.videoFrameWait = m_videoSync;
834	} else if (m_turboSpeed <= 0) {
835		m_threadContext.sync.fpsTarget = m_fpsTarget;
836		m_threadContext.sync.audioWait = false;
837		m_threadContext.sync.videoFrameWait = false;
838	} else {
839		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
840		m_threadContext.sync.audioWait = true;
841		m_threadContext.sync.videoFrameWait = false;
842	}
843	if (m_audioProcessor) {
844		redoSamples(m_audioProcessor->getBufferSamples());
845	}
846	threadContinue();
847}
848
849void GameController::setAVStream(mAVStream* stream) {
850	threadInterrupt();
851	m_stream = stream;
852	if (isLoaded()) {
853		m_threadContext.core->setAVStream(m_threadContext.core, stream);
854	}
855	threadContinue();
856}
857
858void GameController::clearAVStream() {
859	threadInterrupt();
860	m_stream = nullptr;
861	if (isLoaded()) {
862		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
863	}
864	threadContinue();
865}
866
867#ifdef USE_PNG
868void GameController::screenshot() {
869	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
870		mCoreTakeScreenshot(context->core);
871	});
872}
873#endif
874
875void GameController::reloadAudioDriver() {
876	int samples = 0;
877	unsigned sampleRate = 0;
878	if (m_audioProcessor) {
879		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
880		samples = m_audioProcessor->getBufferSamples();
881		sampleRate = m_audioProcessor->sampleRate();
882		delete m_audioProcessor;
883	}
884	m_audioProcessor = AudioProcessor::create();
885	if (samples) {
886		m_audioProcessor->setBufferSamples(samples);
887	}
888	if (sampleRate) {
889		m_audioProcessor->requestSampleRate(sampleRate);
890	}
891	m_audioProcessor->moveToThread(m_audioThread);
892	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
893	if (isLoaded()) {
894		m_audioProcessor->setInput(&m_threadContext);
895		startAudio();
896	}
897}
898
899void GameController::setSaveStateExtdata(int flags) {
900	m_saveStateFlags = flags;
901}
902
903void GameController::setLoadStateExtdata(int flags) {
904	m_loadStateFlags = flags;
905}
906
907void GameController::setLuminanceValue(uint8_t value) {
908	m_luxValue = value;
909	value = std::max<int>(value - 0x16, 0);
910	m_luxLevel = 10;
911	for (int i = 0; i < 10; ++i) {
912		if (value < GBA_LUX_LEVELS[i]) {
913			m_luxLevel = i;
914			break;
915		}
916	}
917	emit luminanceValueChanged(m_luxValue);
918}
919
920void GameController::setLuminanceLevel(int level) {
921	int value = 0x16;
922	level = std::max(0, std::min(10, level));
923	if (level > 0) {
924		value += GBA_LUX_LEVELS[level - 1];
925	}
926	setLuminanceValue(value);
927}
928
929void GameController::setRealTime() {
930	m_rtc.override = RTC_NO_OVERRIDE;
931}
932
933void GameController::setFixedTime(const QDateTime& time) {
934	m_rtc.override = RTC_FIXED;
935	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
936}
937
938void GameController::setFakeEpoch(const QDateTime& time) {
939	m_rtc.override = RTC_FAKE_EPOCH;
940	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
941}
942
943void GameController::updateKeys() {
944	int activeKeys = m_activeKeys;
945	activeKeys |= m_activeButtons;
946	activeKeys &= ~m_inactiveKeys;
947	if (isLoaded()) {
948		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
949	}
950}
951
952void GameController::redoSamples(int samples) {
953	if (m_threadContext.core) {
954		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
955	}
956	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
957}
958
959void GameController::setLogLevel(int levels) {
960	threadInterrupt();
961	m_logLevels = levels;
962	threadContinue();
963}
964
965void GameController::enableLogLevel(int levels) {
966	threadInterrupt();
967	m_logLevels |= levels;
968	threadContinue();
969}
970
971void GameController::disableLogLevel(int levels) {
972	threadInterrupt();
973	m_logLevels &= ~levels;
974	threadContinue();
975}
976
977void GameController::pollEvents() {
978	if (!m_inputController) {
979		return;
980	}
981
982	m_activeButtons = m_inputController->pollEvents();
983	updateKeys();
984}
985
986void GameController::updateAutofire() {
987	// TODO: Move all key events onto the CPU thread...somehow
988	for (int k = 0; k < GBA_KEY_MAX; ++k) {
989		if (!m_autofire[k]) {
990			continue;
991		}
992		m_autofireStatus[k] ^= 1;
993		if (m_autofireStatus[k]) {
994			keyPressed(k);
995		} else {
996			keyReleased(k);
997		}
998	}
999}