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
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
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_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_sync(true)
53 , m_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels()
61 , m_videoLayers()
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
72 , m_preload(false)
73 , m_override(nullptr)
74{
75#ifdef M_CORE_GBA
76 m_lux.p = this;
77 m_lux.sample = [](GBALuminanceSource* context) {
78 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
79 lux->value = 0xFF - lux->p->m_luxValue;
80 };
81
82 m_lux.readLuminance = [](GBALuminanceSource* context) {
83 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
84 return lux->value;
85 };
86 setLuminanceLevel(0);
87#endif
88
89 m_threadContext.startCallback = [](mCoreThread* context) {
90 GameController* controller = static_cast<GameController*>(context->userData);
91 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
92 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
93
94 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
95 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
96 }
97 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
98 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
99 }
100
101 switch (context->core->platform(context->core)) {
102#ifdef M_CORE_GBA
103 case PLATFORM_GBA:
104 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
105 break;
106#endif
107 default:
108 break;
109 }
110 controller->m_fpsTarget = context->sync.fpsTarget;
111
112 if (controller->m_override) {
113 controller->m_override->identify(context->core);
114 controller->m_override->apply(context->core);
115 }
116
117 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
118 mCoreDeleteState(context->core, 0);
119 }
120
121 controller->m_gameOpen = true;
122 if (controller->m_multiplayer) {
123 controller->m_multiplayer->attachGame(controller);
124 }
125
126 QString path = controller->m_fname;
127 if (!controller->m_fsub.isEmpty()) {
128 path += QDir::separator() + controller->m_fsub;
129 }
130 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
131 QMetaObject::invokeMethod(controller, "startAudio");
132 };
133
134 m_threadContext.resetCallback = [](mCoreThread* context) {
135 GameController* controller = static_cast<GameController*>(context->userData);
136 for (auto action : controller->m_resetActions) {
137 action();
138 }
139 controller->m_resetActions.clear();
140
141 unsigned width, height;
142 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
143 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
144 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
145 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
146 mCoreThreadPauseFromThread(context);
147 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
148 }
149 };
150
151 m_threadContext.cleanCallback = [](mCoreThread* context) {
152 GameController* controller = static_cast<GameController*>(context->userData);
153
154 if (controller->m_multiplayer) {
155 controller->m_multiplayer->detachGame(controller);
156 }
157 controller->m_patch = QString();
158 controller->clearOverride();
159
160 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
161
162 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
163 QMetaObject::invokeMethod(controller, "cleanGame");
164 };
165
166 m_threadContext.frameCallback = [](mCoreThread* context) {
167 GameController* controller = static_cast<GameController*>(context->userData);
168 unsigned width, height;
169 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
170 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
171 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
172
173 // If no one is using the tile cache, disable it
174 if (controller->m_tileCache && controller->m_tileCache.unique()) {
175 switch (controller->platform()) {
176#ifdef M_CORE_GBA
177 case PLATFORM_GBA: {
178 GBA* gba = static_cast<GBA*>(context->core->board);
179 gba->video.renderer->cache = nullptr;
180 break;
181 }
182#endif
183#ifdef M_CORE_GB
184 case PLATFORM_GB: {
185 GB* gb = static_cast<GB*>(context->core->board);
186 gb->video.renderer->cache = nullptr;
187 break;
188 }
189#endif
190 default:
191 break;
192 }
193 controller->m_tileCache.reset();
194 }
195
196
197 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
198 mCoreThreadPauseFromThread(context);
199 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
200 }
201 };
202
203 m_threadContext.sleepCallback = [](mCoreThread* context) {
204 if (!context) {
205 return;
206 }
207 GameController* controller = static_cast<GameController*>(context->userData);
208 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
209 return;
210 }
211 QMetaObject::invokeMethod(controller, "closeGame");
212 };
213
214 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
215 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
216 mCoreThread* context = logContext->p;
217
218 static const char* savestateMessage = "State %i loaded";
219 static const char* savestateFailedMessage = "State %i failed to load";
220 static int biosCat = -1;
221 static int statusCat = -1;
222 if (!context) {
223 return;
224 }
225 GameController* controller = static_cast<GameController*>(context->userData);
226 QString message;
227 if (biosCat < 0) {
228 biosCat = mLogCategoryById("gba.bios");
229 }
230 if (statusCat < 0) {
231 statusCat = mLogCategoryById("core.status");
232 }
233#ifdef M_CORE_GBA
234 if (level == mLOG_STUB && category == biosCat) {
235 va_list argc;
236 va_copy(argc, args);
237 int immediate = va_arg(argc, int);
238 va_end(argc);
239 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
240 } else
241#endif
242 if (category == statusCat) {
243 // Slot 0 is reserved for suspend points
244 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
245 va_list argc;
246 va_copy(argc, args);
247 int slot = va_arg(argc, int);
248 va_end(argc);
249 if (slot == 0) {
250 format = "Loaded suspend state";
251 }
252 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
253 va_list argc;
254 va_copy(argc, args);
255 int slot = va_arg(argc, int);
256 va_end(argc);
257 if (slot == 0) {
258 return;
259 }
260 }
261 message = QString().vsprintf(format, args);
262 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
263 }
264 if (level == mLOG_FATAL) {
265 mCoreThreadMarkCrashed(controller->thread());
266 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
267 } else if (!(controller->m_logLevels & level)) {
268 return;
269 }
270 message = QString().vsprintf(format, args);
271 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
272 };
273
274 m_threadContext.userData = this;
275
276 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
277 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
278 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
279 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
280}
281
282GameController::~GameController() {
283 disconnect();
284 closeGame();
285 clearMultiplayerController();
286 delete m_backupLoadState;
287}
288
289void GameController::setMultiplayerController(MultiplayerController* controller) {
290 if (controller == m_multiplayer) {
291 return;
292 }
293 clearMultiplayerController();
294 m_multiplayer = controller;
295 if (isLoaded()) {
296 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
297 GameController* controller = static_cast<GameController*>(thread->userData);
298 controller->m_multiplayer->attachGame(controller);
299 });
300 }
301}
302
303void GameController::clearMultiplayerController() {
304 if (!m_multiplayer) {
305 return;
306 }
307 m_multiplayer->detachGame(this);
308 m_multiplayer = nullptr;
309}
310
311void GameController::setOverride(Override* override) {
312 m_override = override;
313 if (isLoaded()) {
314 Interrupter interrupter(this);
315 m_override->identify(m_threadContext.core);
316 }
317}
318
319void GameController::clearOverride() {
320 delete m_override;
321 m_override = nullptr;
322}
323
324void GameController::setConfig(const mCoreConfig* config) {
325 m_config = config;
326 if (isLoaded()) {
327 Interrupter interrupter(this);
328 mCoreLoadForeignConfig(m_threadContext.core, config);
329 m_audioSync = m_threadContext.sync.audioWait;
330 m_videoSync = m_threadContext.sync.videoFrameWait;
331 m_audioProcessor->setInput(&m_threadContext);
332 }
333}
334
335#ifdef USE_GDB_STUB
336mDebugger* GameController::debugger() {
337 if (!isLoaded()) {
338 return nullptr;
339 }
340 return m_threadContext.core->debugger;
341}
342
343void GameController::setDebugger(mDebugger* debugger) {
344 Interrupter interrupter(this);
345 if (debugger) {
346 mDebuggerAttach(debugger, m_threadContext.core);
347 } else {
348 m_threadContext.core->detachDebugger(m_threadContext.core);
349 }
350}
351#endif
352
353void GameController::loadGame(const QString& path) {
354 closeGame();
355 QFileInfo info(path);
356 if (!info.isReadable()) {
357 QString fname = info.fileName();
358 QString base = info.path();
359 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
360 base.chop(1);
361 }
362 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
363 if (dir) {
364 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
365 if (vf) {
366 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
367 uint8_t buffer[2048];
368 ssize_t read;
369 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
370 vfclone->write(vfclone, buffer, read);
371 }
372 vf->close(vf);
373 vf = vfclone;
374 }
375 dir->close(dir);
376 loadGame(vf, fname, base);
377 } else {
378 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
379 }
380 return;
381 } else {
382 m_fname = info.canonicalFilePath();
383 m_fsub = QString();
384 }
385 m_vf = nullptr;
386 openGame();
387}
388
389void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
390 closeGame();
391 QFileInfo info(base);
392 if (info.isDir()) {
393 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
394 m_fsub = QString();
395 } else {
396 m_fname = info.canonicalFilePath();
397 m_fsub = path;
398 }
399 m_vf = vf;
400 openGame();
401}
402
403void GameController::bootBIOS() {
404 closeGame();
405 m_fname = QString();
406 openGame(true);
407}
408
409void GameController::openGame(bool biosOnly) {
410 if (m_fname.isEmpty()) {
411 biosOnly = true;
412 }
413 if (isLoaded()) {
414 // We need to delay if the game is still cleaning up
415 QTimer::singleShot(10, this, SLOT(openGame()));
416 return;
417 } else if(m_gameOpen) {
418 cleanGame();
419 }
420
421 m_threadContext.core = nullptr;
422 if (!biosOnly) {
423 if (m_vf) {
424 m_threadContext.core = mCoreFindVF(m_vf);
425 } else {
426 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
427 }
428#ifdef M_CORE_GBA
429 } else {
430 m_threadContext.core = GBACoreCreate();
431#endif
432 }
433
434 if (!m_threadContext.core) {
435 return;
436 }
437
438 m_pauseAfterFrame = false;
439
440 if (m_turbo) {
441 m_threadContext.sync.videoFrameWait = false;
442 m_threadContext.sync.audioWait = false;
443 } else {
444 m_threadContext.sync.videoFrameWait = m_videoSync;
445 m_threadContext.sync.audioWait = m_audioSync;
446 }
447 m_threadContext.core->init(m_threadContext.core);
448 mCoreInitConfig(m_threadContext.core, nullptr);
449
450 unsigned width, height;
451 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
452 m_drawContext = new uint32_t[width * height];
453 m_frontBuffer = new uint32_t[width * height];
454
455 if (m_config) {
456 mCoreLoadForeignConfig(m_threadContext.core, m_config);
457 }
458
459 QByteArray bytes;
460 if (!biosOnly) {
461 bytes = m_fname.toUtf8();
462 if (m_preload) {
463 if (m_vf) {
464 mCorePreloadVF(m_threadContext.core, m_vf);
465 } else {
466 mCorePreloadFile(m_threadContext.core, bytes.constData());
467 mDirectorySetDetachBase(&m_threadContext.core->dirs);
468 }
469 } else {
470 if (m_vf) {
471 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
472 } else {
473 mCoreLoadFile(m_threadContext.core, bytes.constData());
474 mDirectorySetDetachBase(&m_threadContext.core->dirs);
475 }
476 }
477 } else {
478 bytes = m_bios.toUtf8();
479 }
480 if (bytes.isNull()) {
481 return;
482 }
483
484 char dirname[PATH_MAX];
485 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
486 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
487
488 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
489
490 m_inputController->recalibrateAxes();
491 memset(m_drawContext, 0xF8, width * height * 4);
492
493 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
494
495 if (!biosOnly) {
496 mCoreAutoloadSave(m_threadContext.core);
497 if (!m_patch.isNull()) {
498 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
499 if (patch) {
500 m_threadContext.core->loadPatch(m_threadContext.core, patch);
501 }
502 patch->close(patch);
503 } else {
504 mCoreAutoloadPatch(m_threadContext.core);
505 }
506 }
507 m_vf = nullptr;
508
509 if (!mCoreThreadStart(&m_threadContext)) {
510 emit gameFailed();
511 }
512}
513
514void GameController::loadBIOS(int platform, const QString& path) {
515 if (m_bios == path) {
516 return;
517 }
518 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
519 closeGame();
520 m_bios = path;
521 openGame();
522 } else if (!m_gameOpen || m_bios.isNull()) {
523 m_bios = path;
524 }
525}
526
527void GameController::loadSave(const QString& path, bool temporary) {
528 if (!isLoaded()) {
529 return;
530 }
531 m_resetActions.append([this, path, temporary]() {
532 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
533 if (!vf) {
534 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
535 return;
536 }
537
538 if (temporary) {
539 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
540 } else {
541 m_threadContext.core->loadSave(m_threadContext.core, vf);
542 }
543 });
544 reset();
545}
546
547void GameController::yankPak() {
548 if (!m_gameOpen) {
549 return;
550 }
551 Interrupter interrupter(this);
552 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
553}
554
555void GameController::replaceGame(const QString& path) {
556 if (!m_gameOpen) {
557 return;
558 }
559
560 QFileInfo info(path);
561 if (!info.isReadable()) {
562 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
563 return;
564 }
565 m_fname = info.canonicalFilePath();
566 Interrupter interrupter(this);
567 mDirectorySetDetachBase(&m_threadContext.core->dirs);
568 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
569}
570
571void GameController::loadPatch(const QString& path) {
572 if (m_gameOpen) {
573 closeGame();
574 m_patch = path;
575 openGame();
576 } else {
577 m_patch = path;
578 }
579}
580
581void GameController::importSharkport(const QString& path) {
582 if (!isLoaded()) {
583 return;
584 }
585#ifdef M_CORE_GBA
586 if (platform() != PLATFORM_GBA) {
587 return;
588 }
589 VFile* vf = VFileDevice::open(path, O_RDONLY);
590 if (!vf) {
591 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
592 return;
593 }
594 threadInterrupt();
595 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
596 threadContinue();
597 vf->close(vf);
598#endif
599}
600
601void GameController::exportSharkport(const QString& path) {
602 if (!isLoaded()) {
603 return;
604 }
605#ifdef M_CORE_GBA
606 if (platform() != PLATFORM_GBA) {
607 return;
608 }
609 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
610 if (!vf) {
611 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
612 return;
613 }
614 threadInterrupt();
615 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
616 threadContinue();
617 vf->close(vf);
618#endif
619}
620
621void GameController::closeGame() {
622 if (!m_gameOpen) {
623 return;
624 }
625
626 if (mCoreThreadIsPaused(&m_threadContext)) {
627 mCoreThreadUnpause(&m_threadContext);
628 }
629 mCoreThreadEnd(&m_threadContext);
630}
631
632void GameController::cleanGame() {
633 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
634 return;
635 }
636
637 m_audioProcessor->pause();
638 mCoreThreadJoin(&m_threadContext);
639
640 if (m_tileCache) {
641 mTileCacheDeinit(m_tileCache.get());
642 m_tileCache.reset();
643 }
644
645 delete[] m_drawContext;
646 delete[] m_frontBuffer;
647
648 m_threadContext.core->deinit(m_threadContext.core);
649 m_threadContext.core = nullptr;
650 m_gameOpen = false;
651}
652
653void GameController::crashGame(const QString& crashMessage) {
654 closeGame();
655 emit gameCrashed(crashMessage);
656}
657
658bool GameController::isPaused() {
659 if (!m_gameOpen) {
660 return false;
661 }
662 return mCoreThreadIsPaused(&m_threadContext);
663}
664
665mPlatform GameController::platform() const {
666 if (!m_gameOpen) {
667 return PLATFORM_NONE;
668 }
669 return m_threadContext.core->platform(m_threadContext.core);
670}
671
672QSize GameController::screenDimensions() const {
673 if (!m_gameOpen) {
674 return QSize();
675 }
676 unsigned width, height;
677 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
678
679 return QSize(width, height);
680}
681
682void GameController::setPaused(bool paused) {
683 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
684 return;
685 }
686 m_wasPaused = paused;
687 if (paused) {
688 m_pauseAfterFrame.testAndSetRelaxed(false, true);
689 } else {
690 mCoreThreadUnpause(&m_threadContext);
691 startAudio();
692 emit gameUnpaused(&m_threadContext);
693 }
694}
695
696void GameController::reset() {
697 if (!m_gameOpen) {
698 return;
699 }
700 bool wasPaused = isPaused();
701 setPaused(false);
702 Interrupter interrupter(this);
703 mCoreThreadReset(&m_threadContext);
704 if (wasPaused) {
705 setPaused(true);
706 }
707}
708
709void GameController::threadInterrupt() {
710 if (m_gameOpen) {
711 mCoreThreadInterrupt(&m_threadContext);
712 }
713}
714
715void GameController::threadContinue() {
716 if (m_gameOpen) {
717 mCoreThreadContinue(&m_threadContext);
718 }
719}
720
721void GameController::frameAdvance() {
722 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
723 setPaused(false);
724 }
725}
726
727void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
728 if (m_gameOpen) {
729 Interrupter interrupter(this);
730 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
731 mCoreRewindContextDeinit(&m_threadContext.rewind);
732 }
733 m_threadContext.core->opts.rewindEnable = enable;
734 m_threadContext.core->opts.rewindBufferCapacity = capacity;
735 m_threadContext.core->opts.rewindSave = rewindSave;
736 if (enable && capacity > 0) {
737 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
738 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
739 }
740 }
741}
742
743void GameController::rewind(int states) {
744 threadInterrupt();
745 if (!states) {
746 states = INT_MAX;
747 }
748 for (int i = 0; i < states; ++i) {
749 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
750 break;
751 }
752 }
753 threadContinue();
754 emit frameAvailable(m_drawContext);
755 emit rewound(&m_threadContext);
756}
757
758void GameController::startRewinding() {
759 if (!isLoaded()) {
760 return;
761 }
762 if (!m_threadContext.core->opts.rewindEnable) {
763 return;
764 }
765 if (m_multiplayer && m_multiplayer->attached() > 1) {
766 return;
767 }
768 if (m_wasPaused) {
769 setPaused(false);
770 m_wasPaused = true;
771 }
772 mCoreThreadSetRewinding(&m_threadContext, true);
773}
774
775void GameController::stopRewinding() {
776 if (!isLoaded()) {
777 return;
778 }
779 mCoreThreadSetRewinding(&m_threadContext, false);
780 bool signalsBlocked = blockSignals(true);
781 setPaused(m_wasPaused);
782 blockSignals(signalsBlocked);
783}
784
785void GameController::keyPressed(int key) {
786 int mappedKey = 1 << key;
787 m_activeKeys |= mappedKey;
788 if (!m_inputController->allowOpposing()) {
789 if ((m_activeKeys & 0x30) == 0x30) {
790 m_inactiveKeys |= mappedKey ^ 0x30;
791 m_activeKeys ^= mappedKey ^ 0x30;
792 }
793 if ((m_activeKeys & 0xC0) == 0xC0) {
794 m_inactiveKeys |= mappedKey ^ 0xC0;
795 m_activeKeys ^= mappedKey ^ 0xC0;
796 }
797 }
798 updateKeys();
799}
800
801void GameController::keyReleased(int key) {
802 int mappedKey = 1 << key;
803 m_activeKeys &= ~mappedKey;
804 if (!m_inputController->allowOpposing()) {
805 if (mappedKey & 0x30) {
806 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
807 m_inactiveKeys &= ~0x30;
808 }
809 if (mappedKey & 0xC0) {
810 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
811 m_inactiveKeys &= ~0xC0;
812 }
813 }
814 updateKeys();
815}
816
817void GameController::clearKeys() {
818 m_activeKeys = 0;
819 m_inactiveKeys = 0;
820 updateKeys();
821}
822
823void GameController::setAutofire(int key, bool enable) {
824 if (key >= GBA_KEY_MAX || key < 0) {
825 return;
826 }
827
828 if (!enable && m_autofireStatus[key]) {
829 keyReleased(key);
830 }
831
832 m_autofire[key] = enable;
833 m_autofireStatus[key] = 0;
834}
835
836void GameController::setAudioBufferSamples(int samples) {
837 if (m_audioProcessor) {
838 threadInterrupt();
839 redoSamples(samples);
840 threadContinue();
841 m_audioProcessor->setBufferSamples(samples);
842 }
843}
844
845void GameController::setAudioSampleRate(unsigned rate) {
846 if (!rate) {
847 return;
848 }
849 if (m_audioProcessor) {
850 threadInterrupt();
851 redoSamples(m_audioProcessor->getBufferSamples());
852 threadContinue();
853 m_audioProcessor->requestSampleRate(rate);
854 }
855}
856
857void GameController::setAudioChannelEnabled(int channel, bool enable) {
858 if (channel > 5 || channel < 0) {
859 return;
860 }
861 m_audioChannels.reserve(channel + 1);
862 while (m_audioChannels.size() <= channel) {
863 m_audioChannels.append(true);
864 }
865 m_audioChannels[channel] = enable;
866 if (isLoaded()) {
867 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
868 }
869}
870
871void GameController::startAudio() {
872 if (!m_audioProcessor->start()) {
873 LOG(QT, ERROR) << tr("Failed to start audio processor");
874 // Don't freeze!
875 m_audioSync = false;
876 m_videoSync = true;
877 m_threadContext.sync.audioWait = false;
878 m_threadContext.sync.videoFrameWait = true;
879 }
880}
881
882void GameController::setVideoLayerEnabled(int layer, bool enable) {
883 if (layer > 4 || layer < 0) {
884 return;
885 }
886 m_videoLayers.reserve(layer + 1);
887 while (m_videoLayers.size() <= layer) {
888 m_videoLayers.append(true);
889 }
890 m_videoLayers[layer] = enable;
891 if (isLoaded()) {
892 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
893 }
894}
895
896void GameController::setFPSTarget(float fps) {
897 Interrupter interrupter(this);
898 m_fpsTarget = fps;
899 m_threadContext.sync.fpsTarget = fps;
900 if (m_turbo && m_turboSpeed > 0) {
901 m_threadContext.sync.fpsTarget *= m_turboSpeed;
902 }
903 if (m_audioProcessor) {
904 redoSamples(m_audioProcessor->getBufferSamples());
905 }
906}
907
908void GameController::setUseBIOS(bool use) {
909 if (use == m_useBios) {
910 return;
911 }
912 m_useBios = use;
913 if (m_gameOpen) {
914 closeGame();
915 openGame();
916 }
917}
918
919void GameController::loadState(int slot) {
920 if (m_fname.isEmpty()) {
921 // We're in the BIOS
922 return;
923 }
924 if (slot > 0 && slot != m_stateSlot) {
925 m_stateSlot = slot;
926 m_backupSaveState.clear();
927 }
928 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
929 GameController* controller = static_cast<GameController*>(context->userData);
930 if (!controller->m_backupLoadState) {
931 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
932 }
933 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
934 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
935 controller->frameAvailable(controller->m_drawContext);
936 controller->stateLoaded(context);
937 }
938 });
939}
940
941void GameController::saveState(int slot) {
942 if (m_fname.isEmpty()) {
943 // We're in the BIOS
944 return;
945 }
946 if (slot > 0) {
947 m_stateSlot = slot;
948 }
949 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
950 GameController* controller = static_cast<GameController*>(context->userData);
951 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
952 if (vf) {
953 controller->m_backupSaveState.resize(vf->size(vf));
954 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
955 vf->close(vf);
956 }
957 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
958 });
959}
960
961void GameController::loadBackupState() {
962 if (!m_backupLoadState) {
963 return;
964 }
965
966 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
967 GameController* controller = static_cast<GameController*>(context->userData);
968 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
969 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
970 mLOG(STATUS, INFO, "Undid state load");
971 controller->frameAvailable(controller->m_drawContext);
972 controller->stateLoaded(context);
973 }
974 controller->m_backupLoadState->close(controller->m_backupLoadState);
975 controller->m_backupLoadState = nullptr;
976 });
977}
978
979void GameController::saveBackupState() {
980 if (m_backupSaveState.isEmpty()) {
981 return;
982 }
983
984 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
985 GameController* controller = static_cast<GameController*>(context->userData);
986 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
987 if (vf) {
988 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
989 vf->close(vf);
990 mLOG(STATUS, INFO, "Undid state save");
991 }
992 controller->m_backupSaveState.clear();
993 });
994}
995
996void GameController::setTurbo(bool set, bool forced) {
997 if (m_turboForced && !forced) {
998 return;
999 }
1000 if (m_turbo == set && m_turboForced == (set && forced)) {
1001 // Don't interrupt the thread if we don't need to
1002 return;
1003 }
1004 if (!m_sync) {
1005 return;
1006 }
1007 m_turbo = set;
1008 m_turboForced = set && forced;
1009 enableTurbo();
1010}
1011
1012void GameController::setTurboSpeed(float ratio) {
1013 m_turboSpeed = ratio;
1014 enableTurbo();
1015}
1016
1017void GameController::enableTurbo() {
1018 Interrupter interrupter(this);
1019 bool shouldRedoSamples = false;
1020 if (!m_turbo) {
1021 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1022 m_threadContext.sync.fpsTarget = m_fpsTarget;
1023 m_threadContext.sync.audioWait = m_audioSync;
1024 m_threadContext.sync.videoFrameWait = m_videoSync;
1025 } else if (m_turboSpeed <= 0) {
1026 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1027 m_threadContext.sync.fpsTarget = m_fpsTarget;
1028 m_threadContext.sync.audioWait = false;
1029 m_threadContext.sync.videoFrameWait = false;
1030 } else {
1031 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1032 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1033 m_threadContext.sync.audioWait = true;
1034 m_threadContext.sync.videoFrameWait = false;
1035 }
1036 if (m_audioProcessor && shouldRedoSamples) {
1037 redoSamples(m_audioProcessor->getBufferSamples());
1038 }
1039}
1040
1041void GameController::setSync(bool enable) {
1042 m_turbo = false;
1043 m_turboForced = false;
1044 if (!enable) {
1045 m_threadContext.sync.audioWait = false;
1046 m_threadContext.sync.videoFrameWait = false;
1047 } else {
1048 m_threadContext.sync.audioWait = m_audioSync;
1049 m_threadContext.sync.videoFrameWait = m_videoSync;
1050 }
1051 m_sync = enable;
1052}
1053
1054void GameController::setAudioSync(bool enable) {
1055 m_audioSync = enable;
1056 m_threadContext.sync.audioWait = enable;
1057}
1058
1059void GameController::setVideoSync(bool enable) {
1060 m_videoSync = enable;
1061 m_threadContext.sync.videoFrameWait = enable;
1062}
1063
1064void GameController::setAVStream(mAVStream* stream) {
1065 Interrupter interrupter(this);
1066 m_stream = stream;
1067 if (isLoaded()) {
1068 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1069 }
1070}
1071
1072void GameController::clearAVStream() {
1073 Interrupter interrupter(this);
1074 m_stream = nullptr;
1075 if (isLoaded()) {
1076 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1077 }
1078}
1079
1080#ifdef USE_PNG
1081void GameController::screenshot() {
1082 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1083 mCoreTakeScreenshot(context->core);
1084 });
1085}
1086#endif
1087
1088void GameController::reloadAudioDriver() {
1089 int samples = 0;
1090 unsigned sampleRate = 0;
1091 if (m_audioProcessor) {
1092 m_audioProcessor->pause();
1093 samples = m_audioProcessor->getBufferSamples();
1094 sampleRate = m_audioProcessor->sampleRate();
1095 delete m_audioProcessor;
1096 }
1097 m_audioProcessor = AudioProcessor::create();
1098 if (samples) {
1099 m_audioProcessor->setBufferSamples(samples);
1100 }
1101 if (sampleRate) {
1102 m_audioProcessor->requestSampleRate(sampleRate);
1103 }
1104 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1105 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1106 if (isLoaded()) {
1107 m_audioProcessor->setInput(&m_threadContext);
1108 startAudio();
1109 }
1110}
1111
1112void GameController::setSaveStateExtdata(int flags) {
1113 m_saveStateFlags = flags;
1114}
1115
1116void GameController::setLoadStateExtdata(int flags) {
1117 m_loadStateFlags = flags;
1118}
1119
1120void GameController::setPreload(bool preload) {
1121 m_preload = preload;
1122}
1123
1124void GameController::setLuminanceValue(uint8_t value) {
1125 m_luxValue = value;
1126 value = std::max<int>(value - 0x16, 0);
1127 m_luxLevel = 10;
1128 for (int i = 0; i < 10; ++i) {
1129 if (value < GBA_LUX_LEVELS[i]) {
1130 m_luxLevel = i;
1131 break;
1132 }
1133 }
1134 emit luminanceValueChanged(m_luxValue);
1135}
1136
1137void GameController::setLuminanceLevel(int level) {
1138 int value = 0x16;
1139 level = std::max(0, std::min(10, level));
1140 if (level > 0) {
1141 value += GBA_LUX_LEVELS[level - 1];
1142 }
1143 setLuminanceValue(value);
1144}
1145
1146void GameController::setRealTime() {
1147 if (!isLoaded()) {
1148 return;
1149 }
1150 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1151}
1152
1153void GameController::setFixedTime(const QDateTime& time) {
1154 if (!isLoaded()) {
1155 return;
1156 }
1157 m_threadContext.core->rtc.override = RTC_FIXED;
1158 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1159}
1160
1161void GameController::setFakeEpoch(const QDateTime& time) {
1162 if (!isLoaded()) {
1163 return;
1164 }
1165 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1166 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1167}
1168
1169void GameController::updateKeys() {
1170 int activeKeys = m_activeKeys;
1171 activeKeys |= m_activeButtons;
1172 activeKeys &= ~m_inactiveKeys;
1173 if (isLoaded()) {
1174 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1175 }
1176}
1177
1178void GameController::redoSamples(int samples) {
1179 if (m_gameOpen && m_threadContext.core) {
1180 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1181 }
1182 m_audioProcessor->inputParametersChanged();
1183}
1184
1185void GameController::setLogLevel(int levels) {
1186 Interrupter interrupter(this);
1187 m_logLevels = levels;
1188}
1189
1190void GameController::enableLogLevel(int levels) {
1191 Interrupter interrupter(this);
1192 m_logLevels |= levels;
1193}
1194
1195void GameController::disableLogLevel(int levels) {
1196 Interrupter interrupter(this);
1197 m_logLevels &= ~levels;
1198}
1199
1200void GameController::pollEvents() {
1201 if (!m_inputController) {
1202 return;
1203 }
1204
1205 m_activeButtons = m_inputController->pollEvents();
1206 updateKeys();
1207}
1208
1209void GameController::updateAutofire() {
1210 // TODO: Move all key events onto the CPU thread...somehow
1211 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1212 if (!m_autofire[k]) {
1213 continue;
1214 }
1215 m_autofireStatus[k] ^= 1;
1216 if (m_autofireStatus[k]) {
1217 keyPressed(k);
1218 } else {
1219 keyReleased(k);
1220 }
1221 }
1222}
1223
1224std::shared_ptr<mTileCache> GameController::tileCache() {
1225 if (m_tileCache) {
1226 return m_tileCache;
1227 }
1228 switch (platform()) {
1229#ifdef M_CORE_GBA
1230 case PLATFORM_GBA: {
1231 Interrupter interrupter(this);
1232 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1233 m_tileCache = std::make_shared<mTileCache>();
1234 GBAVideoTileCacheInit(m_tileCache.get());
1235 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1236 mTileCacheSetPalette(m_tileCache.get(), 0);
1237 break;
1238 }
1239#endif
1240#ifdef M_CORE_GB
1241 case PLATFORM_GB: {
1242 Interrupter interrupter(this);
1243 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1244 m_tileCache = std::make_shared<mTileCache>();
1245 GBVideoTileCacheInit(m_tileCache.get());
1246 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1247 mTileCacheSetPalette(m_tileCache.get(), 0);
1248 break;
1249 }
1250#endif
1251 default:
1252 return nullptr;
1253 }
1254 return m_tileCache;
1255}
1256
1257GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1258 : m_parent(parent)
1259 , m_fromThread(fromThread)
1260{
1261 if (!m_fromThread) {
1262 m_parent->threadInterrupt();
1263 } else {
1264 mCoreThreadInterruptFromThread(m_parent->thread());
1265 }
1266}
1267
1268GameController::Interrupter::~Interrupter() {
1269 if (!m_fromThread) {
1270 m_parent->threadContinue();
1271 } else {
1272 mCoreThreadContinue(m_parent->thread());
1273 }
1274}