all repos — mgba @ 961121808d23e8286e9ae608ed78d1aef6811274

mGBA Game Boy Advance Emulator

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

  1#include "GameController.h"
  2
  3#include "AudioProcessor.h"
  4
  5#include <QThread>
  6
  7extern "C" {
  8#include "gba.h"
  9#include "gba-audio.h"
 10#include "gba-serialize.h"
 11#include "renderers/video-software.h"
 12#include "util/vfs.h"
 13}
 14
 15using namespace QGBA;
 16
 17GameController::GameController(QObject* parent)
 18	: QObject(parent)
 19	, m_drawContext(new uint32_t[256 * 256])
 20	, m_threadContext()
 21	, m_activeKeys(0)
 22	, m_rom(nullptr)
 23	, m_audioThread(new QThread(this))
 24	, m_audioProcessor(new AudioProcessor)
 25{
 26	m_renderer = new GBAVideoSoftwareRenderer;
 27	GBAVideoSoftwareRendererCreate(m_renderer);
 28	m_renderer->outputBuffer = (color_t*) m_drawContext;
 29	m_renderer->outputBufferStride = 256;
 30	m_threadContext.state = THREAD_INITIALIZED;
 31	m_threadContext.debugger = 0;
 32	m_threadContext.frameskip = 0;
 33	m_threadContext.bios = 0;
 34	m_threadContext.renderer = &m_renderer->d;
 35	m_threadContext.userData = this;
 36	m_threadContext.rewindBufferCapacity = 0;
 37	m_threadContext.logLevel = -1;
 38
 39	GBAInputMapInit(&m_threadContext.inputMap);
 40
 41#ifdef BUILD_SDL
 42	SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE);
 43	m_sdlEvents.bindings = &m_threadContext.inputMap;
 44	GBASDLInitEvents(&m_sdlEvents);
 45	SDL_JoystickEventState(SDL_QUERY);
 46#endif
 47
 48	m_threadContext.startCallback = [] (GBAThread* context) {
 49		GameController* controller = static_cast<GameController*>(context->userData);
 50		controller->m_audioProcessor->setInput(context);
 51		controller->gameStarted(context);
 52	};
 53
 54	m_threadContext.cleanCallback = [] (GBAThread* context) {
 55		GameController* controller = static_cast<GameController*>(context->userData);
 56		controller->gameStopped(context);
 57	};
 58
 59	m_threadContext.frameCallback = [] (GBAThread* context) {
 60		GameController* controller = static_cast<GameController*>(context->userData);
 61		controller->m_pauseMutex.lock();
 62		if (controller->m_pauseAfterFrame) {
 63			GBAThreadPauseFromThread(context);
 64			controller->m_pauseAfterFrame = false;
 65			controller->gamePaused(&controller->m_threadContext);
 66		}
 67		controller->m_pauseMutex.unlock();
 68		controller->frameAvailable(controller->m_drawContext);
 69	};
 70
 71	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
 72		GameController* controller = static_cast<GameController*>(context->userData);
 73		controller->postLog(level, QString().vsprintf(format, args));
 74	};
 75
 76	m_audioThread->start(QThread::TimeCriticalPriority);
 77	m_audioProcessor->moveToThread(m_audioThread);
 78	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 79	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
 80	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 81	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 82
 83#ifdef BUILD_SDL
 84	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
 85#endif
 86}
 87
 88GameController::~GameController() {
 89	m_audioThread->quit();
 90	m_audioThread->wait();
 91	if (GBAThreadIsPaused(&m_threadContext)) {
 92		GBAThreadUnpause(&m_threadContext);
 93	}
 94	disconnect();
 95	closeGame();
 96	delete m_renderer;
 97}
 98
 99ARMDebugger* GameController::debugger() {
100	return m_threadContext.debugger;
101}
102
103void GameController::setDebugger(ARMDebugger* debugger) {
104	bool wasPaused = isPaused();
105	setPaused(true);
106	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
107		GBADetachDebugger(m_threadContext.gba);
108	}
109	m_threadContext.debugger = debugger;
110	if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
111		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
112	}
113	setPaused(wasPaused);
114}
115
116void GameController::loadGame(const QString& path) {
117	closeGame();
118	m_threadContext.sync.videoFrameWait = 0;
119	m_threadContext.sync.audioWait = 1;
120	m_rom = new QFile(path);
121	if (!m_rom->open(QIODevice::ReadOnly)) {
122		delete m_rom;
123		m_rom = nullptr;
124	}
125
126	m_pauseAfterFrame = false;
127
128	m_threadContext.rom = VFileFromFD(m_rom->handle());
129	m_threadContext.fname = strdup(path.toLocal8Bit().constData());
130
131	GBAThreadStart(&m_threadContext);
132}
133
134void GameController::closeGame() {
135	if (!m_rom) {
136		return;
137	}
138	GBAThreadEnd(&m_threadContext);
139	GBAThreadJoin(&m_threadContext);
140	if (m_threadContext.fname) {
141		free(const_cast<char*>(m_threadContext.fname));
142		m_threadContext.fname = nullptr;
143	}
144	if (m_rom) {
145		m_rom->close();
146		delete m_rom;
147		m_rom = nullptr;
148	}
149	emit gameStopped(&m_threadContext);
150}
151
152bool GameController::isPaused() {
153	return GBAThreadIsPaused(&m_threadContext);
154}
155
156void GameController::setPaused(bool paused) {
157	if (paused == GBAThreadIsPaused(&m_threadContext)) {
158		return;
159	}
160	if (paused) {
161		GBAThreadPause(&m_threadContext);
162		emit gamePaused(&m_threadContext);
163	} else {
164		GBAThreadUnpause(&m_threadContext);
165		emit gameUnpaused(&m_threadContext);
166	}
167}
168
169void GameController::reset() {
170	GBAThreadReset(&m_threadContext);
171}
172
173void GameController::frameAdvance() {
174	m_pauseMutex.lock();
175	m_pauseAfterFrame = true;
176	setPaused(false);
177	m_pauseMutex.unlock();
178}
179
180void GameController::keyPressed(int key) {
181	int mappedKey = 1 << key;
182	m_activeKeys |= mappedKey;
183	updateKeys();
184}
185
186void GameController::keyReleased(int key) {
187	int mappedKey = 1 << key;
188	m_activeKeys &= ~mappedKey;
189	updateKeys();
190}
191
192void GameController::setAudioBufferSamples(int samples) {
193	GBAThreadInterrupt(&m_threadContext);
194	m_threadContext.audioBuffers = samples;
195	GBAAudioResizeBuffer(&m_threadContext.gba->audio, samples);
196	GBAThreadContinue(&m_threadContext);
197	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
198}
199
200void GameController::setFPSTarget(float fps) {
201	GBAThreadInterrupt(&m_threadContext);
202	m_threadContext.fpsTarget = fps;
203	GBAThreadContinue(&m_threadContext);
204	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
205}
206
207void GameController::loadState(int slot) {
208	GBAThreadInterrupt(&m_threadContext);
209	GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
210	ConditionWake(&m_threadContext.sync.videoFrameAvailableCond); // Hack: wake up the drawing thread
211	GBAThreadContinue(&m_threadContext);
212	emit stateLoaded(&m_threadContext);
213	emit frameAvailable(m_drawContext);
214}
215
216void GameController::saveState(int slot) {
217	GBAThreadInterrupt(&m_threadContext);
218	GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
219	GBAThreadContinue(&m_threadContext);
220}
221
222void GameController::updateKeys() {
223	int activeKeys = m_activeKeys;
224#ifdef BUILD_SDL
225	activeKeys |= m_activeButtons;
226#endif
227	m_threadContext.activeKeys = activeKeys;
228}
229
230#ifdef BUILD_SDL
231void GameController::testSDLEvents() {
232	SDL_Joystick* joystick = m_sdlEvents.joystick;
233	SDL_JoystickUpdate();
234	int numButtons = SDL_JoystickNumButtons(joystick);
235	m_activeButtons = 0;
236	int i;
237	for (i = 0; i < numButtons; ++i) {
238		GBAKey key = GBAInputMapKey(&m_threadContext.inputMap, SDL_BINDING_BUTTON, i);
239		if (key == GBA_KEY_NONE) {
240			continue;
241		}
242		if (SDL_JoystickGetButton(joystick, i)) {
243			m_activeButtons |= 1 << key;
244		}
245	}
246	int numHats = SDL_JoystickNumHats(joystick);
247	for (i = 0; i < numHats; ++i) {
248		int hat = SDL_JoystickGetHat(joystick, i);
249		if (hat & SDL_HAT_UP) {
250			m_activeButtons |= 1 << GBA_KEY_UP;
251		}
252		if (hat & SDL_HAT_LEFT) {
253			m_activeButtons |= 1 << GBA_KEY_LEFT;
254		}
255		if (hat & SDL_HAT_DOWN) {
256			m_activeButtons |= 1 << GBA_KEY_DOWN;
257		}
258		if (hat & SDL_HAT_RIGHT) {
259			m_activeButtons |= 1 << GBA_KEY_RIGHT;
260		}
261	}
262	updateKeys();
263}
264#endif