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 "Override.h"
13#include "VFileDevice.h"
14
15#include <QCoreApplication>
16#include <QDateTime>
17
18#include <ctime>
19
20#include <mgba/core/config.h>
21#include <mgba/core/directories.h>
22#include <mgba/core/serialize.h>
23#include <mgba/core/tile-cache.h>
24#ifdef M_CORE_GBA
25#include <mgba/gba/interface.h>
26#include <mgba/internal/gba/gba.h>
27#include <mgba/gba/core.h>
28#include <mgba/internal/gba/renderers/tile-cache.h>
29#include <mgba/internal/gba/sharkport.h>
30#endif
31#ifdef M_CORE_GB
32#include <mgba/internal/gb/gb.h>
33#include <mgba/internal/gb/renderers/tile-cache.h>
34#endif
35#include <mgba-util/vfs.h>
36#include <mgba/feature/video-logger.h>
37
38using namespace QGBA;
39using namespace std;
40
41GameController::GameController(QObject* parent)
42 : QObject(parent)
43 , m_audioProcessor(AudioProcessor::create())
44 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC | SAVESTATE_METADATA)
45 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
46{
47#ifdef M_CORE_GBA
48 m_lux.p = this;
49 m_lux.sample = [](GBALuminanceSource* context) {
50 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
51 lux->value = 0xFF - lux->p->m_luxValue;
52 };
53
54 m_lux.readLuminance = [](GBALuminanceSource* context) {
55 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
56 return lux->value;
57 };
58 setLuminanceLevel(0);
59#endif
60
61 m_threadContext.startCallback = [](mCoreThread* context) {
62 GameController* controller = static_cast<GameController*>(context->userData);
63 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
64 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
65
66 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
67 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
68 }
69 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
70 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
71 }
72
73 switch (context->core->platform(context->core)) {
74#ifdef M_CORE_GBA
75 case PLATFORM_GBA:
76 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
77 break;
78#endif
79 default:
80 break;
81 }
82 controller->m_fpsTarget = context->sync.fpsTarget;
83
84 if (controller->m_override) {
85 controller->m_override->identify(context->core);
86 controller->m_override->apply(context->core);
87 }
88
89 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
90 mCoreDeleteState(context->core, 0);
91 }
92
93 controller->m_gameOpen = true;
94 if (controller->m_multiplayer) {
95 controller->m_multiplayer->attachGame(controller);
96 }
97
98 QString path = controller->m_fname;
99 if (!controller->m_fsub.isEmpty()) {
100 path += QDir::separator() + controller->m_fsub;
101 }
102 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
103 QMetaObject::invokeMethod(controller, "startAudio");
104 };
105
106 m_threadContext.resetCallback = [](mCoreThread* context) {
107 GameController* controller = static_cast<GameController*>(context->userData);
108 for (auto action : controller->m_resetActions) {
109 action();
110 }
111 controller->m_resetActions.clear();
112
113 unsigned width, height;
114 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
115 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
116 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
117 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
118 mCoreThreadPauseFromThread(context);
119 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
120 }
121 };
122
123 m_threadContext.cleanCallback = [](mCoreThread* context) {
124 GameController* controller = static_cast<GameController*>(context->userData);
125
126 if (controller->m_multiplayer) {
127 controller->m_multiplayer->detachGame(controller);
128 }
129 controller->m_patch = QString();
130 controller->clearOverride();
131 controller->endVideoLog();
132
133 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
134
135 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
136 QMetaObject::invokeMethod(controller, "cleanGame");
137 };
138
139 m_threadContext.frameCallback = [](mCoreThread* context) {
140 GameController* controller = static_cast<GameController*>(context->userData);
141 unsigned width, height;
142 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
143 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
144 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
145
146 // If no one is using the tile cache, disable it
147 if (controller->m_tileCache && controller->m_tileCache.unique()) {
148 switch (controller->platform()) {
149#ifdef M_CORE_GBA
150 case PLATFORM_GBA: {
151 GBA* gba = static_cast<GBA*>(context->core->board);
152 gba->video.renderer->cache = nullptr;
153 break;
154 }
155#endif
156#ifdef M_CORE_GB
157 case PLATFORM_GB: {
158 GB* gb = static_cast<GB*>(context->core->board);
159 gb->video.renderer->cache = nullptr;
160 break;
161 }
162#endif
163 default:
164 break;
165 }
166 mTileCacheDeinit(controller->m_tileCache.get());
167 controller->m_tileCache.reset();
168 }
169
170
171 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
172 mCoreThreadPauseFromThread(context);
173 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
174 }
175 };
176
177 m_threadContext.sleepCallback = [](mCoreThread* context) {
178 if (!context) {
179 return;
180 }
181 GameController* controller = static_cast<GameController*>(context->userData);
182 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
183 return;
184 }
185 QMetaObject::invokeMethod(controller, "closeGame");
186 };
187
188 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
189 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
190 mCoreThread* context = logContext->p;
191
192 static const char* savestateMessage = "State %i loaded";
193 static const char* savestateFailedMessage = "State %i failed to load";
194 static int biosCat = -1;
195 static int statusCat = -1;
196 if (!context) {
197 return;
198 }
199 GameController* controller = static_cast<GameController*>(context->userData);
200 QString message;
201 if (biosCat < 0) {
202 biosCat = mLogCategoryById("gba.bios");
203 }
204 if (statusCat < 0) {
205 statusCat = mLogCategoryById("core.status");
206 }
207#ifdef M_CORE_GBA
208 if (level == mLOG_STUB && category == biosCat) {
209 va_list argc;
210 va_copy(argc, args);
211 int immediate = va_arg(argc, int);
212 va_end(argc);
213 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
214 } else
215#endif
216 if (category == statusCat) {
217 // Slot 0 is reserved for suspend points
218 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
219 va_list argc;
220 va_copy(argc, args);
221 int slot = va_arg(argc, int);
222 va_end(argc);
223 if (slot == 0) {
224 format = "Loaded suspend state";
225 }
226 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
227 va_list argc;
228 va_copy(argc, args);
229 int slot = va_arg(argc, int);
230 va_end(argc);
231 if (slot == 0) {
232 return;
233 }
234 }
235 message = QString().vsprintf(format, args);
236 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
237 }
238 if (level == mLOG_FATAL) {
239 mCoreThreadMarkCrashed(controller->thread());
240 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
241 } else if (!(controller->m_logLevels & level)) {
242 return;
243 }
244 message = QString().vsprintf(format, args);
245 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
246 };
247
248 m_threadContext.userData = this;
249
250 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
251 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
252 connect(this, &GameController::frameAvailable, this, &GameController::pollEvents);
253 connect(this, &GameController::frameAvailable, this, &GameController::updateAutofire);
254}
255
256GameController::~GameController() {
257 disconnect();
258 closeGame();
259 clearMultiplayerController();
260 delete m_backupLoadState;
261}
262
263void GameController::setMultiplayerController(MultiplayerController* controller) {
264 if (controller == m_multiplayer) {
265 return;
266 }
267 clearMultiplayerController();
268 m_multiplayer = controller;
269 if (isLoaded()) {
270 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
271 GameController* controller = static_cast<GameController*>(thread->userData);
272 controller->m_multiplayer->attachGame(controller);
273 });
274 }
275}
276
277void GameController::clearMultiplayerController() {
278 if (!m_multiplayer) {
279 return;
280 }
281 m_multiplayer->detachGame(this);
282 m_multiplayer = nullptr;
283}
284
285void GameController::setOverride(Override* override) {
286 m_override = override;
287 if (isLoaded()) {
288 Interrupter interrupter(this);
289 m_override->identify(m_threadContext.core);
290 }
291}
292
293void GameController::clearOverride() {
294 delete m_override;
295 m_override = nullptr;
296}
297
298void GameController::setConfig(const mCoreConfig* config) {
299 m_config = config;
300 if (isLoaded()) {
301 Interrupter interrupter(this);
302 mCoreLoadForeignConfig(m_threadContext.core, config);
303 m_audioSync = m_threadContext.sync.audioWait;
304 m_videoSync = m_threadContext.sync.videoFrameWait;
305 m_audioProcessor->setInput(&m_threadContext);
306 }
307}
308
309#ifdef USE_DEBUGGERS
310mDebugger* GameController::debugger() {
311 if (!isLoaded()) {
312 return nullptr;
313 }
314 return m_threadContext.core->debugger;
315}
316
317void GameController::setDebugger(mDebugger* debugger) {
318 Interrupter interrupter(this);
319 if (debugger) {
320 mDebuggerAttach(debugger, m_threadContext.core);
321 } else {
322 m_threadContext.core->detachDebugger(m_threadContext.core);
323 }
324}
325#endif
326
327void GameController::loadGame(const QString& path) {
328 closeGame();
329 QFileInfo info(path);
330 if (!info.isReadable()) {
331 QString fname = info.fileName();
332 QString base = info.path();
333 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
334 base.chop(1);
335 }
336 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
337 if (dir) {
338 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
339 if (vf) {
340 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
341 uint8_t buffer[2048];
342 ssize_t read;
343 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
344 vfclone->write(vfclone, buffer, read);
345 }
346 vf->close(vf);
347 vf = vfclone;
348 }
349 dir->close(dir);
350 loadGame(vf, fname, base);
351 } else {
352 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
353 }
354 return;
355 } else {
356 m_fname = info.canonicalFilePath();
357 m_fsub = QString();
358 }
359 m_vf = nullptr;
360 openGame();
361}
362
363void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
364 closeGame();
365 QFileInfo info(base);
366 if (info.isDir()) {
367 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
368 m_fsub = QString();
369 } else {
370 m_fname = info.canonicalFilePath();
371 m_fsub = path;
372 }
373 m_vf = vf;
374 openGame();
375}
376
377void GameController::bootBIOS() {
378 closeGame();
379 m_fname = QString();
380 openGame(true);
381}
382
383void GameController::openGame(bool biosOnly) {
384 if (m_fname.isEmpty()) {
385 biosOnly = true;
386 }
387 if (isLoaded()) {
388 // We need to delay if the game is still cleaning up
389 QTimer::singleShot(10, this, SLOT(openGame()));
390 return;
391 } else if(m_gameOpen) {
392 cleanGame();
393 }
394
395 m_threadContext.core = nullptr;
396 if (!biosOnly) {
397 if (m_vf) {
398 m_threadContext.core = mCoreFindVF(m_vf);
399 } else {
400 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
401 }
402#ifdef M_CORE_GBA
403 } else {
404 m_threadContext.core = GBACoreCreate();
405#endif
406 }
407
408 if (!m_threadContext.core) {
409 return;
410 }
411
412 m_pauseAfterFrame = false;
413
414 if (m_turbo) {
415 m_threadContext.sync.videoFrameWait = false;
416 m_threadContext.sync.audioWait = false;
417 } else {
418 m_threadContext.sync.videoFrameWait = m_videoSync;
419 m_threadContext.sync.audioWait = m_audioSync;
420 }
421 m_threadContext.core->init(m_threadContext.core);
422 mCoreInitConfig(m_threadContext.core, nullptr);
423
424 unsigned width, height;
425 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
426 m_drawContext = new uint32_t[width * height];
427 m_frontBuffer = new uint32_t[width * height];
428
429 if (m_config) {
430 mCoreLoadForeignConfig(m_threadContext.core, m_config);
431 }
432
433 QByteArray bytes;
434 if (!biosOnly) {
435 bytes = m_fname.toUtf8();
436 if (m_preload) {
437 if (m_vf) {
438 mCorePreloadVF(m_threadContext.core, m_vf);
439 } else {
440 mCorePreloadFile(m_threadContext.core, bytes.constData());
441 mDirectorySetDetachBase(&m_threadContext.core->dirs);
442 }
443 } else {
444 if (m_vf) {
445 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
446 } else {
447 mCoreLoadFile(m_threadContext.core, bytes.constData());
448 mDirectorySetDetachBase(&m_threadContext.core->dirs);
449 }
450 }
451 } else {
452 bytes = m_bios.toUtf8();
453 }
454 if (bytes.isNull()) {
455 return;
456 }
457
458 char dirname[PATH_MAX];
459 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
460 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
461
462 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
463
464 m_inputController->recalibrateAxes();
465 memset(m_drawContext, 0xF8, width * height * 4);
466
467 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
468
469 if (!biosOnly) {
470 mCoreAutoloadSave(m_threadContext.core);
471 if (!m_patch.isNull()) {
472 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
473 if (patch) {
474 m_threadContext.core->loadPatch(m_threadContext.core, patch);
475 }
476 patch->close(patch);
477 } else {
478 mCoreAutoloadPatch(m_threadContext.core);
479 }
480 }
481 m_vf = nullptr;
482
483 if (!mCoreThreadStart(&m_threadContext)) {
484 emit gameFailed();
485 }
486}
487
488void GameController::loadBIOS(int platform, const QString& path) {
489 if (m_bios == path) {
490 return;
491 }
492 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
493 closeGame();
494 m_bios = path;
495 openGame();
496 } else if (!m_gameOpen || m_bios.isNull()) {
497 m_bios = path;
498 }
499}
500
501void GameController::loadSave(const QString& path, bool temporary) {
502 if (!isLoaded()) {
503 return;
504 }
505 m_resetActions.append([this, path, temporary]() {
506 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
507 if (!vf) {
508 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
509 return;
510 }
511
512 if (temporary) {
513 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
514 } else {
515 m_threadContext.core->loadSave(m_threadContext.core, vf);
516 }
517 });
518 reset();
519}
520
521void GameController::yankPak() {
522 if (!m_gameOpen) {
523 return;
524 }
525 Interrupter interrupter(this);
526 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
527}
528
529void GameController::replaceGame(const QString& path) {
530 if (!m_gameOpen) {
531 return;
532 }
533
534 QFileInfo info(path);
535 if (!info.isReadable()) {
536 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
537 return;
538 }
539 m_fname = info.canonicalFilePath();
540 Interrupter interrupter(this);
541 mDirectorySetDetachBase(&m_threadContext.core->dirs);
542 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
543}
544
545void GameController::loadPatch(const QString& path) {
546 if (m_gameOpen) {
547 closeGame();
548 m_patch = path;
549 openGame();
550 } else {
551 m_patch = path;
552 }
553}
554
555void GameController::importSharkport(const QString& path) {
556 if (!isLoaded()) {
557 return;
558 }
559#ifdef M_CORE_GBA
560 if (platform() != PLATFORM_GBA) {
561 return;
562 }
563 VFile* vf = VFileDevice::open(path, O_RDONLY);
564 if (!vf) {
565 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
566 return;
567 }
568 threadInterrupt();
569 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
570 threadContinue();
571 vf->close(vf);
572#endif
573}
574
575void GameController::exportSharkport(const QString& path) {
576 if (!isLoaded()) {
577 return;
578 }
579#ifdef M_CORE_GBA
580 if (platform() != PLATFORM_GBA) {
581 return;
582 }
583 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
584 if (!vf) {
585 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
586 return;
587 }
588 threadInterrupt();
589 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
590 threadContinue();
591 vf->close(vf);
592#endif
593}
594
595void GameController::closeGame() {
596 if (!m_gameOpen) {
597 return;
598 }
599#ifdef USE_DEBUGGERS
600 setDebugger(nullptr);
601#endif
602 if (mCoreThreadIsPaused(&m_threadContext)) {
603 mCoreThreadUnpause(&m_threadContext);
604 }
605 mCoreThreadEnd(&m_threadContext);
606}
607
608void GameController::cleanGame() {
609 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
610 return;
611 }
612
613 m_audioProcessor->pause();
614 mCoreThreadJoin(&m_threadContext);
615
616 if (m_tileCache) {
617 mTileCacheDeinit(m_tileCache.get());
618 m_tileCache.reset();
619 }
620
621 delete[] m_drawContext;
622 delete[] m_frontBuffer;
623
624 mCoreConfigDeinit(&m_threadContext.core->config);
625 m_threadContext.core->deinit(m_threadContext.core);
626 m_threadContext.core = nullptr;
627 m_gameOpen = false;
628}
629
630void GameController::crashGame(const QString& crashMessage) {
631 closeGame();
632 emit gameCrashed(crashMessage);
633}
634
635bool GameController::isPaused() {
636 if (!m_gameOpen) {
637 return false;
638 }
639 return mCoreThreadIsPaused(&m_threadContext);
640}
641
642mPlatform GameController::platform() const {
643 if (!m_gameOpen) {
644 return PLATFORM_NONE;
645 }
646 return m_threadContext.core->platform(m_threadContext.core);
647}
648
649QSize GameController::screenDimensions() const {
650 if (!m_gameOpen) {
651 return QSize();
652 }
653 unsigned width, height;
654 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
655
656 return QSize(width, height);
657}
658
659void GameController::setPaused(bool paused) {
660 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
661 return;
662 }
663 m_wasPaused = paused;
664 if (paused) {
665 m_pauseAfterFrame.testAndSetRelaxed(false, true);
666 } else {
667 mCoreThreadUnpause(&m_threadContext);
668 startAudio();
669 emit gameUnpaused(&m_threadContext);
670 }
671}
672
673void GameController::reset() {
674 if (!m_gameOpen) {
675 return;
676 }
677 bool wasPaused = isPaused();
678 setPaused(false);
679 Interrupter interrupter(this);
680 mCoreThreadReset(&m_threadContext);
681 if (wasPaused) {
682 setPaused(true);
683 }
684}
685
686void GameController::threadInterrupt() {
687 if (m_gameOpen) {
688 mCoreThreadInterrupt(&m_threadContext);
689 }
690}
691
692void GameController::threadContinue() {
693 if (m_gameOpen) {
694 mCoreThreadContinue(&m_threadContext);
695 }
696}
697
698void GameController::frameAdvance() {
699 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
700 setPaused(false);
701 m_wasPaused = true;
702 }
703}
704
705void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
706 if (m_gameOpen) {
707 Interrupter interrupter(this);
708 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
709 mCoreRewindContextDeinit(&m_threadContext.rewind);
710 }
711 m_threadContext.core->opts.rewindEnable = enable;
712 m_threadContext.core->opts.rewindBufferCapacity = capacity;
713 m_threadContext.core->opts.rewindSave = rewindSave;
714 if (enable && capacity > 0) {
715 mCoreRewindContextInit(&m_threadContext.rewind, capacity, true);
716 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
717 }
718 }
719}
720
721void GameController::rewind(int states) {
722 threadInterrupt();
723 if (!states) {
724 states = INT_MAX;
725 }
726 for (int i = 0; i < states; ++i) {
727 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
728 break;
729 }
730 }
731 threadContinue();
732 emit frameAvailable(m_drawContext);
733 emit rewound(&m_threadContext);
734}
735
736void GameController::startRewinding() {
737 if (!isLoaded()) {
738 return;
739 }
740 if (!m_threadContext.core->opts.rewindEnable) {
741 return;
742 }
743 if (m_multiplayer && m_multiplayer->attached() > 1) {
744 return;
745 }
746 if (m_wasPaused) {
747 setPaused(false);
748 m_wasPaused = true;
749 }
750 mCoreThreadSetRewinding(&m_threadContext, true);
751}
752
753void GameController::stopRewinding() {
754 if (!isLoaded()) {
755 return;
756 }
757 mCoreThreadSetRewinding(&m_threadContext, false);
758 bool signalsBlocked = blockSignals(true);
759 setPaused(m_wasPaused);
760 blockSignals(signalsBlocked);
761}
762
763void GameController::keyPressed(int key) {
764 int mappedKey = 1 << key;
765 m_activeKeys |= mappedKey;
766 if (!m_inputController->allowOpposing()) {
767 if ((m_activeKeys & 0x30) == 0x30) {
768 m_inactiveKeys |= mappedKey ^ 0x30;
769 m_activeKeys ^= mappedKey ^ 0x30;
770 }
771 if ((m_activeKeys & 0xC0) == 0xC0) {
772 m_inactiveKeys |= mappedKey ^ 0xC0;
773 m_activeKeys ^= mappedKey ^ 0xC0;
774 }
775 }
776 updateKeys();
777}
778
779void GameController::keyReleased(int key) {
780 int mappedKey = 1 << key;
781 m_activeKeys &= ~mappedKey;
782 if (!m_inputController->allowOpposing()) {
783 if (mappedKey & 0x30) {
784 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
785 m_inactiveKeys &= ~0x30;
786 }
787 if (mappedKey & 0xC0) {
788 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
789 m_inactiveKeys &= ~0xC0;
790 }
791 }
792 updateKeys();
793}
794
795void GameController::clearKeys() {
796 m_activeKeys = 0;
797 m_inactiveKeys = 0;
798 updateKeys();
799}
800
801void GameController::setAutofire(int key, bool enable) {
802 if (key >= GBA_KEY_MAX || key < 0) {
803 return;
804 }
805
806 if (!enable && m_autofireStatus[key]) {
807 keyReleased(key);
808 }
809
810 m_autofire[key] = enable;
811 m_autofireStatus[key] = 0;
812}
813
814void GameController::setAudioBufferSamples(int samples) {
815 if (m_audioProcessor) {
816 threadInterrupt();
817 redoSamples(samples);
818 threadContinue();
819 m_audioProcessor->setBufferSamples(samples);
820 }
821}
822
823void GameController::setAudioSampleRate(unsigned rate) {
824 if (!rate) {
825 return;
826 }
827 if (m_audioProcessor) {
828 threadInterrupt();
829 redoSamples(m_audioProcessor->getBufferSamples());
830 threadContinue();
831 m_audioProcessor->requestSampleRate(rate);
832 }
833}
834
835void GameController::setAudioChannelEnabled(int channel, bool enable) {
836 if (channel > 5 || channel < 0) {
837 return;
838 }
839 m_audioChannels.reserve(channel + 1);
840 while (m_audioChannels.size() <= channel) {
841 m_audioChannels.append(true);
842 }
843 m_audioChannels[channel] = enable;
844 if (isLoaded()) {
845 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
846 }
847}
848
849void GameController::startAudio() {
850 if (!m_audioProcessor->start()) {
851 LOG(QT, ERROR) << tr("Failed to start audio processor");
852 // Don't freeze!
853 m_audioSync = false;
854 m_videoSync = true;
855 m_threadContext.sync.audioWait = false;
856 m_threadContext.sync.videoFrameWait = true;
857 }
858}
859
860void GameController::setVideoLayerEnabled(int layer, bool enable) {
861 if (layer > 4 || layer < 0) {
862 return;
863 }
864 m_videoLayers.reserve(layer + 1);
865 while (m_videoLayers.size() <= layer) {
866 m_videoLayers.append(true);
867 }
868 m_videoLayers[layer] = enable;
869 if (isLoaded()) {
870 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
871 }
872}
873
874void GameController::setFPSTarget(float fps) {
875 Interrupter interrupter(this);
876 m_fpsTarget = fps;
877 m_threadContext.sync.fpsTarget = fps;
878 if (m_turbo && m_turboSpeed > 0) {
879 m_threadContext.sync.fpsTarget *= m_turboSpeed;
880 }
881 if (m_audioProcessor) {
882 redoSamples(m_audioProcessor->getBufferSamples());
883 }
884}
885
886void GameController::setUseBIOS(bool use) {
887 if (use == m_useBios) {
888 return;
889 }
890 m_useBios = use;
891 if (m_gameOpen) {
892 closeGame();
893 openGame();
894 }
895}
896
897void GameController::loadState(int slot) {
898 if (m_fname.isEmpty()) {
899 // We're in the BIOS
900 return;
901 }
902 if (slot > 0 && slot != m_stateSlot) {
903 m_stateSlot = slot;
904 m_backupSaveState.clear();
905 }
906 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
907 GameController* controller = static_cast<GameController*>(context->userData);
908 if (!controller->m_backupLoadState) {
909 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
910 }
911 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
912 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
913 emit controller->frameAvailable(controller->m_drawContext);
914 emit controller->stateLoaded(context);
915 }
916 });
917}
918
919void GameController::saveState(int slot) {
920 if (m_fname.isEmpty()) {
921 // We're in the BIOS
922 return;
923 }
924 if (slot > 0) {
925 m_stateSlot = slot;
926 }
927 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
928 GameController* controller = static_cast<GameController*>(context->userData);
929 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
930 if (vf) {
931 controller->m_backupSaveState.resize(vf->size(vf));
932 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
933 vf->close(vf);
934 }
935 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
936 });
937}
938
939void GameController::loadBackupState() {
940 if (!m_backupLoadState) {
941 return;
942 }
943
944 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
945 GameController* controller = static_cast<GameController*>(context->userData);
946 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
947 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
948 mLOG(STATUS, INFO, "Undid state load");
949 controller->frameAvailable(controller->m_drawContext);
950 controller->stateLoaded(context);
951 }
952 controller->m_backupLoadState->close(controller->m_backupLoadState);
953 controller->m_backupLoadState = nullptr;
954 });
955}
956
957void GameController::saveBackupState() {
958 if (m_backupSaveState.isEmpty()) {
959 return;
960 }
961
962 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
963 GameController* controller = static_cast<GameController*>(context->userData);
964 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
965 if (vf) {
966 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
967 vf->close(vf);
968 mLOG(STATUS, INFO, "Undid state save");
969 }
970 controller->m_backupSaveState.clear();
971 });
972}
973
974void GameController::setTurbo(bool set, bool forced) {
975 if (m_turboForced && !forced) {
976 return;
977 }
978 if (m_turbo == set && m_turboForced == (set && forced)) {
979 // Don't interrupt the thread if we don't need to
980 return;
981 }
982 if (!m_sync) {
983 return;
984 }
985 m_turbo = set;
986 m_turboForced = set && forced;
987 enableTurbo();
988}
989
990void GameController::setTurboSpeed(float ratio) {
991 m_turboSpeed = ratio;
992 enableTurbo();
993}
994
995void GameController::enableTurbo() {
996 Interrupter interrupter(this);
997 bool shouldRedoSamples = false;
998 if (!m_turbo) {
999 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1000 m_threadContext.sync.fpsTarget = m_fpsTarget;
1001 m_threadContext.sync.audioWait = m_audioSync;
1002 m_threadContext.sync.videoFrameWait = m_videoSync;
1003 } else if (m_turboSpeed <= 0) {
1004 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1005 m_threadContext.sync.fpsTarget = m_fpsTarget;
1006 m_threadContext.sync.audioWait = false;
1007 m_threadContext.sync.videoFrameWait = false;
1008 } else {
1009 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1010 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1011 m_threadContext.sync.audioWait = true;
1012 m_threadContext.sync.videoFrameWait = false;
1013 }
1014 if (m_audioProcessor && shouldRedoSamples) {
1015 redoSamples(m_audioProcessor->getBufferSamples());
1016 }
1017}
1018
1019void GameController::setSync(bool enable) {
1020 m_turbo = false;
1021 m_turboForced = false;
1022 if (!enable) {
1023 m_threadContext.sync.audioWait = false;
1024 m_threadContext.sync.videoFrameWait = false;
1025 } else {
1026 m_threadContext.sync.audioWait = m_audioSync;
1027 m_threadContext.sync.videoFrameWait = m_videoSync;
1028 }
1029 m_sync = enable;
1030}
1031
1032void GameController::setAudioSync(bool enable) {
1033 m_audioSync = enable;
1034 m_threadContext.sync.audioWait = enable;
1035}
1036
1037void GameController::setVideoSync(bool enable) {
1038 m_videoSync = enable;
1039 m_threadContext.sync.videoFrameWait = enable;
1040}
1041
1042void GameController::setAVStream(mAVStream* stream) {
1043 Interrupter interrupter(this);
1044 m_stream = stream;
1045 if (isLoaded()) {
1046 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1047 }
1048}
1049
1050void GameController::clearAVStream() {
1051 Interrupter interrupter(this);
1052 m_stream = nullptr;
1053 if (isLoaded()) {
1054 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1055 }
1056}
1057
1058#ifdef USE_PNG
1059void GameController::screenshot() {
1060 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1061 mCoreTakeScreenshot(context->core);
1062 });
1063}
1064#endif
1065
1066void GameController::reloadAudioDriver() {
1067 int samples = 0;
1068 unsigned sampleRate = 0;
1069 if (m_audioProcessor) {
1070 m_audioProcessor->pause();
1071 samples = m_audioProcessor->getBufferSamples();
1072 sampleRate = m_audioProcessor->sampleRate();
1073 delete m_audioProcessor;
1074 }
1075 m_audioProcessor = AudioProcessor::create();
1076 if (samples) {
1077 m_audioProcessor->setBufferSamples(samples);
1078 }
1079 if (sampleRate) {
1080 m_audioProcessor->requestSampleRate(sampleRate);
1081 }
1082 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
1083 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
1084 if (isLoaded()) {
1085 m_audioProcessor->setInput(&m_threadContext);
1086 startAudio();
1087 }
1088}
1089
1090void GameController::setSaveStateExtdata(int flags) {
1091 m_saveStateFlags = flags;
1092}
1093
1094void GameController::setLoadStateExtdata(int flags) {
1095 m_loadStateFlags = flags;
1096}
1097
1098void GameController::setPreload(bool preload) {
1099 m_preload = preload;
1100}
1101
1102void GameController::setLuminanceValue(uint8_t value) {
1103 m_luxValue = value;
1104 value = std::max<int>(value - 0x16, 0);
1105 m_luxLevel = 10;
1106 for (int i = 0; i < 10; ++i) {
1107 if (value < GBA_LUX_LEVELS[i]) {
1108 m_luxLevel = i;
1109 break;
1110 }
1111 }
1112 emit luminanceValueChanged(m_luxValue);
1113}
1114
1115void GameController::setLuminanceLevel(int level) {
1116 int value = 0x16;
1117 level = std::max(0, std::min(10, level));
1118 if (level > 0) {
1119 value += GBA_LUX_LEVELS[level - 1];
1120 }
1121 setLuminanceValue(value);
1122}
1123
1124void GameController::setRealTime() {
1125 if (!isLoaded()) {
1126 return;
1127 }
1128 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1129}
1130
1131void GameController::setFixedTime(const QDateTime& time) {
1132 if (!isLoaded()) {
1133 return;
1134 }
1135 m_threadContext.core->rtc.override = RTC_FIXED;
1136 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1137}
1138
1139void GameController::setFakeEpoch(const QDateTime& time) {
1140 if (!isLoaded()) {
1141 return;
1142 }
1143 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1144 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1145}
1146
1147void GameController::updateKeys() {
1148 int activeKeys = m_activeKeys;
1149 activeKeys |= m_activeButtons;
1150 activeKeys &= ~m_inactiveKeys;
1151 if (isLoaded()) {
1152 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1153 }
1154}
1155
1156void GameController::redoSamples(int samples) {
1157 if (m_gameOpen && m_threadContext.core) {
1158 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1159 }
1160 m_audioProcessor->inputParametersChanged();
1161}
1162
1163void GameController::setLogLevel(int levels) {
1164 Interrupter interrupter(this);
1165 m_logLevels = levels;
1166}
1167
1168void GameController::enableLogLevel(int levels) {
1169 Interrupter interrupter(this);
1170 m_logLevels |= levels;
1171}
1172
1173void GameController::disableLogLevel(int levels) {
1174 Interrupter interrupter(this);
1175 m_logLevels &= ~levels;
1176}
1177
1178void GameController::startVideoLog(const QString& path) {
1179 if (!isLoaded() || m_vl) {
1180 return;
1181 }
1182
1183 Interrupter interrupter(this);
1184 m_vl = mVideoLogContextCreate(m_threadContext.core);
1185 m_vlVf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
1186 mVideoLogContextSetOutput(m_vl, m_vlVf);
1187 mVideoLogContextWriteHeader(m_vl, m_threadContext.core);
1188}
1189
1190void GameController::endVideoLog() {
1191 if (!m_vl) {
1192 return;
1193 }
1194
1195 Interrupter interrupter(this);
1196 mVideoLogContextDestroy(m_threadContext.core, m_vl);
1197 if (m_vlVf) {
1198 m_vlVf->close(m_vlVf);
1199 m_vlVf = nullptr;
1200 }
1201 m_vl = nullptr;
1202}
1203
1204void GameController::pollEvents() {
1205 if (!m_inputController) {
1206 return;
1207 }
1208
1209 m_activeButtons = m_inputController->pollEvents();
1210 updateKeys();
1211}
1212
1213void GameController::updateAutofire() {
1214 // TODO: Move all key events onto the CPU thread...somehow
1215 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1216 if (!m_autofire[k]) {
1217 continue;
1218 }
1219 m_autofireStatus[k] ^= 1;
1220 if (m_autofireStatus[k]) {
1221 keyPressed(k);
1222 } else {
1223 keyReleased(k);
1224 }
1225 }
1226}
1227
1228std::shared_ptr<mTileCache> GameController::tileCache() {
1229 if (m_tileCache) {
1230 return m_tileCache;
1231 }
1232 Interrupter interrupter(this);
1233 switch (platform()) {
1234#ifdef M_CORE_GBA
1235 case PLATFORM_GBA: {
1236 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1237 m_tileCache = std::make_shared<mTileCache>();
1238 GBAVideoTileCacheInit(m_tileCache.get());
1239 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1240 mTileCacheSetPalette(m_tileCache.get(), 0);
1241 break;
1242 }
1243#endif
1244#ifdef M_CORE_GB
1245 case PLATFORM_GB: {
1246 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1247 m_tileCache = std::make_shared<mTileCache>();
1248 GBVideoTileCacheInit(m_tileCache.get());
1249 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1250 mTileCacheSetPalette(m_tileCache.get(), 0);
1251 break;
1252 }
1253#endif
1254 default:
1255 return nullptr;
1256 }
1257 return m_tileCache;
1258}
1259
1260GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1261 : m_parent(parent)
1262 , m_fromThread(fromThread)
1263{
1264 if (!m_fromThread) {
1265 m_parent->threadInterrupt();
1266 } else {
1267 mCoreThreadInterruptFromThread(m_parent->thread());
1268 }
1269}
1270
1271GameController::Interrupter::~Interrupter() {
1272 if (!m_fromThread) {
1273 m_parent->threadContinue();
1274 } else {
1275 mCoreThreadContinue(m_parent->thread());
1276 }
1277}