all repos — mgba @ a088ad781a815f66c227b42a64dbb660880fdb52

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 "core/serialize.h"
  24#ifdef M_CORE_GBA
  25#include "gba/bios.h"
  26#include "gba/core.h"
  27#include "gba/gba.h"
  28#include "gba/extra/sharkport.h"
  29#endif
  30#ifdef M_CORE_GB
  31#include "gb/gb.h"
  32#endif
  33#include "util/vfs.h"
  34}
  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_useBios(false)
  49	, m_audioThread(new QThread(this))
  50	, m_audioProcessor(AudioProcessor::create())
  51	, m_pauseAfterFrame(false)
  52	, m_videoSync(VIDEO_SYNC)
  53	, m_audioSync(AUDIO_SYNC)
  54	, m_fpsTarget(-1)
  55	, m_turbo(false)
  56	, m_turboForced(false)
  57	, m_turboSpeed(-1)
  58	, m_wasPaused(false)
  59	, m_audioChannels{ true, true, true, true, true, true }
  60	, m_videoLayers{ true, true, true, true, true }
  61	, m_autofire{}
  62	, m_autofireStatus{}
  63	, m_inputController(nullptr)
  64	, m_multiplayer(nullptr)
  65	, m_stream(nullptr)
  66	, m_stateSlot(1)
  67	, m_backupLoadState(nullptr)
  68	, m_backupSaveState(nullptr)
  69	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  70	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  71{
  72	m_lux.p = this;
  73	m_lux.sample = [](GBALuminanceSource* context) {
  74		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  75		lux->value = 0xFF - lux->p->m_luxValue;
  76	};
  77
  78	m_lux.readLuminance = [](GBALuminanceSource* context) {
  79		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  80		return lux->value;
  81	};
  82	setLuminanceLevel(0);
  83
  84	m_threadContext.startCallback = [](mCoreThread* context) {
  85		GameController* controller = static_cast<GameController*>(context->userData);
  86		if (controller->m_audioProcessor) {
  87			controller->m_audioProcessor->setInput(context);
  88		}
  89		mRTCGenericSourceInit(&controller->m_rtc, context->core);
  90		context->core->setRTC(context->core, &controller->m_rtc.d);
  91		context->core->setRotation(context->core, controller->m_inputController->rotationSource());
  92		context->core->setRumble(context->core, controller->m_inputController->rumble());
  93
  94#ifdef M_CORE_GBA
  95		GBA* gba = static_cast<GBA*>(context->core->board);
  96#endif
  97#ifdef M_CORE_GB
  98		GB* gb = static_cast<GB*>(context->core->board);
  99#endif
 100		switch (context->core->platform(context->core)) {
 101#ifdef M_CORE_GBA
 102		case PLATFORM_GBA:
 103			gba->luminanceSource = &controller->m_lux;
 104			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 105			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 106			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 107			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 108			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 109			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 110			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 111			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 112			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 113			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 114			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 115			break;
 116#endif
 117#ifdef M_CORE_GB
 118		case PLATFORM_GB:
 119			gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 120			gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 121			gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 122			gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 123			break;
 124#endif
 125		default:
 126			break;
 127		}
 128		controller->m_fpsTarget = context->sync.fpsTarget;
 129
 130		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
 131			mCoreDeleteState(context->core, 0);
 132		}
 133
 134		mCoreThreadInterruptFromThread(context);
 135		QMetaObject::invokeMethod(controller, "gameStarted", Qt::BlockingQueuedConnection, Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 136		mCoreThreadContinue(context);
 137	};
 138
 139	m_threadContext.resetCallback = [](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		memset(controller->m_frontBuffer, 0xF8, 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		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 154	};
 155
 156	m_threadContext.frameCallback = [](mCoreThread* context) {
 157		GameController* controller = static_cast<GameController*>(context->userData);
 158		unsigned width, height;
 159		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 160		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 161		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 162		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 163			mCoreThreadPauseFromThread(context);
 164			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 165		}
 166	};
 167
 168	// TODO: Put back
 169	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 170		if (!context) {
 171			return false;
 172		}
 173		GameController* controller = static_cast<GameController*>(context->userData);
 174		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 175			return false;
 176		}
 177		QMetaObject::invokeMethod(controller, "closeGame");
 178		return true;
 179	};*/
 180
 181	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 182		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 183		mCoreThread* context = logContext->p;
 184
 185		static const char* savestateMessage = "State %i loaded";
 186		static const char* savestateFailedMessage = "State %i failed to load";
 187		if (!context) {
 188			return;
 189		}
 190		GameController* controller = static_cast<GameController*>(context->userData);
 191		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 192			va_list argc;
 193			va_copy(argc, args);
 194			int immediate = va_arg(argc, int);
 195			va_end(argc);
 196			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 197		} else if (category == _mLOG_CAT_STATUS()) {
 198			// Slot 0 is reserved for suspend points
 199			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 200				va_list argc;
 201				va_copy(argc, args);
 202				int slot = va_arg(argc, int);
 203				va_end(argc);
 204				if (slot == 0) {
 205					format = "Loaded suspend state";
 206				}
 207			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 208				va_list argc;
 209				va_copy(argc, args);
 210				int slot = va_arg(argc, int);
 211				va_end(argc);
 212				if (slot == 0) {
 213					return;
 214				}
 215			}
 216		}
 217		if (level == mLOG_FATAL) {
 218			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 219		} else if (!(controller->m_logLevels & level)) {
 220			return;
 221		}
 222		QString message(QString().vsprintf(format, args));
 223		if (category == _mLOG_CAT_STATUS()) {
 224			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 225		}
 226		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 227	};
 228
 229	m_threadContext.userData = this;
 230
 231	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 232		// TODO: Put rewind back
 233		emit frameAvailable(m_drawContext);
 234		emit rewound(&m_threadContext);
 235	});
 236	m_rewindTimer.setInterval(100);
 237
 238	m_audioThread->setObjectName("Audio Thread");
 239	m_audioThread->start(QThread::TimeCriticalPriority);
 240	m_audioProcessor->moveToThread(m_audioThread);
 241	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 242	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 243	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 244}
 245
 246GameController::~GameController() {
 247	m_audioThread->quit();
 248	m_audioThread->wait();
 249	disconnect();
 250	clearMultiplayerController();
 251	closeGame();
 252	delete m_backupLoadState;
 253}
 254
 255void GameController::setMultiplayerController(MultiplayerController* controller) {
 256	if (controller == m_multiplayer) {
 257		return;
 258	}
 259	clearMultiplayerController();
 260	m_multiplayer = controller;
 261	controller->attachGame(this);
 262}
 263
 264void GameController::clearMultiplayerController() {
 265	if (!m_multiplayer) {
 266		return;
 267	}
 268	m_multiplayer->detachGame(this);
 269	m_multiplayer = nullptr;
 270}
 271
 272void GameController::setOverride(const GBACartridgeOverride& override) {
 273	// TODO: Put back overrides
 274}
 275
 276void GameController::setConfig(const mCoreConfig* config) {
 277	m_config = config;
 278	if (isLoaded()) {
 279		threadInterrupt();
 280		mCoreLoadForeignConfig(m_threadContext.core, config);
 281		m_audioProcessor->setInput(&m_threadContext);
 282		threadContinue();
 283	}
 284}
 285
 286#ifdef USE_GDB_STUB
 287mDebugger* GameController::debugger() {
 288	if (!isLoaded()) {
 289		return nullptr;
 290	}
 291	return m_threadContext.core->debugger;
 292}
 293
 294void GameController::setDebugger(mDebugger* debugger) {
 295	threadInterrupt();
 296	if (debugger) {
 297		mDebuggerAttach(debugger, m_threadContext.core);
 298	} else {
 299		m_threadContext.core->detachDebugger(m_threadContext.core);
 300	}
 301	threadContinue();
 302}
 303#endif
 304
 305void GameController::loadGame(const QString& path) {
 306	closeGame();
 307	QFileInfo info(path);
 308	if (!info.isReadable()) {
 309		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 310		return;
 311	}
 312	m_fname = info.canonicalFilePath();
 313	openGame();
 314}
 315
 316void GameController::bootBIOS() {
 317	closeGame();
 318	m_fname = QString();
 319	openGame(true);
 320}
 321
 322void GameController::openGame(bool biosOnly) {
 323	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 324		return;
 325	}
 326
 327	if (!biosOnly) {
 328		m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 329	} else {
 330		m_threadContext.core = GBACoreCreate();
 331	}
 332
 333	if (!m_threadContext.core) {
 334		return;
 335	}
 336
 337	m_gameOpen = true;
 338
 339	m_pauseAfterFrame = false;
 340
 341	if (m_turbo) {
 342		m_threadContext.sync.videoFrameWait = false;
 343		m_threadContext.sync.audioWait = false;
 344	} else {
 345		m_threadContext.sync.videoFrameWait = m_videoSync;
 346		m_threadContext.sync.audioWait = m_audioSync;
 347	}
 348	m_threadContext.core->init(m_threadContext.core);
 349
 350	unsigned width, height;
 351	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 352	m_drawContext = new uint32_t[width * height];
 353	m_frontBuffer = new uint32_t[width * height];
 354
 355	if (!biosOnly) {
 356		mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
 357	} else {
 358		char dirname[PATH_MAX];
 359		separatePath(m_bios.toUtf8().constData(), dirname, m_threadContext.core->dirs.baseName, 0);
 360		mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
 361	}
 362
 363	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 364
 365	if (!m_bios.isNull() && m_useBios) {
 366		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 367		if (bios) {
 368			// TODO: Lifetime issues?
 369			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 370		}
 371	}
 372
 373	m_inputController->recalibrateAxes();
 374	memset(m_drawContext, 0xF8, width * height * 4);
 375
 376	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 377
 378	if (m_config) {
 379		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 380	}
 381
 382	if (!biosOnly) {
 383		mCoreAutoloadSave(m_threadContext.core);
 384		if (!m_patch.isNull()) {
 385			VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 386			if (patch) {
 387				m_threadContext.core->loadPatch(m_threadContext.core, patch);
 388			}
 389			patch->close(patch);
 390		} else {
 391			mCoreAutoloadPatch(m_threadContext.core);
 392		}
 393	}
 394
 395	if (!mCoreThreadStart(&m_threadContext)) {
 396		m_gameOpen = false;
 397		emit gameFailed();
 398	} else if (m_audioProcessor) {
 399		startAudio();
 400	}
 401}
 402
 403void GameController::loadBIOS(const QString& path) {
 404	if (m_bios == path) {
 405		return;
 406	}
 407	m_bios = path;
 408	if (m_gameOpen) {
 409		closeGame();
 410		openGame();
 411	}
 412}
 413
 414void GameController::loadSave(const QString& path, bool temporary) {
 415	if (!isLoaded()) {
 416		return;
 417	}
 418	VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
 419	if (!vf) {
 420		LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
 421		return;
 422	}
 423
 424	if (temporary) {
 425		m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
 426	} else {
 427		m_threadContext.core->loadSave(m_threadContext.core, vf);
 428	}
 429}
 430
 431void GameController::yankPak() {
 432	if (!m_gameOpen) {
 433		return;
 434	}
 435	threadInterrupt();
 436	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 437	threadContinue();
 438}
 439
 440void GameController::replaceGame(const QString& path) {
 441	if (!m_gameOpen) {
 442		return;
 443	}
 444
 445	QFileInfo info(path);
 446	if (!info.isReadable()) {
 447		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 448		return;
 449	}
 450	m_fname = info.canonicalFilePath();
 451	threadInterrupt();
 452	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 453	threadContinue();
 454}
 455
 456void GameController::loadPatch(const QString& path) {
 457	if (m_gameOpen) {
 458		closeGame();
 459		m_patch = path;
 460		openGame();
 461	} else {
 462		m_patch = path;
 463	}
 464}
 465
 466void GameController::importSharkport(const QString& path) {
 467	if (!isLoaded()) {
 468		return;
 469	}
 470	VFile* vf = VFileDevice::open(path, O_RDONLY);
 471	if (!vf) {
 472		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 473		return;
 474	}
 475	threadInterrupt();
 476	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 477	threadContinue();
 478	vf->close(vf);
 479}
 480
 481void GameController::exportSharkport(const QString& path) {
 482	if (!isLoaded()) {
 483		return;
 484	}
 485	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 486	if (!vf) {
 487		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 488		return;
 489	}
 490	threadInterrupt();
 491	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 492	threadContinue();
 493	vf->close(vf);
 494}
 495
 496void GameController::closeGame() {
 497	if (!m_gameOpen) {
 498		return;
 499	}
 500	m_gameOpen = false;
 501
 502	m_rewindTimer.stop();
 503	if (mCoreThreadIsPaused(&m_threadContext)) {
 504		mCoreThreadUnpause(&m_threadContext);
 505	}
 506	m_audioProcessor->pause();
 507	mCoreThreadEnd(&m_threadContext);
 508	mCoreThreadJoin(&m_threadContext);
 509	// Make sure the event queue clears out before the thread is reused
 510	QCoreApplication::processEvents();
 511
 512	delete[] m_drawContext;
 513	delete[] m_frontBuffer;
 514
 515	m_patch = QString();
 516
 517	m_threadContext.core->deinit(m_threadContext.core);
 518}
 519
 520void GameController::crashGame(const QString& crashMessage) {
 521	closeGame();
 522	emit gameCrashed(crashMessage);
 523	emit gameStopped(&m_threadContext);
 524}
 525
 526bool GameController::isPaused() {
 527	if (!m_gameOpen) {
 528		return false;
 529	}
 530	return mCoreThreadIsPaused(&m_threadContext);
 531}
 532
 533mPlatform GameController::platform() const {
 534	if (!m_gameOpen) {
 535		return PLATFORM_NONE;
 536	}
 537	return m_threadContext.core->platform(m_threadContext.core);
 538}
 539
 540QSize GameController::screenDimensions() const {
 541	if (!m_gameOpen) {
 542		return QSize();
 543	}
 544	unsigned width, height;
 545	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 546
 547	return QSize(width, height);
 548}
 549
 550void GameController::setPaused(bool paused) {
 551	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 552		return;
 553	}
 554	if (paused) {
 555		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 556	} else {
 557		mCoreThreadUnpause(&m_threadContext);
 558		startAudio();
 559		emit gameUnpaused(&m_threadContext);
 560	}
 561}
 562
 563void GameController::reset() {
 564	if (!m_gameOpen) {
 565		return;
 566	}
 567	bool wasPaused = isPaused();
 568	setPaused(false);
 569	threadInterrupt();
 570	mCoreThreadReset(&m_threadContext);
 571	if (wasPaused) {
 572		setPaused(true);
 573	}
 574	threadContinue();
 575}
 576
 577void GameController::threadInterrupt() {
 578	if (m_gameOpen) {
 579		mCoreThreadInterrupt(&m_threadContext);
 580	}
 581}
 582
 583void GameController::threadContinue() {
 584	if (m_gameOpen) {
 585		mCoreThreadContinue(&m_threadContext);
 586	}
 587}
 588
 589void GameController::frameAdvance() {
 590	if (m_rewindTimer.isActive()) {
 591		return;
 592	}
 593	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 594		setPaused(false);
 595	}
 596}
 597
 598void GameController::setRewind(bool enable, int capacity, int interval) {
 599	if (m_gameOpen) {
 600		threadInterrupt();
 601		// TODO: Put back rewind
 602		threadContinue();
 603	} else {
 604		// TODO: Put back rewind
 605	}
 606}
 607
 608void GameController::rewind(int states) {
 609	threadInterrupt();
 610	if (!states) {
 611		// TODO: Put back rewind
 612	} else {
 613		// TODO: Put back rewind
 614	}
 615	threadContinue();
 616	emit frameAvailable(m_drawContext);
 617	emit rewound(&m_threadContext);
 618}
 619
 620void GameController::startRewinding() {
 621	if (!m_gameOpen || m_rewindTimer.isActive()) {
 622		return;
 623	}
 624	if (m_multiplayer && m_multiplayer->attached() > 1) {
 625		return;
 626	}
 627	m_wasPaused = isPaused();
 628	if (!mCoreThreadIsPaused(&m_threadContext)) {
 629		mCoreThreadPause(&m_threadContext);
 630	}
 631	m_rewindTimer.start();
 632}
 633
 634void GameController::stopRewinding() {
 635	if (!m_rewindTimer.isActive()) {
 636		return;
 637	}
 638	m_rewindTimer.stop();
 639	bool signalsBlocked = blockSignals(true);
 640	setPaused(m_wasPaused);
 641	blockSignals(signalsBlocked);
 642}
 643
 644void GameController::keyPressed(int key) {
 645	int mappedKey = 1 << key;
 646	m_activeKeys |= mappedKey;
 647	if (!m_inputController->allowOpposing()) {
 648		if ((m_activeKeys & 0x30) == 0x30) {
 649			m_inactiveKeys |= mappedKey ^ 0x30;
 650			m_activeKeys ^= mappedKey ^ 0x30;
 651		}
 652		if ((m_activeKeys & 0xC0) == 0xC0) {
 653			m_inactiveKeys |= mappedKey ^ 0xC0;
 654			m_activeKeys ^= mappedKey ^ 0xC0;
 655		}
 656	}
 657	updateKeys();
 658}
 659
 660void GameController::keyReleased(int key) {
 661	int mappedKey = 1 << key;
 662	m_activeKeys &= ~mappedKey;
 663	if (!m_inputController->allowOpposing()) {
 664		if (mappedKey & 0x30) {
 665			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 666			m_inactiveKeys &= ~0x30;
 667		}
 668		if (mappedKey & 0xC0) {
 669			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 670			m_inactiveKeys &= ~0xC0;
 671		}
 672	}
 673	updateKeys();
 674}
 675
 676void GameController::clearKeys() {
 677	m_activeKeys = 0;
 678	m_inactiveKeys = 0;
 679	updateKeys();
 680}
 681
 682void GameController::setAutofire(int key, bool enable) {
 683	if (key >= GBA_KEY_MAX || key < 0) {
 684		return;
 685	}
 686
 687	if (!enable && m_autofireStatus[key]) {
 688		keyReleased(key);
 689	}
 690
 691	m_autofire[key] = enable;
 692	m_autofireStatus[key] = 0;
 693}
 694
 695void GameController::setAudioBufferSamples(int samples) {
 696	if (m_audioProcessor) {
 697		threadInterrupt();
 698		redoSamples(samples);
 699		threadContinue();
 700		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 701	}
 702}
 703
 704void GameController::setAudioSampleRate(unsigned rate) {
 705	if (!rate) {
 706		return;
 707	}
 708	if (m_audioProcessor) {
 709		threadInterrupt();
 710		redoSamples(m_audioProcessor->getBufferSamples());
 711		threadContinue();
 712		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 713	}
 714}
 715
 716void GameController::setAudioChannelEnabled(int channel, bool enable) {
 717	if (channel > 5 || channel < 0) {
 718		return;
 719	}
 720#ifdef M_CORE_GBA
 721	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 722#endif
 723#ifdef M_CORE_GB
 724	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 725#endif
 726	m_audioChannels[channel] = enable;
 727	if (isLoaded()) {
 728		switch (channel) {
 729		case 0:
 730		case 1:
 731		case 2:
 732		case 3:
 733			switch (m_threadContext.core->platform(m_threadContext.core)) {
 734#ifdef M_CORE_GBA
 735			case PLATFORM_GBA:
 736				gba->audio.psg.forceDisableCh[channel] = !enable;
 737				break;
 738#endif
 739#ifdef M_CORE_GB
 740			case PLATFORM_GB:
 741				gb->audio.forceDisableCh[channel] = !enable;
 742				break;
 743#endif
 744			default:
 745				break;
 746			}
 747			break;
 748#ifdef M_CORE_GBA
 749		case 4:
 750			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 751				gba->audio.forceDisableChA = !enable;
 752			}
 753			break;
 754		case 5:
 755			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 756				gba->audio.forceDisableChB = !enable;
 757			}
 758			break;
 759#endif
 760		}
 761	}
 762}
 763
 764void GameController::startAudio() {
 765	bool started = false;
 766	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 767	if (!started) {
 768		LOG(QT, ERROR) << tr("Failed to start audio processor");
 769		// Don't freeze!
 770		m_audioSync = false;
 771		m_videoSync = true;
 772		m_threadContext.sync.audioWait = false;
 773		m_threadContext.sync.videoFrameWait = true;
 774	}
 775}
 776
 777void GameController::setVideoLayerEnabled(int layer, bool enable) {
 778	if (layer > 4 || layer < 0) {
 779		return;
 780	}
 781	m_videoLayers[layer] = enable;
 782	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 783		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 784		switch (layer) {
 785		case 0:
 786		case 1:
 787		case 2:
 788		case 3:
 789			gba->video.renderer->disableBG[layer] = !enable;
 790			break;
 791		case 4:
 792			gba->video.renderer->disableOBJ = !enable;
 793			break;
 794		}
 795	}
 796}
 797
 798void GameController::setFPSTarget(float fps) {
 799	threadInterrupt();
 800	m_fpsTarget = fps;
 801	m_threadContext.sync.fpsTarget = fps;
 802	if (m_turbo && m_turboSpeed > 0) {
 803		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 804	}
 805	if (m_audioProcessor) {
 806		redoSamples(m_audioProcessor->getBufferSamples());
 807	}
 808	threadContinue();
 809}
 810
 811void GameController::setUseBIOS(bool use) {
 812	if (use == m_useBios) {
 813		return;
 814	}
 815	m_useBios = use;
 816	if (m_gameOpen) {
 817		closeGame();
 818		openGame();
 819	}
 820}
 821
 822void GameController::loadState(int slot) {
 823	if (m_fname.isEmpty()) {
 824		// We're in the BIOS
 825		return;
 826	}
 827	if (slot > 0 && slot != m_stateSlot) {
 828		m_stateSlot = slot;
 829		m_backupSaveState.clear();
 830	}
 831	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 832		GameController* controller = static_cast<GameController*>(context->userData);
 833		if (!controller->m_backupLoadState) {
 834			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 835		}
 836		mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 837		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 838			controller->frameAvailable(controller->m_drawContext);
 839			controller->stateLoaded(context);
 840		}
 841	});
 842}
 843
 844void GameController::saveState(int slot) {
 845	if (m_fname.isEmpty()) {
 846		// We're in the BIOS
 847		return;
 848	}
 849	if (slot > 0) {
 850		m_stateSlot = slot;
 851	}
 852	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 853		GameController* controller = static_cast<GameController*>(context->userData);
 854		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 855		if (vf) {
 856			controller->m_backupSaveState.resize(vf->size(vf));
 857			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 858			vf->close(vf);
 859		}
 860		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 861	});
 862}
 863
 864void GameController::loadBackupState() {
 865	if (!m_backupLoadState) {
 866		return;
 867	}
 868
 869	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 870		GameController* controller = static_cast<GameController*>(context->userData);
 871		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 872		if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 873			mLOG(STATUS, INFO, "Undid state load");
 874			controller->frameAvailable(controller->m_drawContext);
 875			controller->stateLoaded(context);
 876		}
 877		controller->m_backupLoadState->close(controller->m_backupLoadState);
 878		controller->m_backupLoadState = nullptr;
 879	});
 880}
 881
 882void GameController::saveBackupState() {
 883	if (m_backupSaveState.isEmpty()) {
 884		return;
 885	}
 886
 887	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 888		GameController* controller = static_cast<GameController*>(context->userData);
 889		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 890		if (vf) {
 891			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 892			vf->close(vf);
 893			mLOG(STATUS, INFO, "Undid state save");
 894		}
 895		controller->m_backupSaveState.clear();
 896	});
 897}
 898
 899void GameController::setTurbo(bool set, bool forced) {
 900	if (m_turboForced && !forced) {
 901		return;
 902	}
 903	if (m_turbo == set && m_turboForced == forced) {
 904		// Don't interrupt the thread if we don't need to
 905		return;
 906	}
 907	m_turbo = set;
 908	m_turboForced = set && forced;
 909	enableTurbo();
 910}
 911
 912void GameController::setTurboSpeed(float ratio) {
 913	m_turboSpeed = ratio;
 914	enableTurbo();
 915}
 916
 917void GameController::enableTurbo() {
 918	threadInterrupt();
 919	if (!m_turbo) {
 920		m_threadContext.sync.fpsTarget = m_fpsTarget;
 921		m_threadContext.sync.audioWait = m_audioSync;
 922		m_threadContext.sync.videoFrameWait = m_videoSync;
 923	} else if (m_turboSpeed <= 0) {
 924		m_threadContext.sync.fpsTarget = m_fpsTarget;
 925		m_threadContext.sync.audioWait = false;
 926		m_threadContext.sync.videoFrameWait = false;
 927	} else {
 928		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 929		m_threadContext.sync.audioWait = true;
 930		m_threadContext.sync.videoFrameWait = false;
 931	}
 932	if (m_audioProcessor) {
 933		redoSamples(m_audioProcessor->getBufferSamples());
 934	}
 935	threadContinue();
 936}
 937
 938void GameController::setAVStream(mAVStream* stream) {
 939	threadInterrupt();
 940	m_stream = stream;
 941	if (isLoaded()) {
 942		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 943	}
 944	threadContinue();
 945}
 946
 947void GameController::clearAVStream() {
 948	threadInterrupt();
 949	m_stream = nullptr;
 950	if (isLoaded()) {
 951		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 952	}
 953	threadContinue();
 954}
 955
 956#ifdef USE_PNG
 957void GameController::screenshot() {
 958	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 959		mCoreTakeScreenshot(context->core);
 960	});
 961}
 962#endif
 963
 964void GameController::reloadAudioDriver() {
 965	int samples = 0;
 966	unsigned sampleRate = 0;
 967	if (m_audioProcessor) {
 968		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 969		samples = m_audioProcessor->getBufferSamples();
 970		sampleRate = m_audioProcessor->sampleRate();
 971		delete m_audioProcessor;
 972	}
 973	m_audioProcessor = AudioProcessor::create();
 974	if (samples) {
 975		m_audioProcessor->setBufferSamples(samples);
 976	}
 977	if (sampleRate) {
 978		m_audioProcessor->requestSampleRate(sampleRate);
 979	}
 980	m_audioProcessor->moveToThread(m_audioThread);
 981	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 982	if (isLoaded()) {
 983		m_audioProcessor->setInput(&m_threadContext);
 984		startAudio();
 985	}
 986}
 987
 988void GameController::setSaveStateExtdata(int flags) {
 989	m_saveStateFlags = flags;
 990}
 991
 992void GameController::setLoadStateExtdata(int flags) {
 993	m_loadStateFlags = flags;
 994}
 995
 996void GameController::setLuminanceValue(uint8_t value) {
 997	m_luxValue = value;
 998	value = std::max<int>(value - 0x16, 0);
 999	m_luxLevel = 10;
1000	for (int i = 0; i < 10; ++i) {
1001		if (value < GBA_LUX_LEVELS[i]) {
1002			m_luxLevel = i;
1003			break;
1004		}
1005	}
1006	emit luminanceValueChanged(m_luxValue);
1007}
1008
1009void GameController::setLuminanceLevel(int level) {
1010	int value = 0x16;
1011	level = std::max(0, std::min(10, level));
1012	if (level > 0) {
1013		value += GBA_LUX_LEVELS[level - 1];
1014	}
1015	setLuminanceValue(value);
1016}
1017
1018void GameController::setRealTime() {
1019	m_rtc.override = RTC_NO_OVERRIDE;
1020}
1021
1022void GameController::setFixedTime(const QDateTime& time) {
1023	m_rtc.override = RTC_FIXED;
1024	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1025}
1026
1027void GameController::setFakeEpoch(const QDateTime& time) {
1028	m_rtc.override = RTC_FAKE_EPOCH;
1029	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1030}
1031
1032void GameController::updateKeys() {
1033	int activeKeys = m_activeKeys;
1034	activeKeys |= m_activeButtons;
1035	activeKeys &= ~m_inactiveKeys;
1036	if (isLoaded()) {
1037		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1038	}
1039}
1040
1041void GameController::redoSamples(int samples) {
1042	if (m_threadContext.core) {
1043		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1044	}
1045	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1046}
1047
1048void GameController::setLogLevel(int levels) {
1049	threadInterrupt();
1050	m_logLevels = levels;
1051	threadContinue();
1052}
1053
1054void GameController::enableLogLevel(int levels) {
1055	threadInterrupt();
1056	m_logLevels |= levels;
1057	threadContinue();
1058}
1059
1060void GameController::disableLogLevel(int levels) {
1061	threadInterrupt();
1062	m_logLevels &= ~levels;
1063	threadContinue();
1064}
1065
1066void GameController::pollEvents() {
1067	if (!m_inputController) {
1068		return;
1069	}
1070
1071	m_activeButtons = m_inputController->pollEvents();
1072	updateKeys();
1073}
1074
1075void GameController::updateAutofire() {
1076	// TODO: Move all key events onto the CPU thread...somehow
1077	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1078		if (!m_autofire[k]) {
1079			continue;
1080		}
1081		m_autofireStatus[k] ^= 1;
1082		if (m_autofireStatus[k]) {
1083			keyPressed(k);
1084		} else {
1085			keyReleased(k);
1086		}
1087	}
1088}