all repos — mgba @ a38bcb904d70acac5a9244b766ca46ff252feaae

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 <QDateTime>
  15#include <QThread>
  16
  17#include <ctime>
  18
  19extern "C" {
  20#include "gba/audio.h"
  21#include "gba/context/config.h"
  22#include "gba/gba.h"
  23#include "gba/serialize.h"
  24#include "gba/sharkport.h"
  25#include "gba/renderers/video-software.h"
  26#include "util/vfs.h"
  27}
  28
  29using namespace QGBA;
  30using namespace std;
  31
  32GameController::GameController(QObject* parent)
  33	: QObject(parent)
  34	, m_drawContext(new uint32_t[256 * VIDEO_HORIZONTAL_PIXELS])
  35	, m_frontBuffer(new uint32_t[256 * 256])
  36	, m_threadContext()
  37	, m_activeKeys(0)
  38	, m_inactiveKeys(0)
  39	, m_logLevels(0)
  40	, m_gameOpen(false)
  41	, m_audioThread(new QThread(this))
  42	, m_audioProcessor(AudioProcessor::create())
  43	, m_pauseAfterFrame(false)
  44	, m_videoSync(VIDEO_SYNC)
  45	, m_audioSync(AUDIO_SYNC)
  46	, m_fpsTarget(-1)
  47	, m_turbo(false)
  48	, m_turboForced(false)
  49	, m_turboSpeed(-1)
  50	, m_wasPaused(false)
  51	, m_audioChannels{ true, true, true, true, true, true }
  52	, m_videoLayers{ true, true, true, true, true }
  53	, m_autofire{}
  54	, m_autofireStatus{}
  55	, m_inputController(nullptr)
  56	, m_multiplayer(nullptr)
  57	, m_stateSlot(1)
  58	, m_backupLoadState(nullptr)
  59	, m_backupSaveState(nullptr)
  60{
  61	m_renderer = new GBAVideoSoftwareRenderer;
  62	GBAVideoSoftwareRendererCreate(m_renderer);
  63	m_renderer->outputBuffer = (color_t*) m_drawContext;
  64	m_renderer->outputBufferStride = 256;
  65
  66	GBACheatDeviceCreate(&m_cheatDevice);
  67
  68	m_threadContext.state = THREAD_INITIALIZED;
  69	m_threadContext.debugger = 0;
  70	m_threadContext.frameskip = 0;
  71	m_threadContext.bios = 0;
  72	m_threadContext.renderer = &m_renderer->d;
  73	m_threadContext.userData = this;
  74	m_threadContext.rewindBufferCapacity = 0;
  75	m_threadContext.cheats = &m_cheatDevice;
  76	m_threadContext.logLevel = GBA_LOG_ALL;
  77
  78	m_lux.p = this;
  79	m_lux.sample = [](GBALuminanceSource* context) {
  80		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  81		lux->value = 0xFF - lux->p->m_luxValue;
  82	};
  83
  84	m_lux.readLuminance = [](GBALuminanceSource* context) {
  85		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  86		return lux->value;
  87	};
  88	setLuminanceLevel(0);
  89
  90	m_threadContext.startCallback = [](GBAThread* context) {
  91		GameController* controller = static_cast<GameController*>(context->userData);
  92		if (controller->m_audioProcessor) {
  93			controller->m_audioProcessor->setInput(context);
  94		}
  95		context->gba->luminanceSource = &controller->m_lux;
  96		GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
  97		context->gba->rtcSource = &controller->m_rtc.d;
  98		context->gba->rumble = controller->m_inputController->rumble();
  99		context->gba->rotationSource = controller->m_inputController->rotationSource();
 100		context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 101		context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 102		context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 103		context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 104		context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 105		context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 106		context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 107		context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 108		context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 109		context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 110		context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 111		controller->m_fpsTarget = context->fpsTarget;
 112
 113		if (GBALoadState(context, context->stateDir, 0, SAVESTATE_SCREENSHOT)) {
 114			VFile* vf = GBAGetState(context->gba, context->stateDir, 0, true);
 115			if (vf) {
 116				vf->truncate(vf, 0);
 117			}
 118		}
 119		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
 120	};
 121
 122	m_threadContext.cleanCallback = [](GBAThread* context) {
 123		GameController* controller = static_cast<GameController*>(context->userData);
 124		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
 125	};
 126
 127	m_threadContext.frameCallback = [](GBAThread* context) {
 128		GameController* controller = static_cast<GameController*>(context->userData);
 129		memcpy(controller->m_frontBuffer, controller->m_drawContext, 256 * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
 130		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 131		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 132			GBAThreadPauseFromThread(context);
 133			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
 134		}
 135	};
 136
 137	m_threadContext.stopCallback = [](GBAThread* context) {
 138		if (!context) {
 139			return false;
 140		}
 141		GameController* controller = static_cast<GameController*>(context->userData);
 142		if (!GBASaveState(context, context->stateDir, 0, true)) {
 143			return false;
 144		}
 145		QMetaObject::invokeMethod(controller, "closeGame");
 146		return true;
 147	};
 148
 149	m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
 150		static const char* stubMessage = "Stub software interrupt: %02X";
 151		static const char* savestateMessage = "State %i loaded";
 152		static const char* savestateFailedMessage = "State %i failed to load";
 153		if (!context) {
 154			return;
 155		}
 156		GameController* controller = static_cast<GameController*>(context->userData);
 157		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
 158			va_list argc;
 159			va_copy(argc, args);
 160			int immediate = va_arg(argc, int);
 161			va_end(argc);
 162			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 163		} else if (level == GBA_LOG_STATUS) {
 164			// Slot 0 is reserved for suspend points
 165			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 166				va_list argc;
 167				va_copy(argc, args);
 168				int slot = va_arg(argc, int);
 169				va_end(argc);
 170				if (slot == 0) {
 171					format = "Loaded suspend state";
 172				}
 173			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 174				va_list argc;
 175				va_copy(argc, args);
 176				int slot = va_arg(argc, int);
 177				va_end(argc);
 178				if (slot == 0) {
 179					return;
 180				}
 181			}
 182		}
 183		if (level == GBA_LOG_FATAL) {
 184			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 185		} else if (!(controller->m_logLevels & level)) {
 186			return;
 187		}
 188		QString message(QString().vsprintf(format, args));
 189		if (level == GBA_LOG_STATUS) {
 190			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 191		}
 192		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
 193	};
 194
 195	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 196		GBARewind(&m_threadContext, 1);
 197		emit frameAvailable(m_drawContext);
 198		emit rewound(&m_threadContext);
 199	});
 200	m_rewindTimer.setInterval(100);
 201
 202	m_audioThread->setObjectName("Audio Thread");
 203	m_audioThread->start(QThread::TimeCriticalPriority);
 204	m_audioProcessor->moveToThread(m_audioThread);
 205	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 206	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 207	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 208	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 209	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 210}
 211
 212GameController::~GameController() {
 213	m_audioThread->quit();
 214	m_audioThread->wait();
 215	disconnect();
 216	clearMultiplayerController();
 217	closeGame();
 218	GBACheatDeviceDestroy(&m_cheatDevice);
 219	delete m_renderer;
 220	delete[] m_drawContext;
 221	delete[] m_frontBuffer;
 222	delete m_backupLoadState;
 223}
 224
 225void GameController::setMultiplayerController(MultiplayerController* controller) {
 226	if (controller == m_multiplayer) {
 227		return;
 228	}
 229	clearMultiplayerController();
 230	m_multiplayer = controller;
 231	controller->attachGame(this);
 232}
 233
 234void GameController::clearMultiplayerController() {
 235	if (!m_multiplayer) {
 236		return;
 237	}
 238	m_multiplayer->detachGame(this);
 239	m_multiplayer = nullptr;
 240}
 241
 242void GameController::setOverride(const GBACartridgeOverride& override) {
 243	m_threadContext.override = override;
 244	m_threadContext.hasOverride = true;
 245}
 246
 247void GameController::setOptions(const GBAOptions* opts) {
 248	setFrameskip(opts->frameskip);
 249	setAudioSync(opts->audioSync);
 250	setVideoSync(opts->videoSync);
 251	setSkipBIOS(opts->skipBios);
 252	setUseBIOS(opts->useBios);
 253	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
 254	setVolume(opts->volume);
 255	setMute(opts->mute);
 256
 257	threadInterrupt();
 258	m_threadContext.idleOptimization = opts->idleOptimization;
 259	threadContinue();
 260}
 261
 262#ifdef USE_GDB_STUB
 263ARMDebugger* GameController::debugger() {
 264	return m_threadContext.debugger;
 265}
 266
 267void GameController::setDebugger(ARMDebugger* debugger) {
 268	threadInterrupt();
 269	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 270		GBADetachDebugger(m_threadContext.gba);
 271	}
 272	m_threadContext.debugger = debugger;
 273	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 274		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
 275	}
 276	threadContinue();
 277}
 278#endif
 279
 280void GameController::loadGame(const QString& path, bool dirmode) {
 281	closeGame();
 282	if (!dirmode) {
 283		QFile file(path);
 284		if (!file.open(QIODevice::ReadOnly)) {
 285			postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
 286			return;
 287		}
 288		file.close();
 289	}
 290
 291	m_fname = path;
 292	m_dirmode = dirmode;
 293	openGame();
 294}
 295
 296void GameController::bootBIOS() {
 297	closeGame();
 298	m_fname = QString();
 299	m_dirmode = false;
 300	openGame(true);
 301}
 302
 303void GameController::openGame(bool biosOnly) {
 304	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 305		return;
 306	}
 307
 308	m_gameOpen = true;
 309
 310	m_pauseAfterFrame = false;
 311
 312	if (m_turbo) {
 313		m_threadContext.sync.videoFrameWait = false;
 314		m_threadContext.sync.audioWait = false;
 315	} else {
 316		m_threadContext.sync.videoFrameWait = m_videoSync;
 317		m_threadContext.sync.audioWait = m_audioSync;
 318	}
 319
 320	m_threadContext.gameDir = 0;
 321	m_threadContext.bootBios = biosOnly;
 322	if (biosOnly) {
 323		m_threadContext.fname = nullptr;
 324	} else {
 325		m_threadContext.fname = strdup(m_fname.toUtf8().constData());
 326		if (m_dirmode) {
 327			m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
 328			m_threadContext.stateDir = m_threadContext.gameDir;
 329		} else {
 330			GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
 331		}
 332	}
 333
 334	if (!m_bios.isNull() && m_useBios) {
 335		m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
 336	} else {
 337		m_threadContext.bios = nullptr;
 338	}
 339
 340	if (!m_patch.isNull()) {
 341		m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
 342	}
 343
 344	m_inputController->recalibrateAxes();
 345	memset(m_drawContext, 0xF8, 1024 * VIDEO_HORIZONTAL_PIXELS);
 346
 347	if (!GBAThreadStart(&m_threadContext)) {
 348		m_gameOpen = false;
 349		emit gameFailed();
 350	}
 351}
 352
 353void GameController::loadBIOS(const QString& path) {
 354	if (m_bios == path) {
 355		return;
 356	}
 357	m_bios = path;
 358	if (m_gameOpen) {
 359		closeGame();
 360		openGame();
 361	}
 362}
 363
 364void GameController::yankPak() {
 365	if (!m_gameOpen) {
 366		return;
 367	}
 368	threadInterrupt();
 369	GBAYankROM(m_threadContext.gba);
 370	threadContinue();
 371}
 372
 373void GameController::replaceGame(const QString& path) {
 374	if (!m_gameOpen) {
 375		return;
 376	}
 377
 378	m_fname = path;
 379	threadInterrupt();
 380	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
 381	GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
 382	threadContinue();
 383}
 384
 385void GameController::loadPatch(const QString& path) {
 386	if (m_gameOpen) {
 387		closeGame();
 388		m_patch = path;
 389		openGame();
 390	} else {
 391		m_patch = path;
 392	}
 393}
 394
 395void GameController::importSharkport(const QString& path) {
 396	if (!isLoaded()) {
 397		return;
 398	}
 399	VFile* vf = VFileDevice::open(path, O_RDONLY);
 400	if (!vf) {
 401		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
 402		return;
 403	}
 404	threadInterrupt();
 405	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
 406	threadContinue();
 407	vf->close(vf);
 408}
 409
 410void GameController::exportSharkport(const QString& path) {
 411	if (!isLoaded()) {
 412		return;
 413	}
 414	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 415	if (!vf) {
 416		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
 417		return;
 418	}
 419	threadInterrupt();
 420	GBASavedataExportSharkPort(m_threadContext.gba, vf);
 421	threadContinue();
 422	vf->close(vf);
 423}
 424
 425void GameController::closeGame() {
 426	if (!m_gameOpen) {
 427		return;
 428	}
 429	m_rewindTimer.stop();
 430	if (GBAThreadIsPaused(&m_threadContext)) {
 431		GBAThreadUnpause(&m_threadContext);
 432	}
 433	m_audioProcessor->pause();
 434	GBAThreadEnd(&m_threadContext);
 435	GBAThreadJoin(&m_threadContext);
 436	if (m_threadContext.fname) {
 437		free(const_cast<char*>(m_threadContext.fname));
 438		m_threadContext.fname = nullptr;
 439	}
 440
 441	m_patch = QString();
 442
 443	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
 444		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
 445		GBACheatSetDeinit(set);
 446		delete set;
 447	}
 448	GBACheatSetsClear(&m_cheatDevice.cheats);
 449
 450	m_gameOpen = false;
 451	emit gameStopped(&m_threadContext);
 452}
 453
 454void GameController::crashGame(const QString& crashMessage) {
 455	closeGame();
 456	emit gameCrashed(crashMessage);
 457	emit gameStopped(&m_threadContext);
 458}
 459
 460bool GameController::isPaused() {
 461	if (!m_gameOpen) {
 462		return false;
 463	}
 464	return GBAThreadIsPaused(&m_threadContext);
 465}
 466
 467void GameController::setPaused(bool paused) {
 468	if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
 469		return;
 470	}
 471	if (paused) {
 472		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 473	} else {
 474		GBAThreadUnpause(&m_threadContext);
 475		emit gameUnpaused(&m_threadContext);
 476	}
 477}
 478
 479void GameController::reset() {
 480	if (!m_gameOpen) {
 481		return;
 482	}
 483	bool wasPaused = isPaused();
 484	setPaused(false);
 485	GBAThreadReset(&m_threadContext);
 486	if (wasPaused) {
 487		setPaused(true);
 488	}
 489}
 490
 491void GameController::threadInterrupt() {
 492	if (m_gameOpen) {
 493		GBAThreadInterrupt(&m_threadContext);
 494	}
 495}
 496
 497void GameController::threadContinue() {
 498	if (m_gameOpen) {
 499		GBAThreadContinue(&m_threadContext);
 500	}
 501}
 502
 503void GameController::frameAdvance() {
 504	if (m_rewindTimer.isActive()) {
 505		return;
 506	}
 507	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 508		setPaused(false);
 509	}
 510}
 511
 512void GameController::setRewind(bool enable, int capacity, int interval) {
 513	if (m_gameOpen) {
 514		threadInterrupt();
 515		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
 516		threadContinue();
 517	} else {
 518		if (enable) {
 519			m_threadContext.rewindBufferInterval = interval;
 520			m_threadContext.rewindBufferCapacity = capacity;
 521		} else {
 522			m_threadContext.rewindBufferInterval = 0;
 523			m_threadContext.rewindBufferCapacity = 0;
 524		}
 525	}
 526}
 527
 528void GameController::rewind(int states) {
 529	threadInterrupt();
 530	if (!states) {
 531		GBARewindAll(&m_threadContext);
 532	} else {
 533		GBARewind(&m_threadContext, states);
 534	}
 535	threadContinue();
 536	emit frameAvailable(m_drawContext);
 537	emit rewound(&m_threadContext);
 538}
 539
 540void GameController::startRewinding() {
 541	if (!m_gameOpen || m_rewindTimer.isActive()) {
 542		return;
 543	}
 544	if (m_multiplayer && m_multiplayer->attached() > 1) {
 545		return;
 546	}
 547	m_wasPaused = isPaused();
 548	if (!GBAThreadIsPaused(&m_threadContext)) {
 549		GBAThreadPause(&m_threadContext);
 550	}
 551	m_rewindTimer.start();
 552}
 553
 554void GameController::stopRewinding() {
 555	if (!m_rewindTimer.isActive()) {
 556		return;
 557	}
 558	m_rewindTimer.stop();
 559	bool signalsBlocked = blockSignals(true);
 560	setPaused(m_wasPaused);
 561	blockSignals(signalsBlocked);
 562}
 563
 564void GameController::keyPressed(int key) {
 565	int mappedKey = 1 << key;
 566	m_activeKeys |= mappedKey;
 567	if (!m_inputController->allowOpposing()) {
 568		if ((m_activeKeys & 0x30) == 0x30) {
 569			m_inactiveKeys |= mappedKey ^ 0x30;
 570			m_activeKeys ^= mappedKey ^ 0x30;
 571		}
 572		if ((m_activeKeys & 0xC0) == 0xC0) {
 573			m_inactiveKeys |= mappedKey ^ 0xC0;
 574			m_activeKeys ^= mappedKey ^ 0xC0;
 575		}
 576	}
 577	updateKeys();
 578}
 579
 580void GameController::keyReleased(int key) {
 581	int mappedKey = 1 << key;
 582	m_activeKeys &= ~mappedKey;
 583	if (!m_inputController->allowOpposing()) {
 584		if (mappedKey & 0x30) {
 585			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 586			m_inactiveKeys &= ~0x30;
 587		}
 588		if (mappedKey & 0xC0) {
 589			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 590			m_inactiveKeys &= ~0xC0;
 591		}
 592	}
 593	updateKeys();
 594}
 595
 596void GameController::clearKeys() {
 597	m_activeKeys = 0;
 598	m_inactiveKeys = 0;
 599	updateKeys();
 600}
 601
 602void GameController::setAutofire(int key, bool enable) {
 603	if (key >= GBA_KEY_MAX || key < 0) {
 604		return;
 605	}
 606	m_autofire[key] = enable;
 607	m_autofireStatus[key] = 0;
 608}
 609
 610void GameController::setAudioBufferSamples(int samples) {
 611	if (m_audioProcessor) {
 612		threadInterrupt();
 613		redoSamples(samples);
 614		threadContinue();
 615		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 616	}
 617}
 618
 619void GameController::setAudioSampleRate(unsigned rate) {
 620	if (!rate) {
 621		return;
 622	}
 623	if (m_audioProcessor) {
 624		threadInterrupt();
 625		redoSamples(m_audioProcessor->getBufferSamples());
 626		threadContinue();
 627		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 628	}
 629}
 630
 631void GameController::setAudioChannelEnabled(int channel, bool enable) {
 632	if (channel > 5 || channel < 0) {
 633		return;
 634	}
 635	m_audioChannels[channel] = enable;
 636	if (isLoaded()) {
 637		switch (channel) {
 638		case 0:
 639		case 1:
 640		case 2:
 641		case 3:
 642			m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
 643			break;
 644		case 4:
 645			m_threadContext.gba->audio.forceDisableChA = !enable;
 646			break;
 647		case 5:
 648			m_threadContext.gba->audio.forceDisableChB = !enable;
 649			break;
 650		}
 651	}
 652}
 653
 654void GameController::setVideoLayerEnabled(int layer, bool enable) {
 655	if (layer > 4 || layer < 0) {
 656		return;
 657	}
 658	m_videoLayers[layer] = enable;
 659	if (isLoaded()) {
 660		switch (layer) {
 661		case 0:
 662		case 1:
 663		case 2:
 664		case 3:
 665			m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
 666			break;
 667		case 4:
 668			m_threadContext.gba->video.renderer->disableOBJ = !enable;
 669			break;
 670		}
 671	}
 672}
 673
 674void GameController::setFPSTarget(float fps) {
 675	threadInterrupt();
 676	m_fpsTarget = fps;
 677	m_threadContext.fpsTarget = fps;
 678	if (m_turbo && m_turboSpeed > 0) {
 679		m_threadContext.fpsTarget *= m_turboSpeed;
 680	}
 681	if (m_audioProcessor) {
 682		redoSamples(m_audioProcessor->getBufferSamples());
 683	}
 684	threadContinue();
 685}
 686
 687void GameController::setSkipBIOS(bool set) {
 688	threadInterrupt();
 689	m_threadContext.skipBios = set;
 690	threadContinue();
 691}
 692
 693void GameController::setUseBIOS(bool use) {
 694	if (use == m_useBios) {
 695		return;
 696	}
 697	m_useBios = use;
 698	if (m_gameOpen) {
 699		closeGame();
 700		openGame();
 701	}
 702}
 703
 704void GameController::loadState(int slot) {
 705	if (slot > 0 && slot != m_stateSlot) {
 706		m_stateSlot = slot;
 707		m_backupSaveState.clear();
 708	}
 709	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 710		GameController* controller = static_cast<GameController*>(context->userData);
 711		if (!controller->m_backupLoadState) {
 712			controller->m_backupLoadState = new GBASerializedState;
 713		}
 714		GBASerialize(context->gba, controller->m_backupLoadState);
 715		if (GBALoadState(context, context->stateDir, controller->m_stateSlot, SAVESTATE_SCREENSHOT)) {
 716			controller->frameAvailable(controller->m_drawContext);
 717			controller->stateLoaded(context);
 718		}
 719	});
 720}
 721
 722void GameController::saveState(int slot) {
 723	if (slot > 0) {
 724		m_stateSlot = slot;
 725	}
 726	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 727		GameController* controller = static_cast<GameController*>(context->userData);
 728		VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, false);
 729		if (vf) {
 730			controller->m_backupSaveState.resize(vf->size(vf));
 731			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 732			vf->close(vf);
 733		}
 734		GBASaveState(context, context->stateDir, controller->m_stateSlot, SAVESTATE_SCREENSHOT | EXTDATA_SAVEDATA);
 735	});
 736}
 737
 738void GameController::loadBackupState() {
 739	if (!m_backupLoadState) {
 740		return;
 741	}
 742
 743	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 744		GameController* controller = static_cast<GameController*>(context->userData);
 745		if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
 746			GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
 747			controller->frameAvailable(controller->m_drawContext);
 748			controller->stateLoaded(context);
 749		}
 750		delete controller->m_backupLoadState;
 751		controller->m_backupLoadState = nullptr;
 752	});
 753}
 754
 755void GameController::saveBackupState() {
 756	if (m_backupSaveState.isEmpty()) {
 757		return;
 758	}
 759
 760	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 761		GameController* controller = static_cast<GameController*>(context->userData);
 762		VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, true);
 763		if (vf) {
 764			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 765			vf->close(vf);
 766			GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
 767		}
 768		controller->m_backupSaveState.clear();
 769	});
 770}
 771
 772void GameController::setVideoSync(bool set) {
 773	m_videoSync = set;
 774	if (!m_turbo) {
 775		threadInterrupt();
 776		m_threadContext.sync.videoFrameWait = set;
 777		threadContinue();
 778	}
 779}
 780
 781void GameController::setAudioSync(bool set) {
 782	m_audioSync = set;
 783	if (!m_turbo) {
 784		threadInterrupt();
 785		m_threadContext.sync.audioWait = set;
 786		threadContinue();
 787	}
 788}
 789
 790void GameController::setFrameskip(int skip) {
 791	threadInterrupt();
 792	m_threadContext.frameskip = skip;
 793	if (isLoaded()) {
 794		m_threadContext.gba->video.frameskip = skip;
 795	}
 796	threadContinue();
 797}
 798
 799void GameController::setVolume(int volume) {
 800	threadInterrupt();
 801	m_threadContext.volume = volume;
 802	if (isLoaded()) {
 803		m_threadContext.gba->audio.masterVolume = volume;
 804	}
 805	threadContinue();
 806}
 807
 808void GameController::setMute(bool mute) {
 809	threadInterrupt();
 810	m_threadContext.mute = mute;
 811	if (isLoaded()) {
 812		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
 813	}
 814	threadContinue();
 815}
 816
 817void GameController::setTurbo(bool set, bool forced) {
 818	if (m_turboForced && !forced) {
 819		return;
 820	}
 821	if (m_turbo == set && m_turboForced == forced) {
 822		// Don't interrupt the thread if we don't need to
 823		return;
 824	}
 825	m_turbo = set;
 826	m_turboForced = set && forced;
 827	enableTurbo();
 828}
 829
 830void GameController::setTurboSpeed(float ratio) {
 831	m_turboSpeed = ratio;
 832	enableTurbo();
 833}
 834
 835void GameController::enableTurbo() {
 836	threadInterrupt();
 837	if (!m_turbo) {
 838		m_threadContext.fpsTarget = m_fpsTarget;
 839		m_threadContext.sync.audioWait = m_audioSync;
 840		m_threadContext.sync.videoFrameWait = m_videoSync;
 841	} else if (m_turboSpeed <= 0) {
 842		m_threadContext.fpsTarget = m_fpsTarget;
 843		m_threadContext.sync.audioWait = false;
 844		m_threadContext.sync.videoFrameWait = false;
 845	} else {
 846		m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
 847		m_threadContext.sync.audioWait = true;
 848		m_threadContext.sync.videoFrameWait = false;
 849	}
 850	if (m_audioProcessor) {
 851		redoSamples(m_audioProcessor->getBufferSamples());
 852	}
 853	threadContinue();
 854}
 855
 856void GameController::setAVStream(GBAAVStream* stream) {
 857	threadInterrupt();
 858	m_threadContext.stream = stream;
 859	if (isLoaded()) {
 860		m_threadContext.gba->stream = stream;
 861	}
 862	threadContinue();
 863}
 864
 865void GameController::clearAVStream() {
 866	threadInterrupt();
 867	m_threadContext.stream = nullptr;
 868	if (isLoaded()) {
 869		m_threadContext.gba->stream = nullptr;
 870	}
 871	threadContinue();
 872}
 873
 874#ifdef USE_PNG
 875void GameController::screenshot() {
 876	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
 877}
 878#endif
 879
 880void GameController::reloadAudioDriver() {
 881	int samples = 0;
 882	unsigned sampleRate = 0;
 883	if (m_audioProcessor) {
 884		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 885		samples = m_audioProcessor->getBufferSamples();
 886		sampleRate = m_audioProcessor->sampleRate();
 887		delete m_audioProcessor;
 888	}
 889	m_audioProcessor = AudioProcessor::create();
 890	if (samples) {
 891		m_audioProcessor->setBufferSamples(samples);
 892	}
 893	if (sampleRate) {
 894		m_audioProcessor->requestSampleRate(sampleRate);
 895	}
 896	m_audioProcessor->moveToThread(m_audioThread);
 897	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 898	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 899	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 900	if (isLoaded()) {
 901		m_audioProcessor->setInput(&m_threadContext);
 902		QMetaObject::invokeMethod(m_audioProcessor, "start");
 903	}
 904}
 905
 906void GameController::setLuminanceValue(uint8_t value) {
 907	m_luxValue = value;
 908	value = std::max<int>(value - 0x16, 0);
 909	m_luxLevel = 10;
 910	for (int i = 0; i < 10; ++i) {
 911		if (value < GBA_LUX_LEVELS[i]) {
 912			m_luxLevel = i;
 913			break;
 914		}
 915	}
 916	emit luminanceValueChanged(m_luxValue);
 917}
 918
 919void GameController::setLuminanceLevel(int level) {
 920	int value = 0x16;
 921	level = std::max(0, std::min(10, level));
 922	if (level > 0) {
 923		value += GBA_LUX_LEVELS[level - 1];
 924	}
 925	setLuminanceValue(value);
 926}
 927
 928void GameController::setRealTime() {
 929	m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
 930}
 931
 932void GameController::setFixedTime(const QDateTime& time) {
 933	m_rtc.override = GBARTCGenericSource::RTC_FIXED;
 934	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 935}
 936
 937void GameController::setFakeEpoch(const QDateTime& time) {
 938	m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
 939	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 940}
 941
 942void GameController::updateKeys() {
 943	int activeKeys = m_activeKeys;
 944	activeKeys |= m_activeButtons;
 945	activeKeys &= ~m_inactiveKeys;
 946	m_threadContext.activeKeys = activeKeys;
 947}
 948
 949void GameController::redoSamples(int samples) {
 950#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
 951	float sampleRate = 0x8000;
 952	float ratio;
 953	if (m_threadContext.gba) {
 954		sampleRate = m_threadContext.gba->audio.sampleRate;
 955	}
 956	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
 957	m_threadContext.audioBuffers = ceil(samples / ratio);
 958#else
 959	m_threadContext.audioBuffers = samples;
 960#endif
 961	if (m_threadContext.gba) {
 962		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
 963	}
 964	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
 965}
 966
 967void GameController::setLogLevel(int levels) {
 968	threadInterrupt();
 969	m_logLevels = levels;
 970	threadContinue();
 971}
 972
 973void GameController::enableLogLevel(int levels) {
 974	threadInterrupt();
 975	m_logLevels |= levels;
 976	threadContinue();
 977}
 978
 979void GameController::disableLogLevel(int levels) {
 980	threadInterrupt();
 981	m_logLevels &= ~levels;
 982	threadContinue();
 983}
 984
 985void GameController::pollEvents() {
 986	if (!m_inputController) {
 987		return;
 988	}
 989
 990	m_activeButtons = m_inputController->pollEvents();
 991	updateKeys();
 992}
 993
 994void GameController::updateAutofire() {
 995	// TODO: Move all key events onto the CPU thread...somehow
 996	for (int k = 0; k < GBA_KEY_MAX; ++k) {
 997		if (!m_autofire[k]) {
 998			continue;
 999		}
1000		m_autofireStatus[k] ^= 1;
1001		if (m_autofireStatus[k]) {
1002			keyPressed(k);
1003		} else {
1004			keyReleased(k);
1005		}
1006	}
1007}