src/platform/qt/GameController.cpp (view raw)
1/* Copyright (c) 2013-2014 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "GameController.h"
7
8#include "AudioProcessor.h"
9#include "InputController.h"
10#include "LogController.h"
11#include "MultiplayerController.h"
12#include "VFileDevice.h"
13
14#include <QCoreApplication>
15#include <QDateTime>
16
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
35
36using namespace QGBA;
37using namespace std;
38
39GameController::GameController(QObject* parent)
40 : QObject(parent)
41 , m_drawContext(nullptr)
42 , m_frontBuffer(nullptr)
43 , m_threadContext()
44 , m_activeKeys(0)
45 , m_inactiveKeys(0)
46 , m_logLevels(0)
47 , m_gameOpen(false)
48 , m_vf(nullptr)
49 , m_useBios(false)
50 , m_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_sync(true)
53 , m_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels()
61 , m_videoLayers()
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
72 , m_preload(false)
73 , m_override(nullptr)
74{
75#ifdef M_CORE_GBA
76 m_lux.p = this;
77 m_lux.sample = [](GBALuminanceSource* context) {
78 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
79 lux->value = 0xFF - lux->p->m_luxValue;
80 };
81
82 m_lux.readLuminance = [](GBALuminanceSource* context) {
83 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
84 return lux->value;
85 };
86 setLuminanceLevel(0);
87#endif
88
89 m_threadContext.startCallback = [](mCoreThread* context) {
90 GameController* controller = static_cast<GameController*>(context->userData);
91 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
92 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
93
94 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
95 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
96 }
97 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
98 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
99 }
100
101 switch (context->core->platform(context->core)) {
102#ifdef M_CORE_GBA
103 case PLATFORM_GBA:
104 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
105 break;
106#endif
107 default:
108 break;
109 }
110 controller->m_fpsTarget = context->sync.fpsTarget;
111
112 if (controller->m_override) {
113 controller->m_override->identify(context->core);
114 controller->m_override->apply(context->core);
115 }
116
117 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
118 mCoreDeleteState(context->core, 0);
119 }
120
121 controller->m_gameOpen = true;
122 if (controller->m_multiplayer) {
123 controller->m_multiplayer->attachGame(controller);
124 }
125
126 QString path = controller->m_fname;
127 if (!controller->m_fsub.isEmpty()) {
128 path += QDir::separator() + controller->m_fsub;
129 }
130 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
131 QMetaObject::invokeMethod(controller, "startAudio");
132 };
133
134 m_threadContext.resetCallback = [](mCoreThread* context) {
135 GameController* controller = static_cast<GameController*>(context->userData);
136 for (auto action : controller->m_resetActions) {
137 action();
138 }
139 controller->m_resetActions.clear();
140
141 unsigned width, height;
142 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
143 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
144 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
145 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
146 mCoreThreadPauseFromThread(context);
147 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
148 }
149 };
150
151 m_threadContext.cleanCallback = [](mCoreThread* context) {
152 GameController* controller = static_cast<GameController*>(context->userData);
153
154 if (controller->m_multiplayer) {
155 controller->m_multiplayer->detachGame(controller);
156 }
157 controller->m_patch = QString();
158 controller->clearOverride();
159
160 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
161
162 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
163 QMetaObject::invokeMethod(controller, "cleanGame");
164 };
165
166 m_threadContext.frameCallback = [](mCoreThread* context) {
167 GameController* controller = static_cast<GameController*>(context->userData);
168 unsigned width, height;
169 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
170 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
171 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
172
173 // If no one is using the tile cache, disable it
174 if (controller->m_tileCache && controller->m_tileCache.unique()) {
175 switch (controller->platform()) {
176#ifdef M_CORE_GBA
177 case PLATFORM_GBA: {
178 GBA* gba = static_cast<GBA*>(context->core->board);
179 gba->video.renderer->cache = nullptr;
180 break;
181 }
182#endif
183#ifdef M_CORE_GB
184 case PLATFORM_GB: {
185 GB* gb = static_cast<GB*>(context->core->board);
186 gb->video.renderer->cache = nullptr;
187 break;
188 }
189#endif
190 default:
191 break;
192 }
193 controller->m_tileCache.reset();
194 }
195
196
197 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
198 mCoreThreadPauseFromThread(context);
199 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
200 }
201 };
202
203 m_threadContext.sleepCallback = [](mCoreThread* context) {
204 if (!context) {
205 return;
206 }
207 GameController* controller = static_cast<GameController*>(context->userData);
208 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
209 return;
210 }
211 QMetaObject::invokeMethod(controller, "closeGame");
212 };
213
214 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
215 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
216 mCoreThread* context = logContext->p;
217
218 static const char* savestateMessage = "State %i loaded";
219 static const char* savestateFailedMessage = "State %i failed to load";
220 static int biosCat = -1;
221 static int statusCat = -1;
222 if (!context) {
223 return;
224 }
225 GameController* controller = static_cast<GameController*>(context->userData);
226 QString message;
227 if (biosCat < 0) {
228 biosCat = mLogCategoryById("gba.bios");
229 }
230 if (statusCat < 0) {
231 statusCat = mLogCategoryById("core.status");
232 }
233#ifdef M_CORE_GBA
234 if (level == mLOG_STUB && category == biosCat) {
235 va_list argc;
236 va_copy(argc, args);
237 int immediate = va_arg(argc, int);
238 va_end(argc);
239 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
240 } else
241#endif
242 if (category == statusCat) {
243 // Slot 0 is reserved for suspend points
244 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
245 va_list argc;
246 va_copy(argc, args);
247 int slot = va_arg(argc, int);
248 va_end(argc);
249 if (slot == 0) {
250 format = "Loaded suspend state";
251 }
252 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
253 va_list argc;
254 va_copy(argc, args);
255 int slot = va_arg(argc, int);
256 va_end(argc);
257 if (slot == 0) {
258 return;
259 }
260 }
261 message = QString().vsprintf(format, args);
262 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
263 }
264 if (level == mLOG_FATAL) {
265 mCoreThreadMarkCrashed(controller->thread());
266 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
267 } else if (!(controller->m_logLevels & level)) {
268 return;
269 }
270 message = QString().vsprintf(format, args);
271 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
272 };
273
274 m_threadContext.userData = this;
275
276 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
277 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
278 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
279 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
280}
281
282GameController::~GameController() {
283 disconnect();
284 closeGame();
285 clearMultiplayerController();
286 delete m_backupLoadState;
287}
288
289void GameController::setMultiplayerController(MultiplayerController* controller) {
290 if (controller == m_multiplayer) {
291 return;
292 }
293 clearMultiplayerController();
294 m_multiplayer = controller;
295 if (isLoaded()) {
296 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
297 GameController* controller = static_cast<GameController*>(thread->userData);
298 controller->m_multiplayer->attachGame(controller);
299 });
300 }
301}
302
303void GameController::clearMultiplayerController() {
304 if (!m_multiplayer) {
305 return;
306 }
307 m_multiplayer->detachGame(this);
308 m_multiplayer = nullptr;
309}
310
311void GameController::setOverride(Override* override) {
312 m_override = override;
313 if (isLoaded()) {
314 Interrupter interrupter(this);
315 m_override->identify(m_threadContext.core);
316 }
317}
318
319void GameController::clearOverride() {
320 delete m_override;
321 m_override = nullptr;
322}
323
324void GameController::setConfig(const mCoreConfig* config) {
325 m_config = config;
326 if (isLoaded()) {
327 Interrupter interrupter(this);
328 mCoreLoadForeignConfig(m_threadContext.core, config);
329 m_audioSync = m_threadContext.sync.audioWait;
330 m_videoSync = m_threadContext.sync.videoFrameWait;
331 m_audioProcessor->setInput(&m_threadContext);
332 }
333}
334
335#ifdef USE_GDB_STUB
336mDebugger* GameController::debugger() {
337 if (!isLoaded()) {
338 return nullptr;
339 }
340 return m_threadContext.core->debugger;
341}
342
343void GameController::setDebugger(mDebugger* debugger) {
344 Interrupter interrupter(this);
345 if (debugger) {
346 mDebuggerAttach(debugger, m_threadContext.core);
347 } else {
348 m_threadContext.core->detachDebugger(m_threadContext.core);
349 }
350}
351#endif
352
353void GameController::loadGame(const QString& path) {
354 closeGame();
355 QFileInfo info(path);
356 if (!info.isReadable()) {
357 QString fname = info.fileName();
358 QString base = info.path();
359 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
360 base.chop(1);
361 }
362 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
363 if (dir) {
364 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
365 if (vf) {
366 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
367 uint8_t buffer[2048];
368 ssize_t read;
369 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
370 vfclone->write(vfclone, buffer, read);
371 }
372 vf->close(vf);
373 vf = vfclone;
374 }
375 dir->close(dir);
376 loadGame(vf, fname, base);
377 } else {
378 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
379 }
380 return;
381 } else {
382 m_fname = info.canonicalFilePath();
383 m_fsub = QString();
384 }
385 m_vf = nullptr;
386 openGame();
387}
388
389void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
390 closeGame();
391 QFileInfo info(base);
392 if (info.isDir()) {
393 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
394 m_fsub = QString();
395 } else {
396 m_fname = info.canonicalFilePath();
397 m_fsub = path;
398 }
399 m_vf = vf;
400 openGame();
401}
402
403void GameController::bootBIOS() {
404 closeGame();
405 m_fname = QString();
406 openGame(true);
407}
408
409void GameController::openGame(bool biosOnly) {
410 if (m_fname.isEmpty()) {
411 biosOnly = true;
412 }
413 if (isLoaded()) {
414 // We need to delay if the game is still cleaning up
415 QTimer::singleShot(10, this, SLOT(openGame()));
416 return;
417 } else if(m_gameOpen) {
418 cleanGame();
419 }
420
421 m_threadContext.core = nullptr;
422 if (!biosOnly) {
423 if (m_vf) {
424 m_threadContext.core = mCoreFindVF(m_vf);
425 } else {
426 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
427 }
428#ifdef M_CORE_GBA
429 } else {
430 m_threadContext.core = GBACoreCreate();
431#endif
432 }
433
434 if (!m_threadContext.core) {
435 return;
436 }
437
438 m_pauseAfterFrame = false;
439
440 if (m_turbo) {
441 m_threadContext.sync.videoFrameWait = false;
442 m_threadContext.sync.audioWait = false;
443 } else {
444 m_threadContext.sync.videoFrameWait = m_videoSync;
445 m_threadContext.sync.audioWait = m_audioSync;
446 }
447 m_threadContext.core->init(m_threadContext.core);
448 mCoreInitConfig(m_threadContext.core, nullptr);
449
450 unsigned width, height;
451 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
452 m_drawContext = new uint32_t[width * height];
453 m_frontBuffer = new uint32_t[width * height];
454
455 if (m_config) {
456 mCoreLoadForeignConfig(m_threadContext.core, m_config);
457 }
458
459 QByteArray bytes;
460 if (!biosOnly) {
461 bytes = m_fname.toUtf8();
462 if (m_preload) {
463 if (m_vf) {
464 mCorePreloadVF(m_threadContext.core, m_vf);
465 } else {
466 mCorePreloadFile(m_threadContext.core, bytes.constData());
467 mDirectorySetDetachBase(&m_threadContext.core->dirs);
468 }
469 } else {
470 if (m_vf) {
471 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
472 } else {
473 mCoreLoadFile(m_threadContext.core, bytes.constData());
474 mDirectorySetDetachBase(&m_threadContext.core->dirs);
475 }
476 }
477 } else {
478 bytes = m_bios.toUtf8();
479 }
480 if (bytes.isNull()) {
481 return;
482 }
483
484 char dirname[PATH_MAX];
485 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
486 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
487
488 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
489
490 m_inputController->recalibrateAxes();
491 memset(m_drawContext, 0xF8, width * height * 4);
492
493 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
494
495 if (!biosOnly) {
496 mCoreAutoloadSave(m_threadContext.core);
497 if (!m_patch.isNull()) {
498 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
499 if (patch) {
500 m_threadContext.core->loadPatch(m_threadContext.core, patch);
501 }
502 patch->close(patch);
503 } else {
504 mCoreAutoloadPatch(m_threadContext.core);
505 }
506 }
507 m_vf = nullptr;
508
509 if (!mCoreThreadStart(&m_threadContext)) {
510 emit gameFailed();
511 }
512}
513
514void GameController::loadBIOS(int platform, const QString& path) {
515 if (m_bios == path) {
516 return;
517 }
518 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
519 closeGame();
520 m_bios = path;
521 openGame();
522 } else if (!m_gameOpen || m_bios.isNull()) {
523 m_bios = path;
524 }
525}
526
527void GameController::loadSave(const QString& path, bool temporary) {
528 if (!isLoaded()) {
529 return;
530 }
531 m_resetActions.append([this, path, temporary]() {
532 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
533 if (!vf) {
534 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
535 return;
536 }
537
538 if (temporary) {
539 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
540 } else {
541 m_threadContext.core->loadSave(m_threadContext.core, vf);
542 }
543 });
544 reset();
545}
546
547void GameController::yankPak() {
548 if (!m_gameOpen) {
549 return;
550 }
551 Interrupter interrupter(this);
552 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
553}
554
555void GameController::replaceGame(const QString& path) {
556 if (!m_gameOpen) {
557 return;
558 }
559
560 QFileInfo info(path);
561 if (!info.isReadable()) {
562 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
563 return;
564 }
565 m_fname = info.canonicalFilePath();
566 Interrupter interrupter(this);
567 mDirectorySetDetachBase(&m_threadContext.core->dirs);
568 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
569}
570
571void GameController::loadPatch(const QString& path) {
572 if (m_gameOpen) {
573 closeGame();
574 m_patch = path;
575 openGame();
576 } else {
577 m_patch = path;
578 }
579}
580
581void GameController::importSharkport(const QString& path) {
582 if (!isLoaded()) {
583 return;
584 }
585#ifdef M_CORE_GBA
586 if (platform() != PLATFORM_GBA) {
587 return;
588 }
589 VFile* vf = VFileDevice::open(path, O_RDONLY);
590 if (!vf) {
591 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
592 return;
593 }
594 threadInterrupt();
595 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
596 threadContinue();
597 vf->close(vf);
598#endif
599}
600
601void GameController::exportSharkport(const QString& path) {
602 if (!isLoaded()) {
603 return;
604 }
605#ifdef M_CORE_GBA
606 if (platform() != PLATFORM_GBA) {
607 return;
608 }
609 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
610 if (!vf) {
611 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
612 return;
613 }
614 threadInterrupt();
615 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
616 threadContinue();
617 vf->close(vf);
618#endif
619}
620
621void GameController::closeGame() {
622 if (!m_gameOpen) {
623 return;
624 }
625
626 setDebugger(nullptr);
627 if (mCoreThreadIsPaused(&m_threadContext)) {
628 mCoreThreadUnpause(&m_threadContext);
629 }
630 mCoreThreadEnd(&m_threadContext);
631}
632
633void GameController::cleanGame() {
634 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
635 return;
636 }
637
638 m_audioProcessor->pause();
639 mCoreThreadJoin(&m_threadContext);
640
641 if (m_tileCache) {
642 mTileCacheDeinit(m_tileCache.get());
643 m_tileCache.reset();
644 }
645
646 delete[] m_drawContext;
647 delete[] m_frontBuffer;
648
649 m_threadContext.core->deinit(m_threadContext.core);
650 m_threadContext.core = nullptr;
651 m_gameOpen = false;
652}
653
654void GameController::crashGame(const QString& crashMessage) {
655 closeGame();
656 emit gameCrashed(crashMessage);
657}
658
659bool GameController::isPaused() {
660 if (!m_gameOpen) {
661 return false;
662 }
663 return mCoreThreadIsPaused(&m_threadContext);
664}
665
666mPlatform GameController::platform() const {
667 if (!m_gameOpen) {
668 return PLATFORM_NONE;
669 }
670 return m_threadContext.core->platform(m_threadContext.core);
671}
672
673QSize GameController::screenDimensions() const {
674 if (!m_gameOpen) {
675 return QSize();
676 }
677 unsigned width, height;
678 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
679
680 return QSize(width, height);
681}
682
683void GameController::setPaused(bool paused) {
684 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
685 return;
686 }
687 m_wasPaused = paused;
688 if (paused) {
689 m_pauseAfterFrame.testAndSetRelaxed(false, true);
690 } else {
691 mCoreThreadUnpause(&m_threadContext);
692 startAudio();
693 emit gameUnpaused(&m_threadContext);
694 }
695}
696
697void GameController::reset() {
698 if (!m_gameOpen) {
699 return;
700 }
701 bool wasPaused = isPaused();
702 setPaused(false);
703 Interrupter interrupter(this);
704 mCoreThreadReset(&m_threadContext);
705 if (wasPaused) {
706 setPaused(true);
707 }
708}
709
710void GameController::threadInterrupt() {
711 if (m_gameOpen) {
712 mCoreThreadInterrupt(&m_threadContext);
713 }
714}
715
716void GameController::threadContinue() {
717 if (m_gameOpen) {
718 mCoreThreadContinue(&m_threadContext);
719 }
720}
721
722void GameController::frameAdvance() {
723 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
724 setPaused(false);
725 }
726}
727
728void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
729 if (m_gameOpen) {
730 Interrupter interrupter(this);
731 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
732 mCoreRewindContextDeinit(&m_threadContext.rewind);
733 }
734 m_threadContext.core->opts.rewindEnable = enable;
735 m_threadContext.core->opts.rewindBufferCapacity = capacity;
736 m_threadContext.core->opts.rewindSave = rewindSave;
737 if (enable && capacity > 0) {
738 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
739 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
740 }
741 }
742}
743
744void GameController::rewind(int states) {
745 threadInterrupt();
746 if (!states) {
747 states = INT_MAX;
748 }
749 for (int i = 0; i < states; ++i) {
750 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
751 break;
752 }
753 }
754 threadContinue();
755 emit frameAvailable(m_drawContext);
756 emit rewound(&m_threadContext);
757}
758
759void GameController::startRewinding() {
760 if (!isLoaded()) {
761 return;
762 }
763 if (!m_threadContext.core->opts.rewindEnable) {
764 return;
765 }
766 if (m_multiplayer && m_multiplayer->attached() > 1) {
767 return;
768 }
769 if (m_wasPaused) {
770 setPaused(false);
771 m_wasPaused = true;
772 }
773 mCoreThreadSetRewinding(&m_threadContext, true);
774}
775
776void GameController::stopRewinding() {
777 if (!isLoaded()) {
778 return;
779 }
780 mCoreThreadSetRewinding(&m_threadContext, false);
781 bool signalsBlocked = blockSignals(true);
782 setPaused(m_wasPaused);
783 blockSignals(signalsBlocked);
784}
785
786void GameController::keyPressed(int key) {
787 int mappedKey = 1 << key;
788 m_activeKeys |= mappedKey;
789 if (!m_inputController->allowOpposing()) {
790 if ((m_activeKeys & 0x30) == 0x30) {
791 m_inactiveKeys |= mappedKey ^ 0x30;
792 m_activeKeys ^= mappedKey ^ 0x30;
793 }
794 if ((m_activeKeys & 0xC0) == 0xC0) {
795 m_inactiveKeys |= mappedKey ^ 0xC0;
796 m_activeKeys ^= mappedKey ^ 0xC0;
797 }
798 }
799 updateKeys();
800}
801
802void GameController::keyReleased(int key) {
803 int mappedKey = 1 << key;
804 m_activeKeys &= ~mappedKey;
805 if (!m_inputController->allowOpposing()) {
806 if (mappedKey & 0x30) {
807 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
808 m_inactiveKeys &= ~0x30;
809 }
810 if (mappedKey & 0xC0) {
811 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
812 m_inactiveKeys &= ~0xC0;
813 }
814 }
815 updateKeys();
816}
817
818void GameController::clearKeys() {
819 m_activeKeys = 0;
820 m_inactiveKeys = 0;
821 updateKeys();
822}
823
824void GameController::setAutofire(int key, bool enable) {
825 if (key >= GBA_KEY_MAX || key < 0) {
826 return;
827 }
828
829 if (!enable && m_autofireStatus[key]) {
830 keyReleased(key);
831 }
832
833 m_autofire[key] = enable;
834 m_autofireStatus[key] = 0;
835}
836
837void GameController::setAudioBufferSamples(int samples) {
838 if (m_audioProcessor) {
839 threadInterrupt();
840 redoSamples(samples);
841 threadContinue();
842 m_audioProcessor->setBufferSamples(samples);
843 }
844}
845
846void GameController::setAudioSampleRate(unsigned rate) {
847 if (!rate) {
848 return;
849 }
850 if (m_audioProcessor) {
851 threadInterrupt();
852 redoSamples(m_audioProcessor->getBufferSamples());
853 threadContinue();
854 m_audioProcessor->requestSampleRate(rate);
855 }
856}
857
858void GameController::setAudioChannelEnabled(int channel, bool enable) {
859 if (channel > 5 || channel < 0) {
860 return;
861 }
862 m_audioChannels.reserve(channel + 1);
863 while (m_audioChannels.size() <= channel) {
864 m_audioChannels.append(true);
865 }
866 m_audioChannels[channel] = enable;
867 if (isLoaded()) {
868 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
869 }
870}
871
872void GameController::startAudio() {
873 if (!m_audioProcessor->start()) {
874 LOG(QT, ERROR) << tr("Failed to start audio processor");
875 // Don't freeze!
876 m_audioSync = false;
877 m_videoSync = true;
878 m_threadContext.sync.audioWait = false;
879 m_threadContext.sync.videoFrameWait = true;
880 }
881}
882
883void GameController::setVideoLayerEnabled(int layer, bool enable) {
884 if (layer > 4 || layer < 0) {
885 return;
886 }
887 m_videoLayers.reserve(layer + 1);
888 while (m_videoLayers.size() <= layer) {
889 m_videoLayers.append(true);
890 }
891 m_videoLayers[layer] = enable;
892 if (isLoaded()) {
893 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
894 }
895}
896
897void GameController::setFPSTarget(float fps) {
898 Interrupter interrupter(this);
899 m_fpsTarget = fps;
900 m_threadContext.sync.fpsTarget = fps;
901 if (m_turbo && m_turboSpeed > 0) {
902 m_threadContext.sync.fpsTarget *= m_turboSpeed;
903 }
904 if (m_audioProcessor) {
905 redoSamples(m_audioProcessor->getBufferSamples());
906 }
907}
908
909void GameController::setUseBIOS(bool use) {
910 if (use == m_useBios) {
911 return;
912 }
913 m_useBios = use;
914 if (m_gameOpen) {
915 closeGame();
916 openGame();
917 }
918}
919
920void GameController::loadState(int slot) {
921 if (m_fname.isEmpty()) {
922 // We're in the BIOS
923 return;
924 }
925 if (slot > 0 && slot != m_stateSlot) {
926 m_stateSlot = slot;
927 m_backupSaveState.clear();
928 }
929 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
930 GameController* controller = static_cast<GameController*>(context->userData);
931 if (!controller->m_backupLoadState) {
932 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
933 }
934 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
935 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
936 controller->frameAvailable(controller->m_drawContext);
937 controller->stateLoaded(context);
938 }
939 });
940}
941
942void GameController::saveState(int slot) {
943 if (m_fname.isEmpty()) {
944 // We're in the BIOS
945 return;
946 }
947 if (slot > 0) {
948 m_stateSlot = slot;
949 }
950 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
951 GameController* controller = static_cast<GameController*>(context->userData);
952 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
953 if (vf) {
954 controller->m_backupSaveState.resize(vf->size(vf));
955 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
956 vf->close(vf);
957 }
958 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
959 });
960}
961
962void GameController::loadBackupState() {
963 if (!m_backupLoadState) {
964 return;
965 }
966
967 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
968 GameController* controller = static_cast<GameController*>(context->userData);
969 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
970 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
971 mLOG(STATUS, INFO, "Undid state load");
972 controller->frameAvailable(controller->m_drawContext);
973 controller->stateLoaded(context);
974 }
975 controller->m_backupLoadState->close(controller->m_backupLoadState);
976 controller->m_backupLoadState = nullptr;
977 });
978}
979
980void GameController::saveBackupState() {
981 if (m_backupSaveState.isEmpty()) {
982 return;
983 }
984
985 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
986 GameController* controller = static_cast<GameController*>(context->userData);
987 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
988 if (vf) {
989 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
990 vf->close(vf);
991 mLOG(STATUS, INFO, "Undid state save");
992 }
993 controller->m_backupSaveState.clear();
994 });
995}
996
997void GameController::setTurbo(bool set, bool forced) {
998 if (m_turboForced && !forced) {
999 return;
1000 }
1001 if (m_turbo == set && m_turboForced == (set && forced)) {
1002 // Don't interrupt the thread if we don't need to
1003 return;
1004 }
1005 if (!m_sync) {
1006 return;
1007 }
1008 m_turbo = set;
1009 m_turboForced = set && forced;
1010 enableTurbo();
1011}
1012
1013void GameController::setTurboSpeed(float ratio) {
1014 m_turboSpeed = ratio;
1015 enableTurbo();
1016}
1017
1018void GameController::enableTurbo() {
1019 Interrupter interrupter(this);
1020 bool shouldRedoSamples = false;
1021 if (!m_turbo) {
1022 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1023 m_threadContext.sync.fpsTarget = m_fpsTarget;
1024 m_threadContext.sync.audioWait = m_audioSync;
1025 m_threadContext.sync.videoFrameWait = m_videoSync;
1026 } else if (m_turboSpeed <= 0) {
1027 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1028 m_threadContext.sync.fpsTarget = m_fpsTarget;
1029 m_threadContext.sync.audioWait = false;
1030 m_threadContext.sync.videoFrameWait = false;
1031 } else {
1032 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1033 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1034 m_threadContext.sync.audioWait = true;
1035 m_threadContext.sync.videoFrameWait = false;
1036 }
1037 if (m_audioProcessor && shouldRedoSamples) {
1038 redoSamples(m_audioProcessor->getBufferSamples());
1039 }
1040}
1041
1042void GameController::setSync(bool enable) {
1043 m_turbo = false;
1044 m_turboForced = false;
1045 if (!enable) {
1046 m_threadContext.sync.audioWait = false;
1047 m_threadContext.sync.videoFrameWait = false;
1048 } else {
1049 m_threadContext.sync.audioWait = m_audioSync;
1050 m_threadContext.sync.videoFrameWait = m_videoSync;
1051 }
1052 m_sync = enable;
1053}
1054
1055void GameController::setAudioSync(bool enable) {
1056 m_audioSync = enable;
1057 m_threadContext.sync.audioWait = enable;
1058}
1059
1060void GameController::setVideoSync(bool enable) {
1061 m_videoSync = enable;
1062 m_threadContext.sync.videoFrameWait = enable;
1063}
1064
1065void GameController::setAVStream(mAVStream* stream) {
1066 Interrupter interrupter(this);
1067 m_stream = stream;
1068 if (isLoaded()) {
1069 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1070 }
1071}
1072
1073void GameController::clearAVStream() {
1074 Interrupter interrupter(this);
1075 m_stream = nullptr;
1076 if (isLoaded()) {
1077 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1078 }
1079}
1080
1081#ifdef USE_PNG
1082void GameController::screenshot() {
1083 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1084 mCoreTakeScreenshot(context->core);
1085 });
1086}
1087#endif
1088
1089void GameController::reloadAudioDriver() {
1090 int samples = 0;
1091 unsigned sampleRate = 0;
1092 if (m_audioProcessor) {
1093 m_audioProcessor->pause();
1094 samples = m_audioProcessor->getBufferSamples();
1095 sampleRate = m_audioProcessor->sampleRate();
1096 delete m_audioProcessor;
1097 }
1098 m_audioProcessor = AudioProcessor::create();
1099 if (samples) {
1100 m_audioProcessor->setBufferSamples(samples);
1101 }
1102 if (sampleRate) {
1103 m_audioProcessor->requestSampleRate(sampleRate);
1104 }
1105 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1106 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1107 if (isLoaded()) {
1108 m_audioProcessor->setInput(&m_threadContext);
1109 startAudio();
1110 }
1111}
1112
1113void GameController::setSaveStateExtdata(int flags) {
1114 m_saveStateFlags = flags;
1115}
1116
1117void GameController::setLoadStateExtdata(int flags) {
1118 m_loadStateFlags = flags;
1119}
1120
1121void GameController::setPreload(bool preload) {
1122 m_preload = preload;
1123}
1124
1125void GameController::setLuminanceValue(uint8_t value) {
1126 m_luxValue = value;
1127 value = std::max<int>(value - 0x16, 0);
1128 m_luxLevel = 10;
1129 for (int i = 0; i < 10; ++i) {
1130 if (value < GBA_LUX_LEVELS[i]) {
1131 m_luxLevel = i;
1132 break;
1133 }
1134 }
1135 emit luminanceValueChanged(m_luxValue);
1136}
1137
1138void GameController::setLuminanceLevel(int level) {
1139 int value = 0x16;
1140 level = std::max(0, std::min(10, level));
1141 if (level > 0) {
1142 value += GBA_LUX_LEVELS[level - 1];
1143 }
1144 setLuminanceValue(value);
1145}
1146
1147void GameController::setRealTime() {
1148 if (!isLoaded()) {
1149 return;
1150 }
1151 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1152}
1153
1154void GameController::setFixedTime(const QDateTime& time) {
1155 if (!isLoaded()) {
1156 return;
1157 }
1158 m_threadContext.core->rtc.override = RTC_FIXED;
1159 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1160}
1161
1162void GameController::setFakeEpoch(const QDateTime& time) {
1163 if (!isLoaded()) {
1164 return;
1165 }
1166 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1167 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1168}
1169
1170void GameController::updateKeys() {
1171 int activeKeys = m_activeKeys;
1172 activeKeys |= m_activeButtons;
1173 activeKeys &= ~m_inactiveKeys;
1174 if (isLoaded()) {
1175 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1176 }
1177}
1178
1179void GameController::redoSamples(int samples) {
1180 if (m_gameOpen && m_threadContext.core) {
1181 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1182 }
1183 m_audioProcessor->inputParametersChanged();
1184}
1185
1186void GameController::setLogLevel(int levels) {
1187 Interrupter interrupter(this);
1188 m_logLevels = levels;
1189}
1190
1191void GameController::enableLogLevel(int levels) {
1192 Interrupter interrupter(this);
1193 m_logLevels |= levels;
1194}
1195
1196void GameController::disableLogLevel(int levels) {
1197 Interrupter interrupter(this);
1198 m_logLevels &= ~levels;
1199}
1200
1201void GameController::pollEvents() {
1202 if (!m_inputController) {
1203 return;
1204 }
1205
1206 m_activeButtons = m_inputController->pollEvents();
1207 updateKeys();
1208}
1209
1210void GameController::updateAutofire() {
1211 // TODO: Move all key events onto the CPU thread...somehow
1212 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1213 if (!m_autofire[k]) {
1214 continue;
1215 }
1216 m_autofireStatus[k] ^= 1;
1217 if (m_autofireStatus[k]) {
1218 keyPressed(k);
1219 } else {
1220 keyReleased(k);
1221 }
1222 }
1223}
1224
1225std::shared_ptr<mTileCache> GameController::tileCache() {
1226 if (m_tileCache) {
1227 return m_tileCache;
1228 }
1229 switch (platform()) {
1230#ifdef M_CORE_GBA
1231 case PLATFORM_GBA: {
1232 Interrupter interrupter(this);
1233 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1234 m_tileCache = std::make_shared<mTileCache>();
1235 GBAVideoTileCacheInit(m_tileCache.get());
1236 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1237 mTileCacheSetPalette(m_tileCache.get(), 0);
1238 break;
1239 }
1240#endif
1241#ifdef M_CORE_GB
1242 case PLATFORM_GB: {
1243 Interrupter interrupter(this);
1244 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1245 m_tileCache = std::make_shared<mTileCache>();
1246 GBVideoTileCacheInit(m_tileCache.get());
1247 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1248 mTileCacheSetPalette(m_tileCache.get(), 0);
1249 break;
1250 }
1251#endif
1252 default:
1253 return nullptr;
1254 }
1255 return m_tileCache;
1256}
1257
1258GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1259 : m_parent(parent)
1260 , m_fromThread(fromThread)
1261{
1262 if (!m_fromThread) {
1263 m_parent->threadInterrupt();
1264 } else {
1265 mCoreThreadInterruptFromThread(m_parent->thread());
1266 }
1267}
1268
1269GameController::Interrupter::~Interrupter() {
1270 if (!m_fromThread) {
1271 m_parent->threadContinue();
1272 } else {
1273 mCoreThreadContinue(m_parent->thread());
1274 }
1275}