all repos — mgba @ ae256542cb18b2a9e640109c88f387b31225b33b

mGBA Game Boy Advance Emulator

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

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