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_vf(nullptr)
49 , m_useBios(false)
50 , m_audioThread(new QThread(this))
51 , m_audioProcessor(AudioProcessor::create())
52 , m_pauseAfterFrame(false)
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{ true, true, true, true, true, true }
61 , m_videoLayers{ true, true, true, true, true }
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)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
72{
73 m_lux.p = this;
74 m_lux.sample = [](GBALuminanceSource* context) {
75 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
76 lux->value = 0xFF - lux->p->m_luxValue;
77 };
78
79 m_lux.readLuminance = [](GBALuminanceSource* context) {
80 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
81 return lux->value;
82 };
83 setLuminanceLevel(0);
84
85 m_threadContext.startCallback = [](mCoreThread* context) {
86 GameController* controller = static_cast<GameController*>(context->userData);
87 mRTCGenericSourceInit(&controller->m_rtc, context->core);
88 context->core->setRTC(context->core, &controller->m_rtc.d);
89 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
90 context->core->setRumble(context->core, controller->m_inputController->rumble());
91
92#ifdef M_CORE_GBA
93 GBA* gba = static_cast<GBA*>(context->core->board);
94#endif
95#ifdef M_CORE_GB
96 GB* gb = static_cast<GB*>(context->core->board);
97#endif
98 switch (context->core->platform(context->core)) {
99#ifdef M_CORE_GBA
100 case PLATFORM_GBA:
101 gba->luminanceSource = &controller->m_lux;
102 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
103 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
104 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
105 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
106 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
107 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
108 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
109 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
110 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
111 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
112 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
113 break;
114#endif
115#ifdef M_CORE_GB
116 case PLATFORM_GB:
117 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
118 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
119 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
120 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
121 break;
122#endif
123 default:
124 break;
125 }
126 controller->m_fpsTarget = context->sync.fpsTarget;
127
128 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
129 mCoreDeleteState(context->core, 0);
130 }
131
132 controller->m_gameOpen = true;
133 if (controller->m_multiplayer) {
134 controller->m_multiplayer->attachGame(controller);
135 }
136
137 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
138 QMetaObject::invokeMethod(controller, "startAudio");
139 };
140
141 m_threadContext.resetCallback = [](mCoreThread* context) {
142 GameController* controller = static_cast<GameController*>(context->userData);
143 for (auto action : controller->m_resetActions) {
144 action();
145 }
146 controller->m_resetActions.clear();
147
148 unsigned width, height;
149 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
150 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
151 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
152 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
153 mCoreThreadPauseFromThread(context);
154 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
155 }
156 };
157
158 m_threadContext.cleanCallback = [](mCoreThread* context) {
159 GameController* controller = static_cast<GameController*>(context->userData);
160 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
161 QMetaObject::invokeMethod(controller, "cleanGame");
162 };
163
164 m_threadContext.frameCallback = [](mCoreThread* context) {
165 GameController* controller = static_cast<GameController*>(context->userData);
166 unsigned width, height;
167 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
168 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
169 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
170 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
171 mCoreThreadPauseFromThread(context);
172 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
173 }
174 };
175
176 // TODO: Put back
177 /*m_threadContext.stopCallback = [](mCoreThread* context) {
178 if (!context) {
179 return false;
180 }
181 GameController* controller = static_cast<GameController*>(context->userData);
182 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
183 return false;
184 }
185 QMetaObject::invokeMethod(controller, "closeGame");
186 return true;
187 };*/
188
189 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
190 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
191 mCoreThread* context = logContext->p;
192
193 static const char* savestateMessage = "State %i loaded";
194 static const char* savestateFailedMessage = "State %i failed to load";
195 if (!context) {
196 return;
197 }
198 GameController* controller = static_cast<GameController*>(context->userData);
199 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
200 va_list argc;
201 va_copy(argc, args);
202 int immediate = va_arg(argc, int);
203 va_end(argc);
204 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
205 } else if (category == _mLOG_CAT_STATUS()) {
206 // Slot 0 is reserved for suspend points
207 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 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 format = "Loaded suspend state";
214 }
215 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
216 va_list argc;
217 va_copy(argc, args);
218 int slot = va_arg(argc, int);
219 va_end(argc);
220 if (slot == 0) {
221 return;
222 }
223 }
224 }
225 if (level == mLOG_FATAL) {
226 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
227 } else if (!(controller->m_logLevels & level)) {
228 return;
229 }
230 QString message(QString().vsprintf(format, args));
231 if (category == _mLOG_CAT_STATUS()) {
232 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
233 }
234 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
235 };
236
237 m_threadContext.userData = this;
238
239 m_audioThread->setObjectName("Audio Thread");
240 m_audioThread->start(QThread::TimeCriticalPriority);
241 m_audioProcessor->moveToThread(m_audioThread);
242 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
243 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
244 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
245 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
246}
247
248GameController::~GameController() {
249 m_audioThread->quit();
250 m_audioThread->wait();
251 disconnect();
252 clearMultiplayerController();
253 closeGame();
254 delete m_backupLoadState;
255}
256
257void GameController::setMultiplayerController(MultiplayerController* controller) {
258 if (controller == m_multiplayer) {
259 return;
260 }
261 clearMultiplayerController();
262 m_multiplayer = controller;
263 if (isLoaded()) {
264 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
265 GameController* controller = static_cast<GameController*>(thread->userData);
266 controller->m_multiplayer->attachGame(controller);
267 });
268 }
269}
270
271void GameController::clearMultiplayerController() {
272 if (!m_multiplayer) {
273 return;
274 }
275 m_multiplayer->detachGame(this);
276 m_multiplayer = nullptr;
277}
278
279void GameController::setOverride(const GBACartridgeOverride& override) {
280 // TODO: Put back overrides
281}
282
283void GameController::setConfig(const mCoreConfig* config) {
284 m_config = config;
285 if (isLoaded()) {
286 threadInterrupt();
287 mCoreLoadForeignConfig(m_threadContext.core, config);
288 m_audioProcessor->setInput(&m_threadContext);
289 threadContinue();
290 }
291}
292
293#ifdef USE_GDB_STUB
294mDebugger* GameController::debugger() {
295 if (!isLoaded()) {
296 return nullptr;
297 }
298 return m_threadContext.core->debugger;
299}
300
301void GameController::setDebugger(mDebugger* debugger) {
302 threadInterrupt();
303 if (debugger) {
304 mDebuggerAttach(debugger, m_threadContext.core);
305 } else {
306 m_threadContext.core->detachDebugger(m_threadContext.core);
307 }
308 threadContinue();
309}
310#endif
311
312void GameController::loadGame(const QString& path) {
313 closeGame();
314 QFileInfo info(path);
315 if (!info.isReadable()) {
316 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
317 return;
318 }
319 m_fname = info.canonicalFilePath();
320 m_vf = nullptr;
321 openGame();
322}
323
324void GameController::loadGame(VFile* vf, const QString& base) {
325 closeGame();
326 m_fname = base;
327 m_vf = vf;
328 openGame();
329}
330
331void GameController::bootBIOS() {
332 closeGame();
333 m_fname = QString();
334 openGame(true);
335}
336
337void GameController::openGame(bool biosOnly) {
338 if (m_fname.isEmpty()) {
339 biosOnly = true;
340 }
341 if (biosOnly && (!m_useBios || m_bios.isNull())) {
342 return;
343 }
344 if (m_gameOpen) {
345 // We need to delay if the game is still cleaning up
346 QTimer::singleShot(10, this, SLOT(openGame()));
347 return;
348 }
349
350 if (!biosOnly) {
351 if (m_vf) {
352 m_threadContext.core = mCoreFindVF(m_vf);
353 } else {
354 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
355 }
356 } else {
357 m_threadContext.core = GBACoreCreate();
358 }
359
360 if (!m_threadContext.core) {
361 return;
362 }
363
364 m_pauseAfterFrame = false;
365
366 if (m_turbo) {
367 m_threadContext.sync.videoFrameWait = false;
368 m_threadContext.sync.audioWait = false;
369 } else {
370 m_threadContext.sync.videoFrameWait = m_videoSync;
371 m_threadContext.sync.audioWait = m_audioSync;
372 }
373 m_threadContext.core->init(m_threadContext.core);
374
375 unsigned width, height;
376 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
377 m_drawContext = new uint32_t[width * height];
378 m_frontBuffer = new uint32_t[width * height];
379
380 const char* base;
381 if (!biosOnly) {
382 base = m_fname.toUtf8().constData();
383 if (m_vf) {
384 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
385 } else {
386 mCoreLoadFile(m_threadContext.core, base);
387 mDirectorySetDetachBase(&m_threadContext.core->dirs);
388 }
389 } else {
390 base = m_bios.toUtf8().constData();
391 }
392 char dirname[PATH_MAX];
393 separatePath(base, dirname, m_threadContext.core->dirs.baseName, 0);
394 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
395
396 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
397
398 if (!m_bios.isNull() && m_useBios) {
399 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
400 if (bios) {
401 // TODO: Lifetime issues?
402 m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
403 }
404 }
405
406 m_inputController->recalibrateAxes();
407 memset(m_drawContext, 0xF8, width * height * 4);
408
409 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
410
411 if (m_config) {
412 mCoreLoadForeignConfig(m_threadContext.core, m_config);
413 }
414
415 if (!biosOnly) {
416 mCoreAutoloadSave(m_threadContext.core);
417 if (!m_patch.isNull()) {
418 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
419 if (patch) {
420 m_threadContext.core->loadPatch(m_threadContext.core, patch);
421 }
422 patch->close(patch);
423 } else {
424 mCoreAutoloadPatch(m_threadContext.core);
425 }
426 }
427 m_vf = nullptr;
428
429 if (!mCoreThreadStart(&m_threadContext)) {
430 emit gameFailed();
431 }
432}
433
434void GameController::loadBIOS(const QString& path) {
435 if (m_bios == path) {
436 return;
437 }
438 m_bios = path;
439 if (m_gameOpen) {
440 closeGame();
441 openGame();
442 }
443}
444
445void GameController::loadSave(const QString& path, bool temporary) {
446 if (!isLoaded()) {
447 return;
448 }
449 m_resetActions.append([this, path, temporary]() {
450 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
451 if (!vf) {
452 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
453 return;
454 }
455
456 if (temporary) {
457 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
458 } else {
459 m_threadContext.core->loadSave(m_threadContext.core, vf);
460 }
461 });
462 reset();
463}
464
465void GameController::yankPak() {
466 if (!m_gameOpen) {
467 return;
468 }
469 threadInterrupt();
470 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
471 threadContinue();
472}
473
474void GameController::replaceGame(const QString& path) {
475 if (!m_gameOpen) {
476 return;
477 }
478
479 QFileInfo info(path);
480 if (!info.isReadable()) {
481 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
482 return;
483 }
484 m_fname = info.canonicalFilePath();
485 threadInterrupt();
486 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
487 threadContinue();
488}
489
490void GameController::loadPatch(const QString& path) {
491 if (m_gameOpen) {
492 closeGame();
493 m_patch = path;
494 openGame();
495 } else {
496 m_patch = path;
497 }
498}
499
500void GameController::importSharkport(const QString& path) {
501 if (!isLoaded()) {
502 return;
503 }
504 VFile* vf = VFileDevice::open(path, O_RDONLY);
505 if (!vf) {
506 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
507 return;
508 }
509 threadInterrupt();
510 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
511 threadContinue();
512 vf->close(vf);
513}
514
515void GameController::exportSharkport(const QString& path) {
516 if (!isLoaded()) {
517 return;
518 }
519 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
520 if (!vf) {
521 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
522 return;
523 }
524 threadInterrupt();
525 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
526 threadContinue();
527 vf->close(vf);
528}
529
530void GameController::closeGame() {
531 if (!m_gameOpen) {
532 return;
533 }
534 if (m_multiplayer) {
535 m_multiplayer->detachGame(this);
536 }
537
538 if (mCoreThreadIsPaused(&m_threadContext)) {
539 mCoreThreadUnpause(&m_threadContext);
540 }
541 mCoreThreadEnd(&m_threadContext);
542 m_audioProcessor->pause();
543}
544
545void GameController::cleanGame() {
546 mCoreThreadJoin(&m_threadContext);
547
548 delete[] m_drawContext;
549 delete[] m_frontBuffer;
550
551 m_patch = QString();
552
553 m_threadContext.core->deinit(m_threadContext.core);
554 m_gameOpen = false;
555}
556
557void GameController::crashGame(const QString& crashMessage) {
558 cleanGame();
559 emit gameCrashed(crashMessage);
560 emit gameStopped(&m_threadContext);
561}
562
563bool GameController::isPaused() {
564 if (!m_gameOpen) {
565 return false;
566 }
567 return mCoreThreadIsPaused(&m_threadContext);
568}
569
570mPlatform GameController::platform() const {
571 if (!m_gameOpen) {
572 return PLATFORM_NONE;
573 }
574 return m_threadContext.core->platform(m_threadContext.core);
575}
576
577QSize GameController::screenDimensions() const {
578 if (!m_gameOpen) {
579 return QSize();
580 }
581 unsigned width, height;
582 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
583
584 return QSize(width, height);
585}
586
587void GameController::setPaused(bool paused) {
588 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
589 return;
590 }
591 m_wasPaused = paused;
592 if (paused) {
593 m_pauseAfterFrame.testAndSetRelaxed(false, true);
594 } else {
595 mCoreThreadUnpause(&m_threadContext);
596 startAudio();
597 emit gameUnpaused(&m_threadContext);
598 }
599}
600
601void GameController::reset() {
602 if (!m_gameOpen) {
603 return;
604 }
605 bool wasPaused = isPaused();
606 setPaused(false);
607 threadInterrupt();
608 mCoreThreadReset(&m_threadContext);
609 if (wasPaused) {
610 setPaused(true);
611 }
612 threadContinue();
613}
614
615void GameController::threadInterrupt() {
616 if (m_gameOpen) {
617 mCoreThreadInterrupt(&m_threadContext);
618 }
619}
620
621void GameController::threadContinue() {
622 if (m_gameOpen) {
623 mCoreThreadContinue(&m_threadContext);
624 }
625}
626
627void GameController::frameAdvance() {
628 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
629 setPaused(false);
630 }
631}
632
633void GameController::setRewind(bool enable, int capacity) {
634 if (m_gameOpen) {
635 threadInterrupt();
636 // TODO: Put back rewind
637 threadContinue();
638 } else {
639 // TODO: Put back rewind
640 }
641}
642
643void GameController::rewind(int states) {
644 threadInterrupt();
645 if (!states) {
646 states = INT_MAX;
647 }
648 for (int i = 0; i < states; ++i) {
649 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
650 break;
651 }
652 }
653 threadContinue();
654 emit frameAvailable(m_drawContext);
655 emit rewound(&m_threadContext);
656}
657
658void GameController::startRewinding() {
659 if (!isLoaded()) {
660 return;
661 }
662 if (m_multiplayer && m_multiplayer->attached() > 1) {
663 return;
664 }
665 if (m_wasPaused) {
666 setPaused(false);
667 m_wasPaused = true;
668 }
669 mCoreThreadSetRewinding(&m_threadContext, true);
670}
671
672void GameController::stopRewinding() {
673 if (!isLoaded()) {
674 return;
675 }
676 mCoreThreadSetRewinding(&m_threadContext, false);
677 bool signalsBlocked = blockSignals(true);
678 setPaused(m_wasPaused);
679 blockSignals(signalsBlocked);
680}
681
682void GameController::keyPressed(int key) {
683 int mappedKey = 1 << key;
684 m_activeKeys |= mappedKey;
685 if (!m_inputController->allowOpposing()) {
686 if ((m_activeKeys & 0x30) == 0x30) {
687 m_inactiveKeys |= mappedKey ^ 0x30;
688 m_activeKeys ^= mappedKey ^ 0x30;
689 }
690 if ((m_activeKeys & 0xC0) == 0xC0) {
691 m_inactiveKeys |= mappedKey ^ 0xC0;
692 m_activeKeys ^= mappedKey ^ 0xC0;
693 }
694 }
695 updateKeys();
696}
697
698void GameController::keyReleased(int key) {
699 int mappedKey = 1 << key;
700 m_activeKeys &= ~mappedKey;
701 if (!m_inputController->allowOpposing()) {
702 if (mappedKey & 0x30) {
703 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
704 m_inactiveKeys &= ~0x30;
705 }
706 if (mappedKey & 0xC0) {
707 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
708 m_inactiveKeys &= ~0xC0;
709 }
710 }
711 updateKeys();
712}
713
714void GameController::clearKeys() {
715 m_activeKeys = 0;
716 m_inactiveKeys = 0;
717 updateKeys();
718}
719
720void GameController::setAutofire(int key, bool enable) {
721 if (key >= GBA_KEY_MAX || key < 0) {
722 return;
723 }
724
725 if (!enable && m_autofireStatus[key]) {
726 keyReleased(key);
727 }
728
729 m_autofire[key] = enable;
730 m_autofireStatus[key] = 0;
731}
732
733void GameController::setAudioBufferSamples(int samples) {
734 if (m_audioProcessor) {
735 threadInterrupt();
736 redoSamples(samples);
737 threadContinue();
738 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
739 }
740}
741
742void GameController::setAudioSampleRate(unsigned rate) {
743 if (!rate) {
744 return;
745 }
746 if (m_audioProcessor) {
747 threadInterrupt();
748 redoSamples(m_audioProcessor->getBufferSamples());
749 threadContinue();
750 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
751 }
752}
753
754void GameController::setAudioChannelEnabled(int channel, bool enable) {
755 if (channel > 5 || channel < 0) {
756 return;
757 }
758#ifdef M_CORE_GBA
759 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
760#endif
761#ifdef M_CORE_GB
762 GB* gb = static_cast<GB*>(m_threadContext.core->board);
763#endif
764 m_audioChannels[channel] = enable;
765 if (isLoaded()) {
766 switch (channel) {
767 case 0:
768 case 1:
769 case 2:
770 case 3:
771 switch (m_threadContext.core->platform(m_threadContext.core)) {
772#ifdef M_CORE_GBA
773 case PLATFORM_GBA:
774 gba->audio.psg.forceDisableCh[channel] = !enable;
775 break;
776#endif
777#ifdef M_CORE_GB
778 case PLATFORM_GB:
779 gb->audio.forceDisableCh[channel] = !enable;
780 break;
781#endif
782 default:
783 break;
784 }
785 break;
786#ifdef M_CORE_GBA
787 case 4:
788 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
789 gba->audio.forceDisableChA = !enable;
790 }
791 break;
792 case 5:
793 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
794 gba->audio.forceDisableChB = !enable;
795 }
796 break;
797#endif
798 }
799 }
800}
801
802void GameController::startAudio() {
803 bool started = false;
804 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
805 if (!started) {
806 LOG(QT, ERROR) << tr("Failed to start audio processor");
807 // Don't freeze!
808 m_audioSync = false;
809 m_videoSync = true;
810 m_threadContext.sync.audioWait = false;
811 m_threadContext.sync.videoFrameWait = true;
812 }
813}
814
815void GameController::setVideoLayerEnabled(int layer, bool enable) {
816 if (layer > 4 || layer < 0) {
817 return;
818 }
819 m_videoLayers[layer] = enable;
820 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
821 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
822 switch (layer) {
823 case 0:
824 case 1:
825 case 2:
826 case 3:
827 gba->video.renderer->disableBG[layer] = !enable;
828 break;
829 case 4:
830 gba->video.renderer->disableOBJ = !enable;
831 break;
832 }
833 }
834}
835
836void GameController::setFPSTarget(float fps) {
837 threadInterrupt();
838 m_fpsTarget = fps;
839 m_threadContext.sync.fpsTarget = fps;
840 if (m_turbo && m_turboSpeed > 0) {
841 m_threadContext.sync.fpsTarget *= m_turboSpeed;
842 }
843 if (m_audioProcessor) {
844 redoSamples(m_audioProcessor->getBufferSamples());
845 }
846 threadContinue();
847}
848
849void GameController::setUseBIOS(bool use) {
850 if (use == m_useBios) {
851 return;
852 }
853 m_useBios = use;
854 if (m_gameOpen) {
855 closeGame();
856 openGame();
857 }
858}
859
860void GameController::loadState(int slot) {
861 if (m_fname.isEmpty()) {
862 // We're in the BIOS
863 return;
864 }
865 if (slot > 0 && slot != m_stateSlot) {
866 m_stateSlot = slot;
867 m_backupSaveState.clear();
868 }
869 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
870 GameController* controller = static_cast<GameController*>(context->userData);
871 if (!controller->m_backupLoadState) {
872 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
873 }
874 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
875 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
876 controller->frameAvailable(controller->m_drawContext);
877 controller->stateLoaded(context);
878 }
879 });
880}
881
882void GameController::saveState(int slot) {
883 if (m_fname.isEmpty()) {
884 // We're in the BIOS
885 return;
886 }
887 if (slot > 0) {
888 m_stateSlot = slot;
889 }
890 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
891 GameController* controller = static_cast<GameController*>(context->userData);
892 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
893 if (vf) {
894 controller->m_backupSaveState.resize(vf->size(vf));
895 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
896 vf->close(vf);
897 }
898 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
899 });
900}
901
902void GameController::loadBackupState() {
903 if (!m_backupLoadState) {
904 return;
905 }
906
907 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
908 GameController* controller = static_cast<GameController*>(context->userData);
909 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
910 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
911 mLOG(STATUS, INFO, "Undid state load");
912 controller->frameAvailable(controller->m_drawContext);
913 controller->stateLoaded(context);
914 }
915 controller->m_backupLoadState->close(controller->m_backupLoadState);
916 controller->m_backupLoadState = nullptr;
917 });
918}
919
920void GameController::saveBackupState() {
921 if (m_backupSaveState.isEmpty()) {
922 return;
923 }
924
925 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
926 GameController* controller = static_cast<GameController*>(context->userData);
927 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
928 if (vf) {
929 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
930 vf->close(vf);
931 mLOG(STATUS, INFO, "Undid state save");
932 }
933 controller->m_backupSaveState.clear();
934 });
935}
936
937void GameController::setTurbo(bool set, bool forced) {
938 if (m_turboForced && !forced) {
939 return;
940 }
941 if (m_turbo == set && m_turboForced == forced) {
942 // Don't interrupt the thread if we don't need to
943 return;
944 }
945 m_turbo = set;
946 m_turboForced = set && forced;
947 enableTurbo();
948}
949
950void GameController::setTurboSpeed(float ratio) {
951 m_turboSpeed = ratio;
952 enableTurbo();
953}
954
955void GameController::enableTurbo() {
956 threadInterrupt();
957 if (!m_turbo) {
958 m_threadContext.sync.fpsTarget = m_fpsTarget;
959 m_threadContext.sync.audioWait = m_audioSync;
960 m_threadContext.sync.videoFrameWait = m_videoSync;
961 } else if (m_turboSpeed <= 0) {
962 m_threadContext.sync.fpsTarget = m_fpsTarget;
963 m_threadContext.sync.audioWait = false;
964 m_threadContext.sync.videoFrameWait = false;
965 } else {
966 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
967 m_threadContext.sync.audioWait = true;
968 m_threadContext.sync.videoFrameWait = false;
969 }
970 if (m_audioProcessor) {
971 redoSamples(m_audioProcessor->getBufferSamples());
972 }
973 threadContinue();
974}
975
976void GameController::setAVStream(mAVStream* stream) {
977 threadInterrupt();
978 m_stream = stream;
979 if (isLoaded()) {
980 m_threadContext.core->setAVStream(m_threadContext.core, stream);
981 }
982 threadContinue();
983}
984
985void GameController::clearAVStream() {
986 threadInterrupt();
987 m_stream = nullptr;
988 if (isLoaded()) {
989 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
990 }
991 threadContinue();
992}
993
994#ifdef USE_PNG
995void GameController::screenshot() {
996 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
997 mCoreTakeScreenshot(context->core);
998 });
999}
1000#endif
1001
1002void GameController::reloadAudioDriver() {
1003 int samples = 0;
1004 unsigned sampleRate = 0;
1005 if (m_audioProcessor) {
1006 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1007 samples = m_audioProcessor->getBufferSamples();
1008 sampleRate = m_audioProcessor->sampleRate();
1009 delete m_audioProcessor;
1010 }
1011 m_audioProcessor = AudioProcessor::create();
1012 if (samples) {
1013 m_audioProcessor->setBufferSamples(samples);
1014 }
1015 if (sampleRate) {
1016 m_audioProcessor->requestSampleRate(sampleRate);
1017 }
1018 m_audioProcessor->moveToThread(m_audioThread);
1019 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1020 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1021 if (isLoaded()) {
1022 m_audioProcessor->setInput(&m_threadContext);
1023 startAudio();
1024 }
1025}
1026
1027void GameController::setSaveStateExtdata(int flags) {
1028 m_saveStateFlags = flags;
1029}
1030
1031void GameController::setLoadStateExtdata(int flags) {
1032 m_loadStateFlags = flags;
1033}
1034
1035void GameController::setLuminanceValue(uint8_t value) {
1036 m_luxValue = value;
1037 value = std::max<int>(value - 0x16, 0);
1038 m_luxLevel = 10;
1039 for (int i = 0; i < 10; ++i) {
1040 if (value < GBA_LUX_LEVELS[i]) {
1041 m_luxLevel = i;
1042 break;
1043 }
1044 }
1045 emit luminanceValueChanged(m_luxValue);
1046}
1047
1048void GameController::setLuminanceLevel(int level) {
1049 int value = 0x16;
1050 level = std::max(0, std::min(10, level));
1051 if (level > 0) {
1052 value += GBA_LUX_LEVELS[level - 1];
1053 }
1054 setLuminanceValue(value);
1055}
1056
1057void GameController::setRealTime() {
1058 m_rtc.override = RTC_NO_OVERRIDE;
1059}
1060
1061void GameController::setFixedTime(const QDateTime& time) {
1062 m_rtc.override = RTC_FIXED;
1063 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1064}
1065
1066void GameController::setFakeEpoch(const QDateTime& time) {
1067 m_rtc.override = RTC_FAKE_EPOCH;
1068 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1069}
1070
1071void GameController::updateKeys() {
1072 int activeKeys = m_activeKeys;
1073 activeKeys |= m_activeButtons;
1074 activeKeys &= ~m_inactiveKeys;
1075 if (isLoaded()) {
1076 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1077 }
1078}
1079
1080void GameController::redoSamples(int samples) {
1081 if (m_threadContext.core) {
1082 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1083 }
1084 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1085}
1086
1087void GameController::setLogLevel(int levels) {
1088 threadInterrupt();
1089 m_logLevels = levels;
1090 threadContinue();
1091}
1092
1093void GameController::enableLogLevel(int levels) {
1094 threadInterrupt();
1095 m_logLevels |= levels;
1096 threadContinue();
1097}
1098
1099void GameController::disableLogLevel(int levels) {
1100 threadInterrupt();
1101 m_logLevels &= ~levels;
1102 threadContinue();
1103}
1104
1105void GameController::pollEvents() {
1106 if (!m_inputController) {
1107 return;
1108 }
1109
1110 m_activeButtons = m_inputController->pollEvents();
1111 updateKeys();
1112}
1113
1114void GameController::updateAutofire() {
1115 // TODO: Move all key events onto the CPU thread...somehow
1116 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1117 if (!m_autofire[k]) {
1118 continue;
1119 }
1120 m_autofireStatus[k] ^= 1;
1121 if (m_autofireStatus[k]) {
1122 keyPressed(k);
1123 } else {
1124 keyReleased(k);
1125 }
1126 }
1127}