all repos — mgba @ b3c7bd8227dcb77222bd596c0cff474919bd5b99

mGBA Game Boy Advance Emulator

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

   1/* Copyright (c) 2013-2014 Jeffrey Pfau
   2 *
   3 * This Source Code Form is subject to the terms of the Mozilla Public
   4 * License, v. 2.0. If a copy of the MPL was not distributed with this
   5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
   6#include "GameController.h"
   7
   8#include "AudioProcessor.h"
   9#include "InputController.h"
  10#include "LogController.h"
  11#include "MultiplayerController.h"
  12#include "VFileDevice.h"
  13
  14#include <QCoreApplication>
  15#include <QDateTime>
  16#include <QThread>
  17
  18#include <ctime>
  19
  20extern "C" {
  21#include "core/config.h"
  22#include "core/directories.h"
  23#include "core/serialize.h"
  24#ifdef M_CORE_GBA
  25#include "gba/bios.h"
  26#include "gba/core.h"
  27#include "gba/gba.h"
  28#include "gba/extra/sharkport.h"
  29#endif
  30#ifdef M_CORE_GB
  31#include "gb/gb.h"
  32#endif
  33#include "util/vfs.h"
  34}
  35
  36using namespace QGBA;
  37using namespace std;
  38
  39GameController::GameController(QObject* parent)
  40	: QObject(parent)
  41	, m_drawContext(nullptr)
  42	, m_frontBuffer(nullptr)
  43	, m_threadContext()
  44	, m_activeKeys(0)
  45	, m_inactiveKeys(0)
  46	, m_logLevels(0)
  47	, m_gameOpen(false)
  48	, m_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		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 134		QMetaObject::invokeMethod(controller, "startAudio");
 135	};
 136
 137	m_threadContext.resetCallback = [](mCoreThread* context) {
 138		GameController* controller = static_cast<GameController*>(context->userData);
 139		for (auto action : controller->m_resetActions) {
 140			action();
 141		}
 142		controller->m_resetActions.clear();
 143
 144		unsigned width, height;
 145		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 146		memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
 147		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 148		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 149			mCoreThreadPauseFromThread(context);
 150			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 151		}
 152	};
 153
 154	m_threadContext.cleanCallback = [](mCoreThread* context) {
 155		GameController* controller = static_cast<GameController*>(context->userData);
 156		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 157		QMetaObject::invokeMethod(controller, "cleanGame");
 158	};
 159
 160	m_threadContext.frameCallback = [](mCoreThread* context) {
 161		GameController* controller = static_cast<GameController*>(context->userData);
 162		unsigned width, height;
 163		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 164		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 165		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 166		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 167			mCoreThreadPauseFromThread(context);
 168			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 169		}
 170	};
 171
 172	// TODO: Put back
 173	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 174		if (!context) {
 175			return false;
 176		}
 177		GameController* controller = static_cast<GameController*>(context->userData);
 178		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 179			return false;
 180		}
 181		QMetaObject::invokeMethod(controller, "closeGame");
 182		return true;
 183	};*/
 184
 185	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 186		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 187		mCoreThread* context = logContext->p;
 188
 189		static const char* savestateMessage = "State %i loaded";
 190		static const char* savestateFailedMessage = "State %i failed to load";
 191		if (!context) {
 192			return;
 193		}
 194		GameController* controller = static_cast<GameController*>(context->userData);
 195		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 196			va_list argc;
 197			va_copy(argc, args);
 198			int immediate = va_arg(argc, int);
 199			va_end(argc);
 200			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 201		} else if (category == _mLOG_CAT_STATUS()) {
 202			// Slot 0 is reserved for suspend points
 203			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 204				va_list argc;
 205				va_copy(argc, args);
 206				int slot = va_arg(argc, int);
 207				va_end(argc);
 208				if (slot == 0) {
 209					format = "Loaded suspend state";
 210				}
 211			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 212				va_list argc;
 213				va_copy(argc, args);
 214				int slot = va_arg(argc, int);
 215				va_end(argc);
 216				if (slot == 0) {
 217					return;
 218				}
 219			}
 220		}
 221		if (level == mLOG_FATAL) {
 222			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 223		} else if (!(controller->m_logLevels & level)) {
 224			return;
 225		}
 226		QString message(QString().vsprintf(format, args));
 227		if (category == _mLOG_CAT_STATUS()) {
 228			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 229		}
 230		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 231	};
 232
 233	m_threadContext.userData = this;
 234
 235	m_audioThread->setObjectName("Audio Thread");
 236	m_audioThread->start(QThread::TimeCriticalPriority);
 237	m_audioProcessor->moveToThread(m_audioThread);
 238	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 239	connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
 240	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 241	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 242}
 243
 244GameController::~GameController() {
 245	m_audioThread->quit();
 246	m_audioThread->wait();
 247	disconnect();
 248	clearMultiplayerController();
 249	closeGame();
 250	delete m_backupLoadState;
 251}
 252
 253void GameController::setMultiplayerController(MultiplayerController* controller) {
 254	if (controller == m_multiplayer) {
 255		return;
 256	}
 257	clearMultiplayerController();
 258	m_multiplayer = controller;
 259	controller->attachGame(this);
 260}
 261
 262void GameController::clearMultiplayerController() {
 263	if (!m_multiplayer) {
 264		return;
 265	}
 266	m_multiplayer->detachGame(this);
 267	m_multiplayer = nullptr;
 268}
 269
 270void GameController::setOverride(const GBACartridgeOverride& override) {
 271	// TODO: Put back overrides
 272}
 273
 274void GameController::setConfig(const mCoreConfig* config) {
 275	m_config = config;
 276	if (isLoaded()) {
 277		threadInterrupt();
 278		mCoreLoadForeignConfig(m_threadContext.core, config);
 279		m_audioProcessor->setInput(&m_threadContext);
 280		threadContinue();
 281	}
 282}
 283
 284#ifdef USE_GDB_STUB
 285mDebugger* GameController::debugger() {
 286	if (!isLoaded()) {
 287		return nullptr;
 288	}
 289	return m_threadContext.core->debugger;
 290}
 291
 292void GameController::setDebugger(mDebugger* debugger) {
 293	threadInterrupt();
 294	if (debugger) {
 295		mDebuggerAttach(debugger, m_threadContext.core);
 296	} else {
 297		m_threadContext.core->detachDebugger(m_threadContext.core);
 298	}
 299	threadContinue();
 300}
 301#endif
 302
 303void GameController::loadGame(const QString& path) {
 304	closeGame();
 305	QFileInfo info(path);
 306	if (!info.isReadable()) {
 307		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 308		return;
 309	}
 310	m_fname = info.canonicalFilePath();
 311	m_vf = nullptr;
 312	openGame();
 313}
 314
 315void GameController::loadGame(VFile* vf, const QString& base) {
 316	closeGame();
 317	m_fname = base;
 318	m_vf = vf;
 319	openGame();
 320}
 321
 322void GameController::bootBIOS() {
 323	closeGame();
 324	m_fname = QString();
 325	openGame(true);
 326}
 327
 328void GameController::openGame(bool biosOnly) {
 329	if (m_fname.isEmpty()) {
 330		biosOnly = true;
 331	}
 332	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 333		return;
 334	}
 335	if (m_gameOpen) {
 336		// We need to delay if the game is still cleaning up
 337		QTimer::singleShot(10, this, SLOT(openGame()));
 338		return;
 339	}
 340
 341	if (!biosOnly) {
 342		if (m_vf) {
 343			m_threadContext.core = mCoreFindVF(m_vf);
 344		} else {
 345			m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 346		}
 347	} else {
 348		m_threadContext.core = GBACoreCreate();
 349	}
 350
 351	if (!m_threadContext.core) {
 352		return;
 353	}
 354
 355	m_pauseAfterFrame = false;
 356
 357	if (m_turbo) {
 358		m_threadContext.sync.videoFrameWait = false;
 359		m_threadContext.sync.audioWait = false;
 360	} else {
 361		m_threadContext.sync.videoFrameWait = m_videoSync;
 362		m_threadContext.sync.audioWait = m_audioSync;
 363	}
 364	m_threadContext.core->init(m_threadContext.core);
 365
 366	unsigned width, height;
 367	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 368	m_drawContext = new uint32_t[width * height];
 369	m_frontBuffer = new uint32_t[width * height];
 370
 371	QByteArray bytes;
 372	if (!biosOnly) {
 373		bytes = m_fname.toUtf8();
 374		if (m_vf) {
 375			m_threadContext.core->loadROM(m_threadContext.core, m_vf);
 376		} else {
 377			mCoreLoadFile(m_threadContext.core, bytes.constData());
 378			mDirectorySetDetachBase(&m_threadContext.core->dirs);
 379		}
 380	} else {
 381		bytes = m_bios.toUtf8();
 382	}
 383	char dirname[PATH_MAX];
 384	separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
 385	mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
 386
 387	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 388
 389	if (!m_bios.isNull() && m_useBios) {
 390		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 391		if (bios) {
 392			// TODO: Lifetime issues?
 393			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 394		}
 395	}
 396
 397	m_inputController->recalibrateAxes();
 398	memset(m_drawContext, 0xF8, width * height * 4);
 399
 400	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 401
 402	if (m_config) {
 403		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 404	}
 405
 406	if (!biosOnly) {
 407		mCoreAutoloadSave(m_threadContext.core);
 408		if (!m_patch.isNull()) {
 409			VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 410			if (patch) {
 411				m_threadContext.core->loadPatch(m_threadContext.core, patch);
 412			}
 413			patch->close(patch);
 414		} else {
 415			mCoreAutoloadPatch(m_threadContext.core);
 416		}
 417	}
 418	m_vf = nullptr;
 419
 420	if (!mCoreThreadStart(&m_threadContext)) {
 421		emit gameFailed();
 422	}
 423}
 424
 425void GameController::loadBIOS(const QString& path) {
 426	if (m_bios == path) {
 427		return;
 428	}
 429	m_bios = path;
 430	if (m_gameOpen) {
 431		closeGame();
 432		openGame();
 433	}
 434}
 435
 436void GameController::loadSave(const QString& path, bool temporary) {
 437	if (!isLoaded()) {
 438		return;
 439	}
 440	m_resetActions.append([this, path, temporary]() {
 441		VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
 442		if (!vf) {
 443			LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
 444			return;
 445		}
 446
 447		if (temporary) {
 448			m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
 449		} else {
 450			m_threadContext.core->loadSave(m_threadContext.core, vf);
 451		}
 452	});
 453	reset();
 454}
 455
 456void GameController::yankPak() {
 457	if (!m_gameOpen) {
 458		return;
 459	}
 460	threadInterrupt();
 461	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 462	threadContinue();
 463}
 464
 465void GameController::replaceGame(const QString& path) {
 466	if (!m_gameOpen) {
 467		return;
 468	}
 469
 470	QFileInfo info(path);
 471	if (!info.isReadable()) {
 472		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 473		return;
 474	}
 475	m_fname = info.canonicalFilePath();
 476	threadInterrupt();
 477	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 478	threadContinue();
 479}
 480
 481void GameController::loadPatch(const QString& path) {
 482	if (m_gameOpen) {
 483		closeGame();
 484		m_patch = path;
 485		openGame();
 486	} else {
 487		m_patch = path;
 488	}
 489}
 490
 491void GameController::importSharkport(const QString& path) {
 492	if (!isLoaded()) {
 493		return;
 494	}
 495	VFile* vf = VFileDevice::open(path, O_RDONLY);
 496	if (!vf) {
 497		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 498		return;
 499	}
 500	threadInterrupt();
 501	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 502	threadContinue();
 503	vf->close(vf);
 504}
 505
 506void GameController::exportSharkport(const QString& path) {
 507	if (!isLoaded()) {
 508		return;
 509	}
 510	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 511	if (!vf) {
 512		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 513		return;
 514	}
 515	threadInterrupt();
 516	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 517	threadContinue();
 518	vf->close(vf);
 519}
 520
 521void GameController::closeGame() {
 522	if (!m_gameOpen) {
 523		return;
 524	}
 525
 526	if (mCoreThreadIsPaused(&m_threadContext)) {
 527		mCoreThreadUnpause(&m_threadContext);
 528	}
 529	mCoreThreadEnd(&m_threadContext);
 530	m_audioProcessor->pause();
 531}
 532
 533void GameController::cleanGame() {
 534	mCoreThreadJoin(&m_threadContext);
 535
 536	delete[] m_drawContext;
 537	delete[] m_frontBuffer;
 538
 539	m_patch = QString();
 540
 541	m_threadContext.core->deinit(m_threadContext.core);
 542	m_gameOpen = false;
 543}
 544
 545void GameController::crashGame(const QString& crashMessage) {
 546	cleanGame();
 547	emit gameCrashed(crashMessage);
 548	emit gameStopped(&m_threadContext);
 549}
 550
 551bool GameController::isPaused() {
 552	if (!m_gameOpen) {
 553		return false;
 554	}
 555	return mCoreThreadIsPaused(&m_threadContext);
 556}
 557
 558mPlatform GameController::platform() const {
 559	if (!m_gameOpen) {
 560		return PLATFORM_NONE;
 561	}
 562	return m_threadContext.core->platform(m_threadContext.core);
 563}
 564
 565QSize GameController::screenDimensions() const {
 566	if (!m_gameOpen) {
 567		return QSize();
 568	}
 569	unsigned width, height;
 570	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 571
 572	return QSize(width, height);
 573}
 574
 575void GameController::setPaused(bool paused) {
 576	if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 577		return;
 578	}
 579	m_wasPaused = paused;
 580	if (paused) {
 581		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 582	} else {
 583		mCoreThreadUnpause(&m_threadContext);
 584		startAudio();
 585		emit gameUnpaused(&m_threadContext);
 586	}
 587}
 588
 589void GameController::reset() {
 590	if (!m_gameOpen) {
 591		return;
 592	}
 593	bool wasPaused = isPaused();
 594	setPaused(false);
 595	threadInterrupt();
 596	mCoreThreadReset(&m_threadContext);
 597	if (wasPaused) {
 598		setPaused(true);
 599	}
 600	threadContinue();
 601}
 602
 603void GameController::threadInterrupt() {
 604	if (m_gameOpen) {
 605		mCoreThreadInterrupt(&m_threadContext);
 606	}
 607}
 608
 609void GameController::threadContinue() {
 610	if (m_gameOpen) {
 611		mCoreThreadContinue(&m_threadContext);
 612	}
 613}
 614
 615void GameController::frameAdvance() {
 616	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 617		setPaused(false);
 618	}
 619}
 620
 621void GameController::setRewind(bool enable, int capacity) {
 622	if (m_gameOpen) {
 623		threadInterrupt();
 624		// TODO: Put back rewind
 625		threadContinue();
 626	} else {
 627		// TODO: Put back rewind
 628	}
 629}
 630
 631void GameController::rewind(int states) {
 632	threadInterrupt();
 633	if (!states) {
 634		states = INT_MAX;
 635	}
 636	for (int i = 0; i < states; ++i) {
 637		if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
 638			break;
 639		}
 640	}
 641	threadContinue();
 642	emit frameAvailable(m_drawContext);
 643	emit rewound(&m_threadContext);
 644}
 645
 646void GameController::startRewinding() {
 647	if (!isLoaded()) {
 648		return;
 649	}
 650	if (m_multiplayer && m_multiplayer->attached() > 1) {
 651		return;
 652	}
 653	if (m_wasPaused) {
 654		setPaused(false);
 655		m_wasPaused = true;
 656	}
 657	mCoreThreadSetRewinding(&m_threadContext, true);
 658}
 659
 660void GameController::stopRewinding() {
 661	if (!isLoaded()) {
 662		return;
 663	}
 664	mCoreThreadSetRewinding(&m_threadContext, false);
 665	bool signalsBlocked = blockSignals(true);
 666	setPaused(m_wasPaused);
 667	blockSignals(signalsBlocked);
 668}
 669
 670void GameController::keyPressed(int key) {
 671	int mappedKey = 1 << key;
 672	m_activeKeys |= mappedKey;
 673	if (!m_inputController->allowOpposing()) {
 674		if ((m_activeKeys & 0x30) == 0x30) {
 675			m_inactiveKeys |= mappedKey ^ 0x30;
 676			m_activeKeys ^= mappedKey ^ 0x30;
 677		}
 678		if ((m_activeKeys & 0xC0) == 0xC0) {
 679			m_inactiveKeys |= mappedKey ^ 0xC0;
 680			m_activeKeys ^= mappedKey ^ 0xC0;
 681		}
 682	}
 683	updateKeys();
 684}
 685
 686void GameController::keyReleased(int key) {
 687	int mappedKey = 1 << key;
 688	m_activeKeys &= ~mappedKey;
 689	if (!m_inputController->allowOpposing()) {
 690		if (mappedKey & 0x30) {
 691			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 692			m_inactiveKeys &= ~0x30;
 693		}
 694		if (mappedKey & 0xC0) {
 695			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 696			m_inactiveKeys &= ~0xC0;
 697		}
 698	}
 699	updateKeys();
 700}
 701
 702void GameController::clearKeys() {
 703	m_activeKeys = 0;
 704	m_inactiveKeys = 0;
 705	updateKeys();
 706}
 707
 708void GameController::setAutofire(int key, bool enable) {
 709	if (key >= GBA_KEY_MAX || key < 0) {
 710		return;
 711	}
 712
 713	if (!enable && m_autofireStatus[key]) {
 714		keyReleased(key);
 715	}
 716
 717	m_autofire[key] = enable;
 718	m_autofireStatus[key] = 0;
 719}
 720
 721void GameController::setAudioBufferSamples(int samples) {
 722	if (m_audioProcessor) {
 723		threadInterrupt();
 724		redoSamples(samples);
 725		threadContinue();
 726		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 727	}
 728}
 729
 730void GameController::setAudioSampleRate(unsigned rate) {
 731	if (!rate) {
 732		return;
 733	}
 734	if (m_audioProcessor) {
 735		threadInterrupt();
 736		redoSamples(m_audioProcessor->getBufferSamples());
 737		threadContinue();
 738		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 739	}
 740}
 741
 742void GameController::setAudioChannelEnabled(int channel, bool enable) {
 743	if (channel > 5 || channel < 0) {
 744		return;
 745	}
 746#ifdef M_CORE_GBA
 747	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 748#endif
 749#ifdef M_CORE_GB
 750	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 751#endif
 752	m_audioChannels[channel] = enable;
 753	if (isLoaded()) {
 754		switch (channel) {
 755		case 0:
 756		case 1:
 757		case 2:
 758		case 3:
 759			switch (m_threadContext.core->platform(m_threadContext.core)) {
 760#ifdef M_CORE_GBA
 761			case PLATFORM_GBA:
 762				gba->audio.psg.forceDisableCh[channel] = !enable;
 763				break;
 764#endif
 765#ifdef M_CORE_GB
 766			case PLATFORM_GB:
 767				gb->audio.forceDisableCh[channel] = !enable;
 768				break;
 769#endif
 770			default:
 771				break;
 772			}
 773			break;
 774#ifdef M_CORE_GBA
 775		case 4:
 776			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 777				gba->audio.forceDisableChA = !enable;
 778			}
 779			break;
 780		case 5:
 781			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 782				gba->audio.forceDisableChB = !enable;
 783			}
 784			break;
 785#endif
 786		}
 787	}
 788}
 789
 790void GameController::startAudio() {
 791	bool started = false;
 792	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 793	if (!started) {
 794		LOG(QT, ERROR) << tr("Failed to start audio processor");
 795		// Don't freeze!
 796		m_audioSync = false;
 797		m_videoSync = true;
 798		m_threadContext.sync.audioWait = false;
 799		m_threadContext.sync.videoFrameWait = true;
 800	}
 801}
 802
 803void GameController::setVideoLayerEnabled(int layer, bool enable) {
 804	if (layer > 4 || layer < 0) {
 805		return;
 806	}
 807	m_videoLayers[layer] = enable;
 808	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 809		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 810		switch (layer) {
 811		case 0:
 812		case 1:
 813		case 2:
 814		case 3:
 815			gba->video.renderer->disableBG[layer] = !enable;
 816			break;
 817		case 4:
 818			gba->video.renderer->disableOBJ = !enable;
 819			break;
 820		}
 821	}
 822}
 823
 824void GameController::setFPSTarget(float fps) {
 825	threadInterrupt();
 826	m_fpsTarget = fps;
 827	m_threadContext.sync.fpsTarget = fps;
 828	if (m_turbo && m_turboSpeed > 0) {
 829		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 830	}
 831	if (m_audioProcessor) {
 832		redoSamples(m_audioProcessor->getBufferSamples());
 833	}
 834	threadContinue();
 835}
 836
 837void GameController::setUseBIOS(bool use) {
 838	if (use == m_useBios) {
 839		return;
 840	}
 841	m_useBios = use;
 842	if (m_gameOpen) {
 843		closeGame();
 844		openGame();
 845	}
 846}
 847
 848void GameController::loadState(int slot) {
 849	if (m_fname.isEmpty()) {
 850		// We're in the BIOS
 851		return;
 852	}
 853	if (slot > 0 && slot != m_stateSlot) {
 854		m_stateSlot = slot;
 855		m_backupSaveState.clear();
 856	}
 857	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 858		GameController* controller = static_cast<GameController*>(context->userData);
 859		if (!controller->m_backupLoadState) {
 860			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 861		}
 862		mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 863		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 864			controller->frameAvailable(controller->m_drawContext);
 865			controller->stateLoaded(context);
 866		}
 867	});
 868}
 869
 870void GameController::saveState(int slot) {
 871	if (m_fname.isEmpty()) {
 872		// We're in the BIOS
 873		return;
 874	}
 875	if (slot > 0) {
 876		m_stateSlot = slot;
 877	}
 878	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 879		GameController* controller = static_cast<GameController*>(context->userData);
 880		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 881		if (vf) {
 882			controller->m_backupSaveState.resize(vf->size(vf));
 883			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 884			vf->close(vf);
 885		}
 886		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 887	});
 888}
 889
 890void GameController::loadBackupState() {
 891	if (!m_backupLoadState) {
 892		return;
 893	}
 894
 895	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 896		GameController* controller = static_cast<GameController*>(context->userData);
 897		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 898		if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 899			mLOG(STATUS, INFO, "Undid state load");
 900			controller->frameAvailable(controller->m_drawContext);
 901			controller->stateLoaded(context);
 902		}
 903		controller->m_backupLoadState->close(controller->m_backupLoadState);
 904		controller->m_backupLoadState = nullptr;
 905	});
 906}
 907
 908void GameController::saveBackupState() {
 909	if (m_backupSaveState.isEmpty()) {
 910		return;
 911	}
 912
 913	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 914		GameController* controller = static_cast<GameController*>(context->userData);
 915		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 916		if (vf) {
 917			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 918			vf->close(vf);
 919			mLOG(STATUS, INFO, "Undid state save");
 920		}
 921		controller->m_backupSaveState.clear();
 922	});
 923}
 924
 925void GameController::setTurbo(bool set, bool forced) {
 926	if (m_turboForced && !forced) {
 927		return;
 928	}
 929	if (m_turbo == set && m_turboForced == forced) {
 930		// Don't interrupt the thread if we don't need to
 931		return;
 932	}
 933	m_turbo = set;
 934	m_turboForced = set && forced;
 935	enableTurbo();
 936}
 937
 938void GameController::setTurboSpeed(float ratio) {
 939	m_turboSpeed = ratio;
 940	enableTurbo();
 941}
 942
 943void GameController::enableTurbo() {
 944	threadInterrupt();
 945	if (!m_turbo) {
 946		m_threadContext.sync.fpsTarget = m_fpsTarget;
 947		m_threadContext.sync.audioWait = m_audioSync;
 948		m_threadContext.sync.videoFrameWait = m_videoSync;
 949	} else if (m_turboSpeed <= 0) {
 950		m_threadContext.sync.fpsTarget = m_fpsTarget;
 951		m_threadContext.sync.audioWait = false;
 952		m_threadContext.sync.videoFrameWait = false;
 953	} else {
 954		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 955		m_threadContext.sync.audioWait = true;
 956		m_threadContext.sync.videoFrameWait = false;
 957	}
 958	if (m_audioProcessor) {
 959		redoSamples(m_audioProcessor->getBufferSamples());
 960	}
 961	threadContinue();
 962}
 963
 964void GameController::setAVStream(mAVStream* stream) {
 965	threadInterrupt();
 966	m_stream = stream;
 967	if (isLoaded()) {
 968		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 969	}
 970	threadContinue();
 971}
 972
 973void GameController::clearAVStream() {
 974	threadInterrupt();
 975	m_stream = nullptr;
 976	if (isLoaded()) {
 977		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 978	}
 979	threadContinue();
 980}
 981
 982#ifdef USE_PNG
 983void GameController::screenshot() {
 984	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 985		mCoreTakeScreenshot(context->core);
 986	});
 987}
 988#endif
 989
 990void GameController::reloadAudioDriver() {
 991	int samples = 0;
 992	unsigned sampleRate = 0;
 993	if (m_audioProcessor) {
 994		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 995		samples = m_audioProcessor->getBufferSamples();
 996		sampleRate = m_audioProcessor->sampleRate();
 997		delete m_audioProcessor;
 998	}
 999	m_audioProcessor = AudioProcessor::create();
1000	if (samples) {
1001		m_audioProcessor->setBufferSamples(samples);
1002	}
1003	if (sampleRate) {
1004		m_audioProcessor->requestSampleRate(sampleRate);
1005	}
1006	m_audioProcessor->moveToThread(m_audioThread);
1007	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1008	connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1009	if (isLoaded()) {
1010		m_audioProcessor->setInput(&m_threadContext);
1011		startAudio();
1012	}
1013}
1014
1015void GameController::setSaveStateExtdata(int flags) {
1016	m_saveStateFlags = flags;
1017}
1018
1019void GameController::setLoadStateExtdata(int flags) {
1020	m_loadStateFlags = flags;
1021}
1022
1023void GameController::setLuminanceValue(uint8_t value) {
1024	m_luxValue = value;
1025	value = std::max<int>(value - 0x16, 0);
1026	m_luxLevel = 10;
1027	for (int i = 0; i < 10; ++i) {
1028		if (value < GBA_LUX_LEVELS[i]) {
1029			m_luxLevel = i;
1030			break;
1031		}
1032	}
1033	emit luminanceValueChanged(m_luxValue);
1034}
1035
1036void GameController::setLuminanceLevel(int level) {
1037	int value = 0x16;
1038	level = std::max(0, std::min(10, level));
1039	if (level > 0) {
1040		value += GBA_LUX_LEVELS[level - 1];
1041	}
1042	setLuminanceValue(value);
1043}
1044
1045void GameController::setRealTime() {
1046	m_rtc.override = RTC_NO_OVERRIDE;
1047}
1048
1049void GameController::setFixedTime(const QDateTime& time) {
1050	m_rtc.override = RTC_FIXED;
1051	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1052}
1053
1054void GameController::setFakeEpoch(const QDateTime& time) {
1055	m_rtc.override = RTC_FAKE_EPOCH;
1056	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1057}
1058
1059void GameController::updateKeys() {
1060	int activeKeys = m_activeKeys;
1061	activeKeys |= m_activeButtons;
1062	activeKeys &= ~m_inactiveKeys;
1063	if (isLoaded()) {
1064		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1065	}
1066}
1067
1068void GameController::redoSamples(int samples) {
1069	if (m_threadContext.core) {
1070		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1071	}
1072	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1073}
1074
1075void GameController::setLogLevel(int levels) {
1076	threadInterrupt();
1077	m_logLevels = levels;
1078	threadContinue();
1079}
1080
1081void GameController::enableLogLevel(int levels) {
1082	threadInterrupt();
1083	m_logLevels |= levels;
1084	threadContinue();
1085}
1086
1087void GameController::disableLogLevel(int levels) {
1088	threadInterrupt();
1089	m_logLevels &= ~levels;
1090	threadContinue();
1091}
1092
1093void GameController::pollEvents() {
1094	if (!m_inputController) {
1095		return;
1096	}
1097
1098	m_activeButtons = m_inputController->pollEvents();
1099	updateKeys();
1100}
1101
1102void GameController::updateAutofire() {
1103	// TODO: Move all key events onto the CPU thread...somehow
1104	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1105		if (!m_autofire[k]) {
1106			continue;
1107		}
1108		m_autofireStatus[k] ^= 1;
1109		if (m_autofireStatus[k]) {
1110			keyPressed(k);
1111		} else {
1112			keyReleased(k);
1113		}
1114	}
1115}