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 "MultiplayerController.h"
11
12#include <QDateTime>
13#include <QThread>
14
15#include <ctime>
16
17extern "C" {
18#include "gba/audio.h"
19#include "gba/gba.h"
20#include "gba/serialize.h"
21#include "gba/sharkport.h"
22#include "gba/renderers/video-software.h"
23#include "gba/supervisor/config.h"
24#include "util/vfs.h"
25}
26
27using namespace QGBA;
28using namespace std;
29
30const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
31
32GameController::GameController(QObject* parent)
33 : QObject(parent)
34 , m_drawContext(new uint32_t[256 * 256])
35 , m_threadContext()
36 , m_activeKeys(0)
37 , m_inactiveKeys(0)
38 , m_logLevels(0)
39 , m_gameOpen(false)
40 , m_audioThread(new QThread(this))
41 , m_audioProcessor(AudioProcessor::create())
42 , m_videoSync(VIDEO_SYNC)
43 , m_audioSync(AUDIO_SYNC)
44 , m_turbo(false)
45 , m_turboForced(false)
46 , m_inputController(nullptr)
47 , m_multiplayer(nullptr)
48{
49 m_renderer = new GBAVideoSoftwareRenderer;
50 GBAVideoSoftwareRendererCreate(m_renderer);
51 m_renderer->outputBuffer = (color_t*) m_drawContext;
52 m_renderer->outputBufferStride = 256;
53
54 GBACheatDeviceCreate(&m_cheatDevice);
55
56 m_threadContext.state = THREAD_INITIALIZED;
57 m_threadContext.debugger = 0;
58 m_threadContext.frameskip = 0;
59 m_threadContext.bios = 0;
60 m_threadContext.renderer = &m_renderer->d;
61 m_threadContext.userData = this;
62 m_threadContext.rewindBufferCapacity = 0;
63 m_threadContext.cheats = &m_cheatDevice;
64 m_threadContext.logLevel = -1;
65
66 m_lux.p = this;
67 m_lux.sample = [] (GBALuminanceSource* context) {
68 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
69 lux->value = 0xFF - lux->p->m_luxValue;
70 };
71
72 m_lux.readLuminance = [] (GBALuminanceSource* context) {
73 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
74 return lux->value;
75 };
76 setLuminanceLevel(0);
77
78 m_rtc.p = this;
79 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
80 m_rtc.sample = [] (GBARTCSource* context) { };
81 m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
82 GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
83 switch (rtc->override) {
84 case GameControllerRTC::NO_OVERRIDE:
85 default:
86 return time(nullptr);
87 case GameControllerRTC::FIXED:
88 return rtc->value;
89 case GameControllerRTC::FAKE_EPOCH:
90 return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
91 }
92 };
93
94 m_threadContext.startCallback = [] (GBAThread* context) {
95 GameController* controller = static_cast<GameController*>(context->userData);
96 controller->m_audioProcessor->setInput(context);
97 // Override the GBA object's log level to prevent stdout spew
98 context->gba->logLevel = GBA_LOG_FATAL;
99 context->gba->luminanceSource = &controller->m_lux;
100 context->gba->rtcSource = &controller->m_rtc;
101#ifdef BUILD_SDL
102 context->gba->rumble = controller->m_inputController->rumble();
103#endif
104 controller->gameStarted(context);
105 };
106
107 m_threadContext.cleanCallback = [] (GBAThread* context) {
108 GameController* controller = static_cast<GameController*>(context->userData);
109 controller->gameStopped(context);
110 };
111
112 m_threadContext.frameCallback = [] (GBAThread* context) {
113 GameController* controller = static_cast<GameController*>(context->userData);
114 controller->m_pauseMutex.lock();
115 if (controller->m_pauseAfterFrame) {
116 GBAThreadPauseFromThread(context);
117 controller->m_pauseAfterFrame = false;
118 controller->gamePaused(&controller->m_threadContext);
119 }
120 controller->m_pauseMutex.unlock();
121 if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
122 controller->frameAvailable(controller->m_drawContext);
123 } else {
124 controller->frameAvailable(nullptr);
125 }
126 };
127
128 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
129 static const char* stubMessage = "Stub software interrupt";
130 GameController* controller = static_cast<GameController*>(context->userData);
131 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
132 va_list argc;
133 va_copy(argc, args);
134 int immediate = va_arg(argc, int);
135 controller->unimplementedBiosCall(immediate);
136 }
137 if (level == GBA_LOG_FATAL) {
138 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
139 } else if (!(controller->m_logLevels & level)) {
140 return;
141 }
142 controller->postLog(level, QString().vsprintf(format, args));
143 };
144
145 m_audioThread->start(QThread::TimeCriticalPriority);
146 m_audioProcessor->moveToThread(m_audioThread);
147 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
148 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
149 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
150 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
151
152#ifdef BUILD_SDL
153 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
154#endif
155}
156
157GameController::~GameController() {
158 m_audioThread->quit();
159 m_audioThread->wait();
160 disconnect();
161 clearMultiplayerController();
162 closeGame();
163 GBACheatDeviceDestroy(&m_cheatDevice);
164 delete m_renderer;
165 delete[] m_drawContext;
166}
167
168void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
169 if (controller == m_multiplayer) {
170 return;
171 }
172 clearMultiplayerController();
173 m_multiplayer = controller;
174 controller->attachGame(this);
175}
176
177void GameController::clearMultiplayerController() {
178 if (!m_multiplayer) {
179 return;
180 }
181 m_multiplayer->detachGame(this);
182 m_multiplayer.reset();
183}
184
185void GameController::setOverride(const GBACartridgeOverride& override) {
186 m_threadContext.override = override;
187 m_threadContext.hasOverride = true;
188}
189
190void GameController::setOptions(const GBAOptions* opts) {
191 setFrameskip(opts->frameskip);
192 setAudioSync(opts->audioSync);
193 setVideoSync(opts->videoSync);
194 setSkipBIOS(opts->skipBios);
195 setUseBIOS(opts->useBios);
196 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
197 setVolume(opts->volume);
198 setMute(opts->mute);
199
200 threadInterrupt();
201 m_threadContext.idleOptimization = opts->idleOptimization;
202 threadContinue();
203}
204
205#ifdef USE_GDB_STUB
206ARMDebugger* GameController::debugger() {
207 return m_threadContext.debugger;
208}
209
210void GameController::setDebugger(ARMDebugger* debugger) {
211 threadInterrupt();
212 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
213 GBADetachDebugger(m_threadContext.gba);
214 }
215 m_threadContext.debugger = debugger;
216 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
217 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
218 }
219 threadContinue();
220}
221#endif
222
223void GameController::loadGame(const QString& path, bool dirmode) {
224 closeGame();
225 if (!dirmode) {
226 QFile file(path);
227 if (!file.open(QIODevice::ReadOnly)) {
228 return;
229 }
230 file.close();
231 }
232
233 m_fname = path;
234 m_dirmode = dirmode;
235 openGame();
236}
237
238void GameController::openGame() {
239 m_gameOpen = true;
240
241 m_pauseAfterFrame = false;
242
243 if (m_turbo) {
244 m_threadContext.sync.videoFrameWait = false;
245 m_threadContext.sync.audioWait = false;
246 } else {
247 m_threadContext.sync.videoFrameWait = m_videoSync;
248 m_threadContext.sync.audioWait = m_audioSync;
249 }
250
251 m_threadContext.gameDir = 0;
252 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
253 if (m_dirmode) {
254 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
255 m_threadContext.stateDir = m_threadContext.gameDir;
256 } else {
257 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
258#if USE_LIBZIP
259 if (!m_threadContext.gameDir) {
260 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
261 }
262#endif
263#if USE_LZMA
264 if (!m_threadContext.gameDir) {
265 m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
266 }
267#endif
268 }
269
270 if (!m_bios.isNull() &&m_useBios) {
271 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
272 } else {
273 m_threadContext.bios = nullptr;
274 }
275
276 if (!m_patch.isNull()) {
277 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
278 }
279
280#ifdef BUILD_SDL
281 m_inputController->recalibrateAxes();
282#endif
283
284 if (!GBAThreadStart(&m_threadContext)) {
285 m_gameOpen = false;
286 emit gameFailed();
287 }
288}
289
290void GameController::loadBIOS(const QString& path) {
291 if (m_bios == path) {
292 return;
293 }
294 m_bios = path;
295 if (m_gameOpen) {
296 closeGame();
297 openGame();
298 }
299}
300
301void GameController::loadPatch(const QString& path) {
302 if (m_gameOpen) {
303 closeGame();
304 m_patch = path;
305 openGame();
306 } else {
307 m_patch = path;
308 }
309}
310
311void GameController::importSharkport(const QString& path) {
312 if (!m_gameOpen) {
313 return;
314 }
315 VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_RDONLY);
316 if (!vf) {
317 return;
318 }
319 threadInterrupt();
320 GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
321 threadContinue();
322 vf->close(vf);
323}
324
325void GameController::exportSharkport(const QString& path) {
326 if (!m_gameOpen) {
327 return;
328 }
329 VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_WRONLY | O_CREAT | O_TRUNC);
330 if (!vf) {
331 return;
332 }
333 threadInterrupt();
334 GBASavedataExportSharkPort(m_threadContext.gba, vf);
335 threadContinue();
336 vf->close(vf);
337}
338
339void GameController::closeGame() {
340 if (!m_gameOpen) {
341 return;
342 }
343 if (GBAThreadIsPaused(&m_threadContext)) {
344 GBAThreadUnpause(&m_threadContext);
345 }
346 GBAThreadEnd(&m_threadContext);
347 GBAThreadJoin(&m_threadContext);
348 if (m_threadContext.fname) {
349 free(const_cast<char*>(m_threadContext.fname));
350 m_threadContext.fname = nullptr;
351 }
352
353 m_patch = QString();
354
355 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
356 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
357 GBACheatSetDeinit(set);
358 delete set;
359 }
360 GBACheatSetsClear(&m_cheatDevice.cheats);
361
362 m_gameOpen = false;
363 emit gameStopped(&m_threadContext);
364}
365
366void GameController::crashGame(const QString& crashMessage) {
367 closeGame();
368 emit gameCrashed(crashMessage);
369}
370
371bool GameController::isPaused() {
372 if (!m_gameOpen) {
373 return false;
374 }
375 return GBAThreadIsPaused(&m_threadContext);
376}
377
378void GameController::setPaused(bool paused) {
379 if (!m_gameOpen || paused == GBAThreadIsPaused(&m_threadContext)) {
380 return;
381 }
382 if (paused) {
383 GBAThreadPause(&m_threadContext);
384 emit gamePaused(&m_threadContext);
385 } else {
386 GBAThreadUnpause(&m_threadContext);
387 emit gameUnpaused(&m_threadContext);
388 }
389}
390
391void GameController::reset() {
392 GBAThreadReset(&m_threadContext);
393}
394
395void GameController::threadInterrupt() {
396 if (m_gameOpen) {
397 GBAThreadInterrupt(&m_threadContext);
398 }
399}
400
401void GameController::threadContinue() {
402 if (m_gameOpen) {
403 GBAThreadContinue(&m_threadContext);
404 }
405}
406
407void GameController::frameAdvance() {
408 m_pauseMutex.lock();
409 m_pauseAfterFrame = true;
410 setPaused(false);
411 m_pauseMutex.unlock();
412}
413
414void GameController::setRewind(bool enable, int capacity, int interval) {
415 if (m_gameOpen) {
416 threadInterrupt();
417 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
418 threadContinue();
419 } else {
420 if (enable) {
421 m_threadContext.rewindBufferInterval = interval;
422 m_threadContext.rewindBufferCapacity = capacity;
423 } else {
424 m_threadContext.rewindBufferInterval = 0;
425 m_threadContext.rewindBufferCapacity = 0;
426 }
427 }
428}
429
430void GameController::rewind(int states) {
431 threadInterrupt();
432 if (!states) {
433 GBARewindAll(&m_threadContext);
434 } else {
435 GBARewind(&m_threadContext, states);
436 }
437 threadContinue();
438 emit rewound(&m_threadContext);
439 emit frameAvailable(m_drawContext);
440}
441
442void GameController::keyPressed(int key) {
443 int mappedKey = 1 << key;
444 m_activeKeys |= mappedKey;
445 if (!m_inputController->allowOpposing()) {
446 if ((m_activeKeys & 0x30) == 0x30) {
447 m_inactiveKeys |= mappedKey ^ 0x30;
448 m_activeKeys ^= mappedKey ^ 0x30;
449 }
450 if ((m_activeKeys & 0xC0) == 0xC0) {
451 m_inactiveKeys |= mappedKey ^ 0xC0;
452 m_activeKeys ^= mappedKey ^ 0xC0;
453 }
454 }
455 updateKeys();
456}
457
458void GameController::keyReleased(int key) {
459 int mappedKey = 1 << key;
460 m_activeKeys &= ~mappedKey;
461 if (!m_inputController->allowOpposing()) {
462 if (mappedKey & 0x30) {
463 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
464 m_inactiveKeys &= ~0x30;
465 }
466 if (mappedKey & 0xC0) {
467 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
468 m_inactiveKeys &= ~0xC0;
469 }
470 }
471 updateKeys();
472}
473
474void GameController::clearKeys() {
475 m_activeKeys = 0;
476 m_inactiveKeys = 0;
477 updateKeys();
478}
479
480void GameController::setAudioBufferSamples(int samples) {
481 threadInterrupt();
482 redoSamples(samples);
483 threadContinue();
484 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
485}
486
487void GameController::setFPSTarget(float fps) {
488 threadInterrupt();
489 m_threadContext.fpsTarget = fps;
490 redoSamples(m_audioProcessor->getBufferSamples());
491 threadContinue();
492 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
493}
494
495void GameController::setSkipBIOS(bool set) {
496 threadInterrupt();
497 m_threadContext.skipBios = set;
498 threadContinue();
499}
500
501void GameController::setUseBIOS(bool use) {
502 threadInterrupt();
503 m_useBios = use;
504 threadContinue();
505}
506
507void GameController::loadState(int slot) {
508 threadInterrupt();
509 GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
510 threadContinue();
511 emit stateLoaded(&m_threadContext);
512 emit frameAvailable(m_drawContext);
513}
514
515void GameController::saveState(int slot) {
516 threadInterrupt();
517 GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
518 threadContinue();
519}
520
521void GameController::setVideoSync(bool set) {
522 m_videoSync = set;
523 if (!m_turbo) {
524 threadInterrupt();
525 m_threadContext.sync.videoFrameWait = set;
526 threadContinue();
527 }
528}
529
530void GameController::setAudioSync(bool set) {
531 m_audioSync = set;
532 if (!m_turbo) {
533 threadInterrupt();
534 m_threadContext.sync.audioWait = set;
535 threadContinue();
536 }
537}
538
539void GameController::setFrameskip(int skip) {
540 m_threadContext.frameskip = skip;
541}
542
543void GameController::setVolume(int volume) {
544 threadInterrupt();
545 m_threadContext.volume = volume;
546 if (m_gameOpen) {
547 m_threadContext.gba->audio.masterVolume = volume;
548 }
549 threadContinue();
550}
551
552void GameController::setMute(bool mute) {
553 threadInterrupt();
554 m_threadContext.mute = mute;
555 if (m_gameOpen) {
556 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
557 }
558 threadContinue();
559}
560
561void GameController::setTurbo(bool set, bool forced) {
562 if (m_turboForced && !forced) {
563 return;
564 }
565 m_turbo = set;
566 m_turboForced = set && forced;
567 threadInterrupt();
568 m_threadContext.sync.audioWait = set ? false : m_audioSync;
569 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
570 threadContinue();
571}
572
573void GameController::setAVStream(GBAAVStream* stream) {
574 threadInterrupt();
575 m_threadContext.stream = stream;
576 if (m_gameOpen) {
577 m_threadContext.gba->stream = stream;
578 }
579 threadContinue();
580}
581
582void GameController::clearAVStream() {
583 threadInterrupt();
584 m_threadContext.stream = nullptr;
585 if (m_gameOpen) {
586 m_threadContext.gba->stream = nullptr;
587 }
588 threadContinue();
589}
590
591#ifdef USE_PNG
592void GameController::screenshot() {
593 GBAThreadInterrupt(&m_threadContext);
594 GBAThreadTakeScreenshot(&m_threadContext);
595 GBAThreadContinue(&m_threadContext);
596}
597#endif
598
599void GameController::reloadAudioDriver() {
600 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
601 int samples = m_audioProcessor->getBufferSamples();
602 delete m_audioProcessor;
603 m_audioProcessor = AudioProcessor::create();
604 m_audioProcessor->setBufferSamples(samples);
605 m_audioProcessor->moveToThread(m_audioThread);
606 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
607 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
608 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
609 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
610 if (isLoaded()) {
611 m_audioProcessor->setInput(&m_threadContext);
612 QMetaObject::invokeMethod(m_audioProcessor, "start");
613 }
614}
615
616void GameController::setLuminanceValue(uint8_t value) {
617 m_luxValue = value;
618 value = std::max<int>(value - 0x16, 0);
619 m_luxLevel = 10;
620 for (int i = 0; i < 10; ++i) {
621 if (value < LUX_LEVELS[i]) {
622 m_luxLevel = i;
623 break;
624 }
625 }
626 emit luminanceValueChanged(m_luxValue);
627}
628
629void GameController::setLuminanceLevel(int level) {
630 int value = 0x16;
631 level = std::max(0, std::min(10, level));
632 if (level > 0) {
633 value += LUX_LEVELS[level - 1];
634 }
635 setLuminanceValue(value);
636}
637
638void GameController::setRealTime() {
639 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
640}
641
642void GameController::setFixedTime(const QDateTime& time) {
643 m_rtc.override = GameControllerRTC::FIXED;
644 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
645}
646
647void GameController::setFakeEpoch(const QDateTime& time) {
648 m_rtc.override = GameControllerRTC::FAKE_EPOCH;
649 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
650}
651
652void GameController::updateKeys() {
653 int activeKeys = m_activeKeys;
654#ifdef BUILD_SDL
655 activeKeys |= m_activeButtons;
656#endif
657 activeKeys &= ~m_inactiveKeys;
658 m_threadContext.activeKeys = activeKeys;
659}
660
661void GameController::redoSamples(int samples) {
662#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
663 float sampleRate = 0x8000;
664 float ratio;
665 if (m_threadContext.gba) {
666 sampleRate = m_threadContext.gba->audio.sampleRate;
667 }
668 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
669 m_threadContext.audioBuffers = ceil(samples / ratio);
670#else
671 m_threadContext.audioBuffers = samples;
672#endif
673 if (m_threadContext.gba) {
674 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
675 }
676}
677
678void GameController::setLogLevel(int levels) {
679 threadInterrupt();
680 m_logLevels = levels;
681 threadContinue();
682}
683
684void GameController::enableLogLevel(int levels) {
685 threadInterrupt();
686 m_logLevels |= levels;
687 threadContinue();
688}
689
690void GameController::disableLogLevel(int levels) {
691 threadInterrupt();
692 m_logLevels &= ~levels;
693 threadContinue();
694}
695
696#ifdef BUILD_SDL
697void GameController::testSDLEvents() {
698 if (!m_inputController) {
699 return;
700 }
701
702 m_activeButtons = m_inputController->testSDLEvents();
703 updateKeys();
704}
705#endif