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
20#include <mgba/core/config.h>
21#include <mgba/core/directories.h>
22#include <mgba/core/serialize.h>
23#include <mgba/core/tile-cache.h>
24#ifdef M_CORE_GBA
25#include <mgba/gba/interface.h>
26#include <mgba/internal/gba/bios.h>
27#include <mgba/internal/gba/gba.h>
28#include <mgba/gba/core.h>
29#include <mgba/internal/gba/renderers/tile-cache.h>
30#include <mgba/internal/gba/sharkport.h>
31#endif
32#ifdef M_CORE_GB
33#include <mgba/internal/gb/gb.h>
34#include <mgba/internal/gb/renderers/tile-cache.h>
35#endif
36#include <mgba-util/vfs.h>
37
38using namespace QGBA;
39using namespace std;
40
41GameController::GameController(QObject* parent)
42 : QObject(parent)
43 , m_drawContext(nullptr)
44 , m_frontBuffer(nullptr)
45 , m_threadContext()
46 , m_activeKeys(0)
47 , m_inactiveKeys(0)
48 , m_logLevels(0)
49 , m_gameOpen(false)
50 , m_vf(nullptr)
51 , m_useBios(false)
52 , m_audioThread(new QThread(this))
53 , m_audioProcessor(AudioProcessor::create())
54 , m_pauseAfterFrame(false)
55 , m_sync(true)
56 , m_videoSync(VIDEO_SYNC)
57 , m_audioSync(AUDIO_SYNC)
58 , m_fpsTarget(-1)
59 , m_turbo(false)
60 , m_turboForced(false)
61 , m_turboSpeed(-1)
62 , m_wasPaused(false)
63 , m_audioChannels{ true, true, true, true, true, true }
64 , m_videoLayers{ true, true, true, true, true }
65 , m_autofire{}
66 , m_autofireStatus{}
67 , m_inputController(nullptr)
68 , m_multiplayer(nullptr)
69 , m_stream(nullptr)
70 , m_stateSlot(1)
71 , m_backupLoadState(nullptr)
72 , m_backupSaveState(nullptr)
73 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
74 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
75 , m_override(nullptr)
76{
77#ifdef M_CORE_GBA
78 m_lux.p = this;
79 m_lux.sample = [](GBALuminanceSource* context) {
80 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
81 lux->value = 0xFF - lux->p->m_luxValue;
82 };
83
84 m_lux.readLuminance = [](GBALuminanceSource* context) {
85 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
86 return lux->value;
87 };
88 setLuminanceLevel(0);
89#endif
90
91 m_threadContext.startCallback = [](mCoreThread* context) {
92 GameController* controller = static_cast<GameController*>(context->userData);
93 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
94 context->core->setRumble(context->core, controller->m_inputController->rumble());
95
96#ifdef M_CORE_GBA
97 GBA* gba = static_cast<GBA*>(context->core->board);
98#endif
99#ifdef M_CORE_GB
100 GB* gb = static_cast<GB*>(context->core->board);
101#endif
102 switch (context->core->platform(context->core)) {
103#ifdef M_CORE_GBA
104 case PLATFORM_GBA:
105 gba->luminanceSource = &controller->m_lux;
106 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
107 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
108 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
109 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
110 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
111 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
112 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
113 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
114 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
115 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
116 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
117 break;
118#endif
119#ifdef M_CORE_GB
120 case PLATFORM_GB:
121 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
122 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
123 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
124 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
125 break;
126#endif
127 default:
128 break;
129 }
130 controller->m_fpsTarget = context->sync.fpsTarget;
131
132 if (controller->m_override) {
133 controller->m_override->identify(context->core);
134 controller->m_override->apply(context->core);
135 }
136
137 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
138 mCoreDeleteState(context->core, 0);
139 }
140
141 controller->m_gameOpen = true;
142 if (controller->m_multiplayer) {
143 controller->m_multiplayer->attachGame(controller);
144 }
145
146 QString path = controller->m_fname;
147 if (!controller->m_fsub.isEmpty()) {
148 path += QDir::separator() + controller->m_fsub;
149 }
150 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
151 QMetaObject::invokeMethod(controller, "startAudio");
152 };
153
154 m_threadContext.resetCallback = [](mCoreThread* context) {
155 GameController* controller = static_cast<GameController*>(context->userData);
156 for (auto action : controller->m_resetActions) {
157 action();
158 }
159 controller->m_resetActions.clear();
160
161 unsigned width, height;
162 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
163 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
164 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
165 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
166 mCoreThreadPauseFromThread(context);
167 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
168 }
169 };
170
171 m_threadContext.cleanCallback = [](mCoreThread* context) {
172 GameController* controller = static_cast<GameController*>(context->userData);
173
174 if (controller->m_multiplayer) {
175 controller->m_multiplayer->detachGame(controller);
176 }
177 controller->m_patch = QString();
178 controller->clearOverride();
179
180 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
181
182 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
183 QMetaObject::invokeMethod(controller, "cleanGame");
184 };
185
186 m_threadContext.frameCallback = [](mCoreThread* context) {
187 GameController* controller = static_cast<GameController*>(context->userData);
188 unsigned width, height;
189 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
190 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
191 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
192
193 // If no one is using the tile cache, disable it
194 if (controller->m_tileCache && controller->m_tileCache.unique()) {
195 switch (controller->platform()) {
196#ifdef M_CORE_GBA
197 case PLATFORM_GBA: {
198 GBA* gba = static_cast<GBA*>(context->core->board);
199 gba->video.renderer->cache = nullptr;
200 break;
201 }
202#endif
203#ifdef M_CORE_GB
204 case PLATFORM_GB: {
205 GB* gb = static_cast<GB*>(context->core->board);
206 gb->video.renderer->cache = nullptr;
207 break;
208 }
209#endif
210 default:
211 break;
212 }
213 controller->m_tileCache.reset();
214 }
215
216
217 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
218 mCoreThreadPauseFromThread(context);
219 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
220 }
221 };
222
223 // TODO: Put back
224 /*m_threadContext.stopCallback = [](mCoreThread* context) {
225 if (!context) {
226 return false;
227 }
228 GameController* controller = static_cast<GameController*>(context->userData);
229 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
230 return false;
231 }
232 QMetaObject::invokeMethod(controller, "closeGame");
233 return true;
234 };*/
235
236 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
237 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
238 mCoreThread* context = logContext->p;
239
240 static const char* savestateMessage = "State %i loaded";
241 static const char* savestateFailedMessage = "State %i failed to load";
242 if (!context) {
243 return;
244 }
245 GameController* controller = static_cast<GameController*>(context->userData);
246 QString message;
247#ifdef M_CORE_GBA
248 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
249 va_list argc;
250 va_copy(argc, args);
251 int immediate = va_arg(argc, int);
252 va_end(argc);
253 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
254 } else
255#endif
256 if (category == _mLOG_CAT_STATUS()) {
257 // Slot 0 is reserved for suspend points
258 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
259 va_list argc;
260 va_copy(argc, args);
261 int slot = va_arg(argc, int);
262 va_end(argc);
263 if (slot == 0) {
264 format = "Loaded suspend state";
265 }
266 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
267 va_list argc;
268 va_copy(argc, args);
269 int slot = va_arg(argc, int);
270 va_end(argc);
271 if (slot == 0) {
272 return;
273 }
274 }
275 message = QString().vsprintf(format, args);
276 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
277 }
278 if (level == mLOG_FATAL) {
279 mCoreThreadMarkCrashed(controller->thread());
280 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
281 } else if (!(controller->m_logLevels & level)) {
282 return;
283 }
284 message = QString().vsprintf(format, args);
285 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
286 };
287
288 m_threadContext.userData = this;
289
290 m_audioThread->setObjectName("Audio Thread");
291 m_audioThread->start(QThread::TimeCriticalPriority);
292 m_audioProcessor->moveToThread(m_audioThread);
293 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
294 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
295 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
296 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
297}
298
299GameController::~GameController() {
300 disconnect();
301 closeGame();
302 m_audioThread->quit();
303 m_audioThread->wait();
304 clearMultiplayerController();
305 delete m_backupLoadState;
306}
307
308void GameController::setMultiplayerController(MultiplayerController* controller) {
309 if (controller == m_multiplayer) {
310 return;
311 }
312 clearMultiplayerController();
313 m_multiplayer = controller;
314 if (isLoaded()) {
315 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
316 GameController* controller = static_cast<GameController*>(thread->userData);
317 controller->m_multiplayer->attachGame(controller);
318 });
319 }
320}
321
322void GameController::clearMultiplayerController() {
323 if (!m_multiplayer) {
324 return;
325 }
326 m_multiplayer->detachGame(this);
327 m_multiplayer = nullptr;
328}
329
330void GameController::setOverride(Override* override) {
331 m_override = override;
332 if (isLoaded()) {
333 Interrupter interrupter(this);
334 m_override->identify(m_threadContext.core);
335 }
336}
337
338void GameController::clearOverride() {
339 delete m_override;
340 m_override = nullptr;
341}
342
343void GameController::setConfig(const mCoreConfig* config) {
344 m_config = config;
345 if (isLoaded()) {
346 Interrupter interrupter(this);
347 mCoreLoadForeignConfig(m_threadContext.core, config);
348 m_audioProcessor->setInput(&m_threadContext);
349 }
350}
351
352#ifdef USE_GDB_STUB
353mDebugger* GameController::debugger() {
354 if (!isLoaded()) {
355 return nullptr;
356 }
357 return m_threadContext.core->debugger;
358}
359
360void GameController::setDebugger(mDebugger* debugger) {
361 Interrupter interrupter(this);
362 if (debugger) {
363 mDebuggerAttach(debugger, m_threadContext.core);
364 } else {
365 m_threadContext.core->detachDebugger(m_threadContext.core);
366 }
367}
368#endif
369
370void GameController::loadGame(const QString& path) {
371 closeGame();
372 QFileInfo info(path);
373 if (!info.isReadable()) {
374 QString fname = info.fileName();
375 QString base = info.path();
376 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
377 base.chop(1);
378 }
379 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
380 if (dir) {
381 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
382 if (vf) {
383 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
384 uint8_t buffer[2048];
385 ssize_t read;
386 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
387 vfclone->write(vfclone, buffer, read);
388 }
389 vf->close(vf);
390 vf = vfclone;
391 }
392 dir->close(dir);
393 loadGame(vf, fname, base);
394 } else {
395 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
396 }
397 return;
398 } else {
399 m_fname = info.canonicalFilePath();
400 m_fsub = QString();
401 }
402 m_vf = nullptr;
403 openGame();
404}
405
406void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
407 closeGame();
408 QFileInfo info(base);
409 if (info.isDir()) {
410 m_fname = base + QDir::separator() + path;
411 m_fsub = QString();
412 } else {
413 m_fname = base;
414 m_fsub = path;
415 }
416 m_vf = vf;
417 openGame();
418}
419
420void GameController::bootBIOS() {
421 closeGame();
422 m_fname = QString();
423 openGame(true);
424}
425
426void GameController::openGame(bool biosOnly) {
427 if (m_fname.isEmpty()) {
428 biosOnly = true;
429 }
430 if (isLoaded()) {
431 // We need to delay if the game is still cleaning up
432 QTimer::singleShot(10, this, SLOT(openGame()));
433 return;
434 } else if(m_gameOpen) {
435 cleanGame();
436 }
437
438 m_threadContext.core = nullptr;
439 if (!biosOnly) {
440 if (m_vf) {
441 m_threadContext.core = mCoreFindVF(m_vf);
442 } else {
443 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
444 }
445#ifdef M_CORE_GBA
446 } else {
447 m_threadContext.core = GBACoreCreate();
448#endif
449 }
450
451 if (!m_threadContext.core) {
452 return;
453 }
454
455 m_pauseAfterFrame = false;
456
457 if (m_turbo) {
458 m_threadContext.sync.videoFrameWait = false;
459 m_threadContext.sync.audioWait = false;
460 } else {
461 m_threadContext.sync.videoFrameWait = m_videoSync;
462 m_threadContext.sync.audioWait = m_audioSync;
463 }
464 m_threadContext.core->init(m_threadContext.core);
465 mCoreInitConfig(m_threadContext.core, nullptr);
466
467 unsigned width, height;
468 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
469 m_drawContext = new uint32_t[width * height];
470 m_frontBuffer = new uint32_t[width * height];
471
472 if (m_config) {
473 mCoreLoadForeignConfig(m_threadContext.core, m_config);
474 }
475
476 QByteArray bytes;
477 if (!biosOnly) {
478 bytes = m_fname.toUtf8();
479 if (m_vf) {
480 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
481 } else {
482 mCoreLoadFile(m_threadContext.core, bytes.constData());
483 mDirectorySetDetachBase(&m_threadContext.core->dirs);
484 }
485 } else {
486 bytes = m_bios.toUtf8();
487 }
488 if (bytes.isNull()) {
489 return;
490 }
491
492 char dirname[PATH_MAX];
493 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
494 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
495
496 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
497
498 m_inputController->recalibrateAxes();
499 memset(m_drawContext, 0xF8, width * height * 4);
500
501 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
502
503 if (!biosOnly) {
504 mCoreAutoloadSave(m_threadContext.core);
505 if (!m_patch.isNull()) {
506 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
507 if (patch) {
508 m_threadContext.core->loadPatch(m_threadContext.core, patch);
509 }
510 patch->close(patch);
511 } else {
512 mCoreAutoloadPatch(m_threadContext.core);
513 }
514 }
515 m_vf = nullptr;
516
517 if (!mCoreThreadStart(&m_threadContext)) {
518 emit gameFailed();
519 }
520}
521
522void GameController::loadBIOS(int platform, const QString& path) {
523 if (m_bios == path) {
524 return;
525 }
526 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
527 closeGame();
528 m_bios = path;
529 openGame();
530 } else if (!m_gameOpen || m_bios.isNull()) {
531 m_bios = path;
532 }
533}
534
535void GameController::loadSave(const QString& path, bool temporary) {
536 if (!isLoaded()) {
537 return;
538 }
539 m_resetActions.append([this, path, temporary]() {
540 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
541 if (!vf) {
542 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
543 return;
544 }
545
546 if (temporary) {
547 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
548 } else {
549 m_threadContext.core->loadSave(m_threadContext.core, vf);
550 }
551 });
552 reset();
553}
554
555void GameController::yankPak() {
556 if (!m_gameOpen) {
557 return;
558 }
559 Interrupter interrupter(this);
560 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
561}
562
563void GameController::replaceGame(const QString& path) {
564 if (!m_gameOpen) {
565 return;
566 }
567
568 QFileInfo info(path);
569 if (!info.isReadable()) {
570 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
571 return;
572 }
573 m_fname = info.canonicalFilePath();
574 Interrupter interrupter(this);
575 mDirectorySetDetachBase(&m_threadContext.core->dirs);
576 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
577}
578
579void GameController::loadPatch(const QString& path) {
580 if (m_gameOpen) {
581 closeGame();
582 m_patch = path;
583 openGame();
584 } else {
585 m_patch = path;
586 }
587}
588
589void GameController::importSharkport(const QString& path) {
590 if (!isLoaded()) {
591 return;
592 }
593#ifdef M_CORE_GBA
594 if (platform() != PLATFORM_GBA) {
595 return;
596 }
597 VFile* vf = VFileDevice::open(path, O_RDONLY);
598 if (!vf) {
599 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
600 return;
601 }
602 threadInterrupt();
603 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
604 threadContinue();
605 vf->close(vf);
606#endif
607}
608
609void GameController::exportSharkport(const QString& path) {
610 if (!isLoaded()) {
611 return;
612 }
613#ifdef M_CORE_GBA
614 if (platform() != PLATFORM_GBA) {
615 return;
616 }
617 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
618 if (!vf) {
619 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
620 return;
621 }
622 threadInterrupt();
623 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
624 threadContinue();
625 vf->close(vf);
626#endif
627}
628
629void GameController::closeGame() {
630 if (!m_gameOpen) {
631 return;
632 }
633
634 if (mCoreThreadIsPaused(&m_threadContext)) {
635 mCoreThreadUnpause(&m_threadContext);
636 }
637 mCoreThreadEnd(&m_threadContext);
638}
639
640void GameController::cleanGame() {
641 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
642 return;
643 }
644 mCoreThreadJoin(&m_threadContext);
645
646 if (m_tileCache) {
647 mTileCacheDeinit(m_tileCache.get());
648 m_tileCache.reset();
649 }
650
651 delete[] m_drawContext;
652 delete[] m_frontBuffer;
653
654 m_threadContext.core->deinit(m_threadContext.core);
655 m_gameOpen = false;
656}
657
658void GameController::crashGame(const QString& crashMessage) {
659 closeGame();
660 emit gameCrashed(crashMessage);
661}
662
663bool GameController::isPaused() {
664 if (!m_gameOpen) {
665 return false;
666 }
667 return mCoreThreadIsPaused(&m_threadContext);
668}
669
670mPlatform GameController::platform() const {
671 if (!m_gameOpen) {
672 return PLATFORM_NONE;
673 }
674 return m_threadContext.core->platform(m_threadContext.core);
675}
676
677QSize GameController::screenDimensions() const {
678 if (!m_gameOpen) {
679 return QSize();
680 }
681 unsigned width, height;
682 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
683
684 return QSize(width, height);
685}
686
687void GameController::setPaused(bool paused) {
688 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
689 return;
690 }
691 m_wasPaused = paused;
692 if (paused) {
693 m_pauseAfterFrame.testAndSetRelaxed(false, true);
694 } else {
695 mCoreThreadUnpause(&m_threadContext);
696 startAudio();
697 emit gameUnpaused(&m_threadContext);
698 }
699}
700
701void GameController::reset() {
702 if (!m_gameOpen) {
703 return;
704 }
705 bool wasPaused = isPaused();
706 setPaused(false);
707 Interrupter interrupter(this);
708 mCoreThreadReset(&m_threadContext);
709 if (wasPaused) {
710 setPaused(true);
711 }
712}
713
714void GameController::threadInterrupt() {
715 if (m_gameOpen) {
716 mCoreThreadInterrupt(&m_threadContext);
717 }
718}
719
720void GameController::threadContinue() {
721 if (m_gameOpen) {
722 mCoreThreadContinue(&m_threadContext);
723 }
724}
725
726void GameController::frameAdvance() {
727 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
728 setPaused(false);
729 }
730}
731
732void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
733 if (m_gameOpen) {
734 Interrupter interrupter(this);
735 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
736 mCoreRewindContextDeinit(&m_threadContext.rewind);
737 }
738 m_threadContext.core->opts.rewindEnable = enable;
739 m_threadContext.core->opts.rewindBufferCapacity = capacity;
740 m_threadContext.core->opts.rewindSave = rewindSave;
741 if (enable && capacity > 0) {
742 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
743 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
744 }
745 }
746}
747
748void GameController::rewind(int states) {
749 threadInterrupt();
750 if (!states) {
751 states = INT_MAX;
752 }
753 for (int i = 0; i < states; ++i) {
754 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
755 break;
756 }
757 }
758 threadContinue();
759 emit frameAvailable(m_drawContext);
760 emit rewound(&m_threadContext);
761}
762
763void GameController::startRewinding() {
764 if (!isLoaded()) {
765 return;
766 }
767 if (!m_threadContext.core->opts.rewindEnable) {
768 return;
769 }
770 if (m_multiplayer && m_multiplayer->attached() > 1) {
771 return;
772 }
773 if (m_wasPaused) {
774 setPaused(false);
775 m_wasPaused = true;
776 }
777 mCoreThreadSetRewinding(&m_threadContext, true);
778}
779
780void GameController::stopRewinding() {
781 if (!isLoaded()) {
782 return;
783 }
784 mCoreThreadSetRewinding(&m_threadContext, false);
785 bool signalsBlocked = blockSignals(true);
786 setPaused(m_wasPaused);
787 blockSignals(signalsBlocked);
788}
789
790void GameController::keyPressed(int key) {
791 int mappedKey = 1 << key;
792 m_activeKeys |= mappedKey;
793 if (!m_inputController->allowOpposing()) {
794 if ((m_activeKeys & 0x30) == 0x30) {
795 m_inactiveKeys |= mappedKey ^ 0x30;
796 m_activeKeys ^= mappedKey ^ 0x30;
797 }
798 if ((m_activeKeys & 0xC0) == 0xC0) {
799 m_inactiveKeys |= mappedKey ^ 0xC0;
800 m_activeKeys ^= mappedKey ^ 0xC0;
801 }
802 }
803 updateKeys();
804}
805
806void GameController::keyReleased(int key) {
807 int mappedKey = 1 << key;
808 m_activeKeys &= ~mappedKey;
809 if (!m_inputController->allowOpposing()) {
810 if (mappedKey & 0x30) {
811 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
812 m_inactiveKeys &= ~0x30;
813 }
814 if (mappedKey & 0xC0) {
815 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
816 m_inactiveKeys &= ~0xC0;
817 }
818 }
819 updateKeys();
820}
821
822void GameController::clearKeys() {
823 m_activeKeys = 0;
824 m_inactiveKeys = 0;
825 updateKeys();
826}
827
828void GameController::setAutofire(int key, bool enable) {
829 if (key >= GBA_KEY_MAX || key < 0) {
830 return;
831 }
832
833 if (!enable && m_autofireStatus[key]) {
834 keyReleased(key);
835 }
836
837 m_autofire[key] = enable;
838 m_autofireStatus[key] = 0;
839}
840
841void GameController::setAudioBufferSamples(int samples) {
842 if (m_audioProcessor) {
843 threadInterrupt();
844 redoSamples(samples);
845 threadContinue();
846 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
847 }
848}
849
850void GameController::setAudioSampleRate(unsigned rate) {
851 if (!rate) {
852 return;
853 }
854 if (m_audioProcessor) {
855 threadInterrupt();
856 redoSamples(m_audioProcessor->getBufferSamples());
857 threadContinue();
858 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
859 }
860}
861
862void GameController::setAudioChannelEnabled(int channel, bool enable) {
863 if (channel > 5 || channel < 0) {
864 return;
865 }
866#ifdef M_CORE_GBA
867 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
868#endif
869#ifdef M_CORE_GB
870 GB* gb = static_cast<GB*>(m_threadContext.core->board);
871#endif
872 m_audioChannels[channel] = enable;
873 if (isLoaded()) {
874 switch (channel) {
875 case 0:
876 case 1:
877 case 2:
878 case 3:
879 switch (m_threadContext.core->platform(m_threadContext.core)) {
880#ifdef M_CORE_GBA
881 case PLATFORM_GBA:
882 gba->audio.psg.forceDisableCh[channel] = !enable;
883 break;
884#endif
885#ifdef M_CORE_GB
886 case PLATFORM_GB:
887 gb->audio.forceDisableCh[channel] = !enable;
888 break;
889#endif
890 default:
891 break;
892 }
893 break;
894#ifdef M_CORE_GBA
895 case 4:
896 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
897 gba->audio.forceDisableChA = !enable;
898 }
899 break;
900 case 5:
901 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
902 gba->audio.forceDisableChB = !enable;
903 }
904 break;
905#endif
906 }
907 }
908}
909
910void GameController::startAudio() {
911 bool started = false;
912 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
913 if (!started) {
914 LOG(QT, ERROR) << tr("Failed to start audio processor");
915 // Don't freeze!
916 m_audioSync = false;
917 m_videoSync = true;
918 m_threadContext.sync.audioWait = false;
919 m_threadContext.sync.videoFrameWait = true;
920 }
921}
922
923void GameController::setVideoLayerEnabled(int layer, bool enable) {
924 if (layer > 4 || layer < 0) {
925 return;
926 }
927 m_videoLayers[layer] = enable;
928#ifdef M_CORE_GBA
929 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
930 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
931 switch (layer) {
932 case 0:
933 case 1:
934 case 2:
935 case 3:
936 gba->video.renderer->disableBG[layer] = !enable;
937 break;
938 case 4:
939 gba->video.renderer->disableOBJ = !enable;
940 break;
941 }
942 }
943#endif
944}
945
946void GameController::setFPSTarget(float fps) {
947 Interrupter interrupter(this);
948 m_fpsTarget = fps;
949 m_threadContext.sync.fpsTarget = fps;
950 if (m_turbo && m_turboSpeed > 0) {
951 m_threadContext.sync.fpsTarget *= m_turboSpeed;
952 }
953 if (m_audioProcessor) {
954 redoSamples(m_audioProcessor->getBufferSamples());
955 }
956}
957
958void GameController::setUseBIOS(bool use) {
959 if (use == m_useBios) {
960 return;
961 }
962 m_useBios = use;
963 if (m_gameOpen) {
964 closeGame();
965 openGame();
966 }
967}
968
969void GameController::loadState(int slot) {
970 if (m_fname.isEmpty()) {
971 // We're in the BIOS
972 return;
973 }
974 if (slot > 0 && slot != m_stateSlot) {
975 m_stateSlot = slot;
976 m_backupSaveState.clear();
977 }
978 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
979 GameController* controller = static_cast<GameController*>(context->userData);
980 if (!controller->m_backupLoadState) {
981 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
982 }
983 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
984 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
985 controller->frameAvailable(controller->m_drawContext);
986 controller->stateLoaded(context);
987 }
988 });
989}
990
991void GameController::saveState(int slot) {
992 if (m_fname.isEmpty()) {
993 // We're in the BIOS
994 return;
995 }
996 if (slot > 0) {
997 m_stateSlot = slot;
998 }
999 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1000 GameController* controller = static_cast<GameController*>(context->userData);
1001 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
1002 if (vf) {
1003 controller->m_backupSaveState.resize(vf->size(vf));
1004 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
1005 vf->close(vf);
1006 }
1007 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
1008 });
1009}
1010
1011void GameController::loadBackupState() {
1012 if (!m_backupLoadState) {
1013 return;
1014 }
1015
1016 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1017 GameController* controller = static_cast<GameController*>(context->userData);
1018 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
1019 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
1020 mLOG(STATUS, INFO, "Undid state load");
1021 controller->frameAvailable(controller->m_drawContext);
1022 controller->stateLoaded(context);
1023 }
1024 controller->m_backupLoadState->close(controller->m_backupLoadState);
1025 controller->m_backupLoadState = nullptr;
1026 });
1027}
1028
1029void GameController::saveBackupState() {
1030 if (m_backupSaveState.isEmpty()) {
1031 return;
1032 }
1033
1034 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1035 GameController* controller = static_cast<GameController*>(context->userData);
1036 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
1037 if (vf) {
1038 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
1039 vf->close(vf);
1040 mLOG(STATUS, INFO, "Undid state save");
1041 }
1042 controller->m_backupSaveState.clear();
1043 });
1044}
1045
1046void GameController::setTurbo(bool set, bool forced) {
1047 if (m_turboForced && !forced) {
1048 return;
1049 }
1050 if (m_turbo == set && m_turboForced == (set && forced)) {
1051 // Don't interrupt the thread if we don't need to
1052 return;
1053 }
1054 if (!m_sync) {
1055 return;
1056 }
1057 m_turbo = set;
1058 m_turboForced = set && forced;
1059 enableTurbo();
1060}
1061
1062void GameController::setTurboSpeed(float ratio) {
1063 m_turboSpeed = ratio;
1064 enableTurbo();
1065}
1066
1067void GameController::enableTurbo() {
1068 Interrupter interrupter(this);
1069 bool shouldRedoSamples = false;
1070 if (!m_turbo) {
1071 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1072 m_threadContext.sync.fpsTarget = m_fpsTarget;
1073 m_threadContext.sync.audioWait = m_audioSync;
1074 m_threadContext.sync.videoFrameWait = m_videoSync;
1075 } else if (m_turboSpeed <= 0) {
1076 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1077 m_threadContext.sync.fpsTarget = m_fpsTarget;
1078 m_threadContext.sync.audioWait = false;
1079 m_threadContext.sync.videoFrameWait = false;
1080 } else {
1081 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1082 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1083 m_threadContext.sync.audioWait = true;
1084 m_threadContext.sync.videoFrameWait = false;
1085 }
1086 if (m_audioProcessor && shouldRedoSamples) {
1087 redoSamples(m_audioProcessor->getBufferSamples());
1088 }
1089}
1090
1091void GameController::setSync(bool enable) {
1092 m_turbo = false;
1093 m_turboForced = false;
1094 if (!enable) {
1095 m_threadContext.sync.audioWait = false;
1096 m_threadContext.sync.videoFrameWait = false;
1097 } else {
1098 m_threadContext.sync.audioWait = m_audioSync;
1099 m_threadContext.sync.videoFrameWait = m_videoSync;
1100 }
1101 m_sync = enable;
1102}
1103void GameController::setAVStream(mAVStream* stream) {
1104 Interrupter interrupter(this);
1105 m_stream = stream;
1106 if (isLoaded()) {
1107 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1108 }
1109}
1110
1111void GameController::clearAVStream() {
1112 Interrupter interrupter(this);
1113 m_stream = nullptr;
1114 if (isLoaded()) {
1115 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1116 }
1117}
1118
1119#ifdef USE_PNG
1120void GameController::screenshot() {
1121 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1122 mCoreTakeScreenshot(context->core);
1123 });
1124}
1125#endif
1126
1127void GameController::reloadAudioDriver() {
1128 int samples = 0;
1129 unsigned sampleRate = 0;
1130 if (m_audioProcessor) {
1131 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
1132 samples = m_audioProcessor->getBufferSamples();
1133 sampleRate = m_audioProcessor->sampleRate();
1134 delete m_audioProcessor;
1135 }
1136 m_audioProcessor = AudioProcessor::create();
1137 if (samples) {
1138 m_audioProcessor->setBufferSamples(samples);
1139 }
1140 if (sampleRate) {
1141 m_audioProcessor->requestSampleRate(sampleRate);
1142 }
1143 m_audioProcessor->moveToThread(m_audioThread);
1144 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1145 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1146 if (isLoaded()) {
1147 m_audioProcessor->setInput(&m_threadContext);
1148 startAudio();
1149 }
1150}
1151
1152void GameController::setSaveStateExtdata(int flags) {
1153 m_saveStateFlags = flags;
1154}
1155
1156void GameController::setLoadStateExtdata(int flags) {
1157 m_loadStateFlags = flags;
1158}
1159
1160void GameController::setLuminanceValue(uint8_t value) {
1161 m_luxValue = value;
1162 value = std::max<int>(value - 0x16, 0);
1163 m_luxLevel = 10;
1164 for (int i = 0; i < 10; ++i) {
1165 if (value < GBA_LUX_LEVELS[i]) {
1166 m_luxLevel = i;
1167 break;
1168 }
1169 }
1170 emit luminanceValueChanged(m_luxValue);
1171}
1172
1173void GameController::setLuminanceLevel(int level) {
1174 int value = 0x16;
1175 level = std::max(0, std::min(10, level));
1176 if (level > 0) {
1177 value += GBA_LUX_LEVELS[level - 1];
1178 }
1179 setLuminanceValue(value);
1180}
1181
1182void GameController::setRealTime() {
1183 if (!isLoaded()) {
1184 return;
1185 }
1186 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1187}
1188
1189void GameController::setFixedTime(const QDateTime& time) {
1190 if (!isLoaded()) {
1191 return;
1192 }
1193 m_threadContext.core->rtc.override = RTC_FIXED;
1194 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1195}
1196
1197void GameController::setFakeEpoch(const QDateTime& time) {
1198 if (!isLoaded()) {
1199 return;
1200 }
1201 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1202 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1203}
1204
1205void GameController::updateKeys() {
1206 int activeKeys = m_activeKeys;
1207 activeKeys |= m_activeButtons;
1208 activeKeys &= ~m_inactiveKeys;
1209 if (isLoaded()) {
1210 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1211 }
1212}
1213
1214void GameController::redoSamples(int samples) {
1215 if (m_threadContext.core) {
1216 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1217 }
1218 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1219}
1220
1221void GameController::setLogLevel(int levels) {
1222 Interrupter interrupter(this);
1223 m_logLevels = levels;
1224}
1225
1226void GameController::enableLogLevel(int levels) {
1227 Interrupter interrupter(this);
1228 m_logLevels |= levels;
1229}
1230
1231void GameController::disableLogLevel(int levels) {
1232 Interrupter interrupter(this);
1233 m_logLevels &= ~levels;
1234}
1235
1236void GameController::pollEvents() {
1237 if (!m_inputController) {
1238 return;
1239 }
1240
1241 m_activeButtons = m_inputController->pollEvents();
1242 updateKeys();
1243}
1244
1245void GameController::updateAutofire() {
1246 // TODO: Move all key events onto the CPU thread...somehow
1247 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1248 if (!m_autofire[k]) {
1249 continue;
1250 }
1251 m_autofireStatus[k] ^= 1;
1252 if (m_autofireStatus[k]) {
1253 keyPressed(k);
1254 } else {
1255 keyReleased(k);
1256 }
1257 }
1258}
1259
1260std::shared_ptr<mTileCache> GameController::tileCache() {
1261 if (m_tileCache) {
1262 return m_tileCache;
1263 }
1264 switch (platform()) {
1265#ifdef M_CORE_GBA
1266 case PLATFORM_GBA: {
1267 Interrupter interrupter(this);
1268 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1269 m_tileCache = std::make_shared<mTileCache>();
1270 GBAVideoTileCacheInit(m_tileCache.get());
1271 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1272 mTileCacheSetPalette(m_tileCache.get(), 0);
1273 break;
1274 }
1275#endif
1276#ifdef M_CORE_GB
1277 case PLATFORM_GB: {
1278 Interrupter interrupter(this);
1279 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1280 m_tileCache = std::make_shared<mTileCache>();
1281 GBVideoTileCacheInit(m_tileCache.get());
1282 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1283 mTileCacheSetPalette(m_tileCache.get(), 0);
1284 break;
1285 }
1286#endif
1287 default:
1288 return nullptr;
1289 }
1290 return m_tileCache;
1291}
1292
1293GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1294 : m_parent(parent)
1295 , m_fromThread(fromThread)
1296{
1297 if (!m_fromThread) {
1298 m_parent->threadInterrupt();
1299 } else {
1300 mCoreThreadInterruptFromThread(m_parent->thread());
1301 }
1302}
1303
1304GameController::Interrupter::~Interrupter() {
1305 if (!m_fromThread) {
1306 m_parent->threadContinue();
1307 } else {
1308 mCoreThreadContinue(m_parent->thread());
1309 }
1310}