all repos — mgba @ be42f298dafae88507564533c7d622eda70caea8

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 <QDateTime>
  15#include <QThread>
  16
  17#include <ctime>
  18
  19extern "C" {
  20#include "gba/audio.h"
  21#include "gba/context/config.h"
  22#include "gba/context/directories.h"
  23#include "gba/gba.h"
  24#include "gba/serialize.h"
  25#include "gba/sharkport.h"
  26#include "gba/renderers/video-software.h"
  27#include "util/vfs.h"
  28}
  29
  30using namespace QGBA;
  31using namespace std;
  32
  33GameController::GameController(QObject* parent)
  34	: QObject(parent)
  35	, m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
  36	, m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
  37	, m_threadContext()
  38	, m_activeKeys(0)
  39	, m_inactiveKeys(0)
  40	, m_logLevels(0)
  41	, m_gameOpen(false)
  42	, m_audioThread(new QThread(this))
  43	, m_audioProcessor(AudioProcessor::create())
  44	, m_pauseAfterFrame(false)
  45	, m_videoSync(VIDEO_SYNC)
  46	, m_audioSync(AUDIO_SYNC)
  47	, m_fpsTarget(-1)
  48	, m_turbo(false)
  49	, m_turboForced(false)
  50	, m_turboSpeed(-1)
  51	, m_wasPaused(false)
  52	, m_audioChannels{ true, true, true, true, true, true }
  53	, m_videoLayers{ true, true, true, true, true }
  54	, m_autofire{}
  55	, m_autofireStatus{}
  56	, m_inputController(nullptr)
  57	, m_multiplayer(nullptr)
  58	, m_stateSlot(1)
  59	, m_backupLoadState(nullptr)
  60	, m_backupSaveState(nullptr)
  61	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  62	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  63{
  64	m_renderer = new GBAVideoSoftwareRenderer;
  65	GBAVideoSoftwareRendererCreate(m_renderer);
  66	m_renderer->outputBuffer = (color_t*) m_drawContext;
  67	m_renderer->outputBufferStride = VIDEO_HORIZONTAL_PIXELS;
  68
  69	GBACheatDeviceCreate(&m_cheatDevice);
  70
  71	m_threadContext.state = THREAD_INITIALIZED;
  72	m_threadContext.debugger = 0;
  73	m_threadContext.frameskip = 0;
  74	m_threadContext.bios = 0;
  75	m_threadContext.renderer = &m_renderer->d;
  76	m_threadContext.userData = this;
  77	m_threadContext.rewindBufferCapacity = 0;
  78	m_threadContext.cheats = &m_cheatDevice;
  79	m_threadContext.logLevel = GBA_LOG_ALL;
  80	GBADirectorySetInit(&m_threadContext.dirs);
  81
  82	m_lux.p = this;
  83	m_lux.sample = [](GBALuminanceSource* context) {
  84		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  85		lux->value = 0xFF - lux->p->m_luxValue;
  86	};
  87
  88	m_lux.readLuminance = [](GBALuminanceSource* context) {
  89		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  90		return lux->value;
  91	};
  92	setLuminanceLevel(0);
  93
  94	m_threadContext.startCallback = [](GBAThread* context) {
  95		GameController* controller = static_cast<GameController*>(context->userData);
  96		if (controller->m_audioProcessor) {
  97			controller->m_audioProcessor->setInput(context);
  98		}
  99		context->gba->luminanceSource = &controller->m_lux;
 100		GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
 101		context->gba->rtcSource = &controller->m_rtc.d;
 102		context->gba->rumble = controller->m_inputController->rumble();
 103		context->gba->rotationSource = controller->m_inputController->rotationSource();
 104		context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 105		context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 106		context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 107		context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 108		context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 109		context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 110		context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 111		context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 112		context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 113		context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 114		context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 115		controller->m_fpsTarget = context->fpsTarget;
 116
 117		if (context->dirs.state && GBALoadState(context, context->dirs.state, 0, controller->m_loadStateFlags)) {
 118			GBADeleteState(context->gba, context->dirs.state, 0);
 119		}
 120		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
 121	};
 122
 123	m_threadContext.cleanCallback = [](GBAThread* context) {
 124		GameController* controller = static_cast<GameController*>(context->userData);
 125		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
 126	};
 127
 128	m_threadContext.frameCallback = [](GBAThread* context) {
 129		GameController* controller = static_cast<GameController*>(context->userData);
 130		memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
 131		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 132		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 133			GBAThreadPauseFromThread(context);
 134			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
 135		}
 136	};
 137
 138	m_threadContext.stopCallback = [](GBAThread* context) {
 139		if (!context) {
 140			return false;
 141		}
 142		GameController* controller = static_cast<GameController*>(context->userData);
 143		if (!GBASaveState(context, context->dirs.state, 0, controller->m_saveStateFlags)) {
 144			return false;
 145		}
 146		QMetaObject::invokeMethod(controller, "closeGame");
 147		return true;
 148	};
 149
 150	m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
 151		static const char* stubMessage = "Stub software interrupt: %02X";
 152		static const char* savestateMessage = "State %i loaded";
 153		static const char* savestateFailedMessage = "State %i failed to load";
 154		if (!context) {
 155			return;
 156		}
 157		GameController* controller = static_cast<GameController*>(context->userData);
 158		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
 159			va_list argc;
 160			va_copy(argc, args);
 161			int immediate = va_arg(argc, int);
 162			va_end(argc);
 163			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 164		} else if (level == GBA_LOG_STATUS) {
 165			// Slot 0 is reserved for suspend points
 166			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 167				va_list argc;
 168				va_copy(argc, args);
 169				int slot = va_arg(argc, int);
 170				va_end(argc);
 171				if (slot == 0) {
 172					format = "Loaded suspend state";
 173				}
 174			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 175				va_list argc;
 176				va_copy(argc, args);
 177				int slot = va_arg(argc, int);
 178				va_end(argc);
 179				if (slot == 0) {
 180					return;
 181				}
 182			}
 183		}
 184		if (level == GBA_LOG_FATAL) {
 185			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 186		} else if (!(controller->m_logLevels & level)) {
 187			return;
 188		}
 189		QString message(QString().vsprintf(format, args));
 190		if (level == GBA_LOG_STATUS) {
 191			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 192		}
 193		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
 194	};
 195
 196	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 197		GBARewind(&m_threadContext, 1);
 198		emit frameAvailable(m_drawContext);
 199		emit rewound(&m_threadContext);
 200	});
 201	m_rewindTimer.setInterval(100);
 202
 203	m_audioThread->setObjectName("Audio Thread");
 204	m_audioThread->start(QThread::TimeCriticalPriority);
 205	m_audioProcessor->moveToThread(m_audioThread);
 206	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 207	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 208	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 209	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 210	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 211}
 212
 213GameController::~GameController() {
 214	m_audioThread->quit();
 215	m_audioThread->wait();
 216	disconnect();
 217	clearMultiplayerController();
 218	closeGame();
 219	GBACheatDeviceDestroy(&m_cheatDevice);
 220	GBADirectorySetDeinit(&m_threadContext.dirs);
 221	delete m_renderer;
 222	delete[] m_drawContext;
 223	delete[] m_frontBuffer;
 224	delete m_backupLoadState;
 225}
 226
 227void GameController::setMultiplayerController(MultiplayerController* controller) {
 228	if (controller == m_multiplayer) {
 229		return;
 230	}
 231	clearMultiplayerController();
 232	m_multiplayer = controller;
 233	controller->attachGame(this);
 234}
 235
 236void GameController::clearMultiplayerController() {
 237	if (!m_multiplayer) {
 238		return;
 239	}
 240	m_multiplayer->detachGame(this);
 241	m_multiplayer = nullptr;
 242}
 243
 244void GameController::setOverride(const GBACartridgeOverride& override) {
 245	m_threadContext.override = override;
 246	m_threadContext.hasOverride = true;
 247}
 248
 249void GameController::setOptions(const GBAOptions* opts) {
 250	setFrameskip(opts->frameskip);
 251	setAudioSync(opts->audioSync);
 252	setVideoSync(opts->videoSync);
 253	setSkipBIOS(opts->skipBios);
 254	setUseBIOS(opts->useBios);
 255	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
 256	setVolume(opts->volume);
 257	setMute(opts->mute);
 258
 259	threadInterrupt();
 260	GBADirectorySetMapOptions(&m_threadContext.dirs, opts);
 261	m_threadContext.idleOptimization = opts->idleOptimization;
 262	threadContinue();
 263}
 264
 265#ifdef USE_GDB_STUB
 266ARMDebugger* GameController::debugger() {
 267	return m_threadContext.debugger;
 268}
 269
 270void GameController::setDebugger(ARMDebugger* debugger) {
 271	threadInterrupt();
 272	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 273		GBADetachDebugger(m_threadContext.gba);
 274	}
 275	m_threadContext.debugger = debugger;
 276	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
 277		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
 278	}
 279	threadContinue();
 280}
 281#endif
 282
 283void GameController::loadGame(const QString& path) {
 284	closeGame();
 285	QFile file(path);
 286	if (!file.open(QIODevice::ReadOnly)) {
 287		postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
 288		return;
 289	}
 290	file.close();
 291
 292	m_fname = path;
 293	openGame();
 294}
 295
 296void GameController::bootBIOS() {
 297	closeGame();
 298	m_fname = QString();
 299	openGame(true);
 300}
 301
 302void GameController::openGame(bool biosOnly) {
 303	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 304		return;
 305	}
 306
 307	m_gameOpen = true;
 308
 309	m_pauseAfterFrame = false;
 310
 311	if (m_turbo) {
 312		m_threadContext.sync.videoFrameWait = false;
 313		m_threadContext.sync.audioWait = false;
 314	} else {
 315		m_threadContext.sync.videoFrameWait = m_videoSync;
 316		m_threadContext.sync.audioWait = m_audioSync;
 317	}
 318
 319	m_threadContext.bootBios = biosOnly;
 320	if (biosOnly) {
 321		m_threadContext.fname = nullptr;
 322	} else {
 323		m_threadContext.fname = strdup(m_fname.toUtf8().constData());
 324		GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
 325	}
 326
 327	if (!m_bios.isNull() && m_useBios) {
 328		m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
 329	} else {
 330		m_threadContext.bios = nullptr;
 331	}
 332
 333	if (!m_patch.isNull()) {
 334		m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
 335	}
 336
 337	m_inputController->recalibrateAxes();
 338	memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4);
 339
 340	if (!GBAThreadStart(&m_threadContext)) {
 341		m_gameOpen = false;
 342		emit gameFailed();
 343	}
 344}
 345
 346void GameController::loadBIOS(const QString& path) {
 347	if (m_bios == path) {
 348		return;
 349	}
 350	m_bios = path;
 351	if (m_gameOpen) {
 352		closeGame();
 353		openGame();
 354	}
 355}
 356
 357void GameController::yankPak() {
 358	if (!m_gameOpen) {
 359		return;
 360	}
 361	threadInterrupt();
 362	GBAYankROM(m_threadContext.gba);
 363	threadContinue();
 364}
 365
 366void GameController::replaceGame(const QString& path) {
 367	if (!m_gameOpen) {
 368		return;
 369	}
 370
 371	m_fname = path;
 372	threadInterrupt();
 373	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
 374	GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
 375	threadContinue();
 376}
 377
 378void GameController::loadPatch(const QString& path) {
 379	if (m_gameOpen) {
 380		closeGame();
 381		m_patch = path;
 382		openGame();
 383	} else {
 384		m_patch = path;
 385	}
 386}
 387
 388void GameController::importSharkport(const QString& path) {
 389	if (!isLoaded()) {
 390		return;
 391	}
 392	VFile* vf = VFileDevice::open(path, O_RDONLY);
 393	if (!vf) {
 394		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
 395		return;
 396	}
 397	threadInterrupt();
 398	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
 399	threadContinue();
 400	vf->close(vf);
 401}
 402
 403void GameController::exportSharkport(const QString& path) {
 404	if (!isLoaded()) {
 405		return;
 406	}
 407	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 408	if (!vf) {
 409		postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
 410		return;
 411	}
 412	threadInterrupt();
 413	GBASavedataExportSharkPort(m_threadContext.gba, vf);
 414	threadContinue();
 415	vf->close(vf);
 416}
 417
 418void GameController::closeGame() {
 419	if (!m_gameOpen) {
 420		return;
 421	}
 422	m_rewindTimer.stop();
 423	if (GBAThreadIsPaused(&m_threadContext)) {
 424		GBAThreadUnpause(&m_threadContext);
 425	}
 426	m_audioProcessor->pause();
 427	GBAThreadEnd(&m_threadContext);
 428	GBAThreadJoin(&m_threadContext);
 429	if (m_threadContext.fname) {
 430		free(const_cast<char*>(m_threadContext.fname));
 431		m_threadContext.fname = nullptr;
 432	}
 433
 434	m_patch = QString();
 435
 436	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
 437		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
 438		GBACheatSetDeinit(set);
 439		delete set;
 440	}
 441	GBACheatSetsClear(&m_cheatDevice.cheats);
 442
 443	m_gameOpen = false;
 444	emit gameStopped(&m_threadContext);
 445}
 446
 447void GameController::crashGame(const QString& crashMessage) {
 448	closeGame();
 449	emit gameCrashed(crashMessage);
 450	emit gameStopped(&m_threadContext);
 451}
 452
 453bool GameController::isPaused() {
 454	if (!m_gameOpen) {
 455		return false;
 456	}
 457	return GBAThreadIsPaused(&m_threadContext);
 458}
 459
 460void GameController::setPaused(bool paused) {
 461	if (!isLoaded() || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
 462		return;
 463	}
 464	if (paused) {
 465		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 466	} else {
 467		GBAThreadUnpause(&m_threadContext);
 468		emit gameUnpaused(&m_threadContext);
 469	}
 470}
 471
 472void GameController::reset() {
 473	if (!m_gameOpen) {
 474		return;
 475	}
 476	bool wasPaused = isPaused();
 477	setPaused(false);
 478	GBAThreadReset(&m_threadContext);
 479	if (wasPaused) {
 480		setPaused(true);
 481	}
 482}
 483
 484void GameController::threadInterrupt() {
 485	if (m_gameOpen) {
 486		GBAThreadInterrupt(&m_threadContext);
 487	}
 488}
 489
 490void GameController::threadContinue() {
 491	if (m_gameOpen) {
 492		GBAThreadContinue(&m_threadContext);
 493	}
 494}
 495
 496void GameController::frameAdvance() {
 497	if (m_rewindTimer.isActive()) {
 498		return;
 499	}
 500	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 501		setPaused(false);
 502	}
 503}
 504
 505void GameController::setRewind(bool enable, int capacity, int interval) {
 506	if (m_gameOpen) {
 507		threadInterrupt();
 508		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
 509		threadContinue();
 510	} else {
 511		if (enable) {
 512			m_threadContext.rewindBufferInterval = interval;
 513			m_threadContext.rewindBufferCapacity = capacity;
 514		} else {
 515			m_threadContext.rewindBufferInterval = 0;
 516			m_threadContext.rewindBufferCapacity = 0;
 517		}
 518	}
 519}
 520
 521void GameController::rewind(int states) {
 522	threadInterrupt();
 523	if (!states) {
 524		GBARewindAll(&m_threadContext);
 525	} else {
 526		GBARewind(&m_threadContext, states);
 527	}
 528	threadContinue();
 529	emit frameAvailable(m_drawContext);
 530	emit rewound(&m_threadContext);
 531}
 532
 533void GameController::startRewinding() {
 534	if (!m_gameOpen || m_rewindTimer.isActive()) {
 535		return;
 536	}
 537	if (m_multiplayer && m_multiplayer->attached() > 1) {
 538		return;
 539	}
 540	m_wasPaused = isPaused();
 541	if (!GBAThreadIsPaused(&m_threadContext)) {
 542		GBAThreadPause(&m_threadContext);
 543	}
 544	m_rewindTimer.start();
 545}
 546
 547void GameController::stopRewinding() {
 548	if (!m_rewindTimer.isActive()) {
 549		return;
 550	}
 551	m_rewindTimer.stop();
 552	bool signalsBlocked = blockSignals(true);
 553	setPaused(m_wasPaused);
 554	blockSignals(signalsBlocked);
 555}
 556
 557void GameController::keyPressed(int key) {
 558	int mappedKey = 1 << key;
 559	m_activeKeys |= mappedKey;
 560	if (!m_inputController->allowOpposing()) {
 561		if ((m_activeKeys & 0x30) == 0x30) {
 562			m_inactiveKeys |= mappedKey ^ 0x30;
 563			m_activeKeys ^= mappedKey ^ 0x30;
 564		}
 565		if ((m_activeKeys & 0xC0) == 0xC0) {
 566			m_inactiveKeys |= mappedKey ^ 0xC0;
 567			m_activeKeys ^= mappedKey ^ 0xC0;
 568		}
 569	}
 570	updateKeys();
 571}
 572
 573void GameController::keyReleased(int key) {
 574	int mappedKey = 1 << key;
 575	m_activeKeys &= ~mappedKey;
 576	if (!m_inputController->allowOpposing()) {
 577		if (mappedKey & 0x30) {
 578			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 579			m_inactiveKeys &= ~0x30;
 580		}
 581		if (mappedKey & 0xC0) {
 582			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 583			m_inactiveKeys &= ~0xC0;
 584		}
 585	}
 586	updateKeys();
 587}
 588
 589void GameController::clearKeys() {
 590	m_activeKeys = 0;
 591	m_inactiveKeys = 0;
 592	updateKeys();
 593}
 594
 595void GameController::setAutofire(int key, bool enable) {
 596	if (key >= GBA_KEY_MAX || key < 0) {
 597		return;
 598	}
 599	m_autofire[key] = enable;
 600	m_autofireStatus[key] = 0;
 601}
 602
 603void GameController::setAudioBufferSamples(int samples) {
 604	if (m_audioProcessor) {
 605		threadInterrupt();
 606		redoSamples(samples);
 607		threadContinue();
 608		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 609	}
 610}
 611
 612void GameController::setAudioSampleRate(unsigned rate) {
 613	if (!rate) {
 614		return;
 615	}
 616	if (m_audioProcessor) {
 617		threadInterrupt();
 618		redoSamples(m_audioProcessor->getBufferSamples());
 619		threadContinue();
 620		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 621	}
 622}
 623
 624void GameController::setAudioChannelEnabled(int channel, bool enable) {
 625	if (channel > 5 || channel < 0) {
 626		return;
 627	}
 628	m_audioChannels[channel] = enable;
 629	if (isLoaded()) {
 630		switch (channel) {
 631		case 0:
 632		case 1:
 633		case 2:
 634		case 3:
 635			m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
 636			break;
 637		case 4:
 638			m_threadContext.gba->audio.forceDisableChA = !enable;
 639			break;
 640		case 5:
 641			m_threadContext.gba->audio.forceDisableChB = !enable;
 642			break;
 643		}
 644	}
 645}
 646
 647void GameController::setVideoLayerEnabled(int layer, bool enable) {
 648	if (layer > 4 || layer < 0) {
 649		return;
 650	}
 651	m_videoLayers[layer] = enable;
 652	if (isLoaded()) {
 653		switch (layer) {
 654		case 0:
 655		case 1:
 656		case 2:
 657		case 3:
 658			m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
 659			break;
 660		case 4:
 661			m_threadContext.gba->video.renderer->disableOBJ = !enable;
 662			break;
 663		}
 664	}
 665}
 666
 667void GameController::setFPSTarget(float fps) {
 668	threadInterrupt();
 669	m_fpsTarget = fps;
 670	m_threadContext.fpsTarget = fps;
 671	if (m_turbo && m_turboSpeed > 0) {
 672		m_threadContext.fpsTarget *= m_turboSpeed;
 673	}
 674	if (m_audioProcessor) {
 675		redoSamples(m_audioProcessor->getBufferSamples());
 676	}
 677	threadContinue();
 678}
 679
 680void GameController::setSkipBIOS(bool set) {
 681	threadInterrupt();
 682	m_threadContext.skipBios = set;
 683	threadContinue();
 684}
 685
 686void GameController::setUseBIOS(bool use) {
 687	if (use == m_useBios) {
 688		return;
 689	}
 690	m_useBios = use;
 691	if (m_gameOpen) {
 692		closeGame();
 693		openGame();
 694	}
 695}
 696
 697void GameController::loadState(int slot) {
 698	if (!m_threadContext.fname) {
 699		// We're in the BIOS
 700		return;
 701	}
 702	if (slot > 0 && slot != m_stateSlot) {
 703		m_stateSlot = slot;
 704		m_backupSaveState.clear();
 705	}
 706	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 707		GameController* controller = static_cast<GameController*>(context->userData);
 708		if (!controller->m_backupLoadState) {
 709			controller->m_backupLoadState = new GBASerializedState;
 710		}
 711		GBASerialize(context->gba, controller->m_backupLoadState);
 712		if (GBALoadState(context, context->dirs.state, controller->m_stateSlot, controller->m_loadStateFlags)) {
 713			controller->frameAvailable(controller->m_drawContext);
 714			controller->stateLoaded(context);
 715		}
 716	});
 717}
 718
 719void GameController::saveState(int slot) {
 720	if (!m_threadContext.fname) {
 721		// We're in the BIOS
 722		return;
 723	}
 724	if (slot > 0) {
 725		m_stateSlot = slot;
 726	}
 727	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 728		GameController* controller = static_cast<GameController*>(context->userData);
 729		VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, false);
 730		if (vf) {
 731			controller->m_backupSaveState.resize(vf->size(vf));
 732			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 733			vf->close(vf);
 734		}
 735		GBASaveState(context, context->dirs.state, controller->m_stateSlot, controller->m_saveStateFlags);
 736	});
 737}
 738
 739void GameController::loadBackupState() {
 740	if (!m_backupLoadState) {
 741		return;
 742	}
 743
 744	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 745		GameController* controller = static_cast<GameController*>(context->userData);
 746		if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
 747			GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
 748			controller->frameAvailable(controller->m_drawContext);
 749			controller->stateLoaded(context);
 750		}
 751		delete controller->m_backupLoadState;
 752		controller->m_backupLoadState = nullptr;
 753	});
 754}
 755
 756void GameController::saveBackupState() {
 757	if (m_backupSaveState.isEmpty()) {
 758		return;
 759	}
 760
 761	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
 762		GameController* controller = static_cast<GameController*>(context->userData);
 763		VFile* vf = GBAGetState(context->gba, context->dirs.state, controller->m_stateSlot, true);
 764		if (vf) {
 765			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 766			vf->close(vf);
 767			GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
 768		}
 769		controller->m_backupSaveState.clear();
 770	});
 771}
 772
 773void GameController::setVideoSync(bool set) {
 774	m_videoSync = set;
 775	if (!m_turbo) {
 776		threadInterrupt();
 777		m_threadContext.sync.videoFrameWait = set;
 778		threadContinue();
 779	}
 780}
 781
 782void GameController::setAudioSync(bool set) {
 783	m_audioSync = set;
 784	if (!m_turbo) {
 785		threadInterrupt();
 786		m_threadContext.sync.audioWait = set;
 787		threadContinue();
 788	}
 789}
 790
 791void GameController::setFrameskip(int skip) {
 792	threadInterrupt();
 793	m_threadContext.frameskip = skip;
 794	if (isLoaded()) {
 795		m_threadContext.gba->video.frameskip = skip;
 796	}
 797	threadContinue();
 798}
 799
 800void GameController::setVolume(int volume) {
 801	threadInterrupt();
 802	m_threadContext.volume = volume;
 803	if (isLoaded()) {
 804		m_threadContext.gba->audio.masterVolume = volume;
 805	}
 806	threadContinue();
 807}
 808
 809void GameController::setMute(bool mute) {
 810	threadInterrupt();
 811	m_threadContext.mute = mute;
 812	if (isLoaded()) {
 813		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
 814	}
 815	threadContinue();
 816}
 817
 818void GameController::setTurbo(bool set, bool forced) {
 819	if (m_turboForced && !forced) {
 820		return;
 821	}
 822	if (m_turbo == set && m_turboForced == forced) {
 823		// Don't interrupt the thread if we don't need to
 824		return;
 825	}
 826	m_turbo = set;
 827	m_turboForced = set && forced;
 828	enableTurbo();
 829}
 830
 831void GameController::setTurboSpeed(float ratio) {
 832	m_turboSpeed = ratio;
 833	enableTurbo();
 834}
 835
 836void GameController::enableTurbo() {
 837	threadInterrupt();
 838	if (!m_turbo) {
 839		m_threadContext.fpsTarget = m_fpsTarget;
 840		m_threadContext.sync.audioWait = m_audioSync;
 841		m_threadContext.sync.videoFrameWait = m_videoSync;
 842	} else if (m_turboSpeed <= 0) {
 843		m_threadContext.fpsTarget = m_fpsTarget;
 844		m_threadContext.sync.audioWait = false;
 845		m_threadContext.sync.videoFrameWait = false;
 846	} else {
 847		m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
 848		m_threadContext.sync.audioWait = true;
 849		m_threadContext.sync.videoFrameWait = false;
 850	}
 851	if (m_audioProcessor) {
 852		redoSamples(m_audioProcessor->getBufferSamples());
 853	}
 854	threadContinue();
 855}
 856
 857void GameController::setAVStream(GBAAVStream* stream) {
 858	threadInterrupt();
 859	m_threadContext.stream = stream;
 860	if (isLoaded()) {
 861		m_threadContext.gba->stream = stream;
 862	}
 863	threadContinue();
 864}
 865
 866void GameController::clearAVStream() {
 867	threadInterrupt();
 868	m_threadContext.stream = nullptr;
 869	if (isLoaded()) {
 870		m_threadContext.gba->stream = nullptr;
 871	}
 872	threadContinue();
 873}
 874
 875#ifdef USE_PNG
 876void GameController::screenshot() {
 877	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
 878}
 879#endif
 880
 881void GameController::reloadAudioDriver() {
 882	int samples = 0;
 883	unsigned sampleRate = 0;
 884	if (m_audioProcessor) {
 885		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 886		samples = m_audioProcessor->getBufferSamples();
 887		sampleRate = m_audioProcessor->sampleRate();
 888		delete m_audioProcessor;
 889	}
 890	m_audioProcessor = AudioProcessor::create();
 891	if (samples) {
 892		m_audioProcessor->setBufferSamples(samples);
 893	}
 894	if (sampleRate) {
 895		m_audioProcessor->requestSampleRate(sampleRate);
 896	}
 897	m_audioProcessor->moveToThread(m_audioThread);
 898	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
 899	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
 900	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
 901	if (isLoaded()) {
 902		m_audioProcessor->setInput(&m_threadContext);
 903		QMetaObject::invokeMethod(m_audioProcessor, "start");
 904	}
 905}
 906
 907void GameController::setSaveStateExtdata(int flags) {
 908	m_saveStateFlags = flags;
 909}
 910
 911void GameController::setLoadStateExtdata(int flags) {
 912	m_loadStateFlags = flags;
 913}
 914
 915void GameController::setLuminanceValue(uint8_t value) {
 916	m_luxValue = value;
 917	value = std::max<int>(value - 0x16, 0);
 918	m_luxLevel = 10;
 919	for (int i = 0; i < 10; ++i) {
 920		if (value < GBA_LUX_LEVELS[i]) {
 921			m_luxLevel = i;
 922			break;
 923		}
 924	}
 925	emit luminanceValueChanged(m_luxValue);
 926}
 927
 928void GameController::setLuminanceLevel(int level) {
 929	int value = 0x16;
 930	level = std::max(0, std::min(10, level));
 931	if (level > 0) {
 932		value += GBA_LUX_LEVELS[level - 1];
 933	}
 934	setLuminanceValue(value);
 935}
 936
 937void GameController::setRealTime() {
 938	m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
 939}
 940
 941void GameController::setFixedTime(const QDateTime& time) {
 942	m_rtc.override = GBARTCGenericSource::RTC_FIXED;
 943	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 944}
 945
 946void GameController::setFakeEpoch(const QDateTime& time) {
 947	m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
 948	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 949}
 950
 951void GameController::updateKeys() {
 952	int activeKeys = m_activeKeys;
 953	activeKeys |= m_activeButtons;
 954	activeKeys &= ~m_inactiveKeys;
 955	m_threadContext.activeKeys = activeKeys;
 956}
 957
 958void GameController::redoSamples(int samples) {
 959#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
 960	float sampleRate = 0x8000;
 961	float ratio;
 962	if (m_threadContext.gba) {
 963		sampleRate = m_threadContext.gba->audio.sampleRate;
 964	}
 965	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
 966	m_threadContext.audioBuffers = ceil(samples / ratio);
 967#else
 968	m_threadContext.audioBuffers = samples;
 969#endif
 970	if (m_threadContext.gba) {
 971		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
 972	}
 973	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
 974}
 975
 976void GameController::setLogLevel(int levels) {
 977	threadInterrupt();
 978	m_logLevels = levels;
 979	threadContinue();
 980}
 981
 982void GameController::enableLogLevel(int levels) {
 983	threadInterrupt();
 984	m_logLevels |= levels;
 985	threadContinue();
 986}
 987
 988void GameController::disableLogLevel(int levels) {
 989	threadInterrupt();
 990	m_logLevels &= ~levels;
 991	threadContinue();
 992}
 993
 994void GameController::pollEvents() {
 995	if (!m_inputController) {
 996		return;
 997	}
 998
 999	m_activeButtons = m_inputController->pollEvents();
1000	updateKeys();
1001}
1002
1003void GameController::updateAutofire() {
1004	// TODO: Move all key events onto the CPU thread...somehow
1005	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1006		if (!m_autofire[k]) {
1007			continue;
1008		}
1009		m_autofireStatus[k] ^= 1;
1010		if (m_autofireStatus[k]) {
1011			keyPressed(k);
1012		} else {
1013			keyReleased(k);
1014		}
1015	}
1016}