all repos — mgba @ c42c08c5e1c2d2642637565cce4eba5742513bac

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