all repos — mgba @ c75224ce8cb68de4f10b8695eaa7372fb10a5f26

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