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