all repos — mgba @ d3763b0f5de78ba2f18509dd5cad1b02af9c8ef5

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 <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_useBios(false)
  49	, m_audioThread(new QThread(this))
  50	, m_audioProcessor(AudioProcessor::create())
  51	, m_pauseAfterFrame(false)
  52	, m_videoSync(VIDEO_SYNC)
  53	, m_audioSync(AUDIO_SYNC)
  54	, m_fpsTarget(-1)
  55	, m_turbo(false)
  56	, m_turboForced(false)
  57	, m_turboSpeed(-1)
  58	, m_wasPaused(false)
  59	, m_audioChannels{ true, true, true, true, true, true }
  60	, m_videoLayers{ true, true, true, true, true }
  61	, m_autofire{}
  62	, m_autofireStatus{}
  63	, m_inputController(nullptr)
  64	, m_multiplayer(nullptr)
  65	, m_stream(nullptr)
  66	, m_stateSlot(1)
  67	, m_backupLoadState(nullptr)
  68	, m_backupSaveState(nullptr)
  69	, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
  70	, m_loadStateFlags(SAVESTATE_SCREENSHOT)
  71{
  72	m_lux.p = this;
  73	m_lux.sample = [](GBALuminanceSource* context) {
  74		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  75		lux->value = 0xFF - lux->p->m_luxValue;
  76	};
  77
  78	m_lux.readLuminance = [](GBALuminanceSource* context) {
  79		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
  80		return lux->value;
  81	};
  82	setLuminanceLevel(0);
  83
  84	m_threadContext.startCallback = [](mCoreThread* context) {
  85		GameController* controller = static_cast<GameController*>(context->userData);
  86		if (controller->m_audioProcessor) {
  87			controller->m_audioProcessor->setInput(context);
  88		}
  89		mRTCGenericSourceInit(&controller->m_rtc, context->core);
  90		context->core->setRTC(context->core, &controller->m_rtc.d);
  91		context->core->setRotation(context->core, controller->m_inputController->rotationSource());
  92		context->core->setRumble(context->core, controller->m_inputController->rumble());
  93
  94#ifdef M_CORE_GBA
  95		GBA* gba = static_cast<GBA*>(context->core->board);
  96#endif
  97#ifdef M_CORE_GB
  98		GB* gb = static_cast<GB*>(context->core->board);
  99#endif
 100		switch (context->core->platform(context->core)) {
 101#ifdef M_CORE_GBA
 102		case PLATFORM_GBA:
 103			gba->luminanceSource = &controller->m_lux;
 104			gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
 105			gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
 106			gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
 107			gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
 108			gba->audio.forceDisableChA = !controller->m_audioChannels[4];
 109			gba->audio.forceDisableChB = !controller->m_audioChannels[5];
 110			gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
 111			gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
 112			gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
 113			gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
 114			gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
 115			break;
 116#endif
 117#ifdef M_CORE_GB
 118		case PLATFORM_GB:
 119			gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
 120			gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
 121			gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
 122			gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
 123			break;
 124#endif
 125		default:
 126			break;
 127		}
 128		controller->m_fpsTarget = context->sync.fpsTarget;
 129
 130		if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
 131			mCoreDeleteState(context->core, 0);
 132		}
 133		QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
 134	};
 135
 136	m_threadContext.cleanCallback = [](mCoreThread* context) {
 137		GameController* controller = static_cast<GameController*>(context->userData);
 138		QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
 139	};
 140
 141	m_threadContext.frameCallback = [](mCoreThread* context) {
 142		GameController* controller = static_cast<GameController*>(context->userData);
 143		unsigned width, height;
 144		controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
 145		memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
 146		QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
 147		if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
 148			mCoreThreadPauseFromThread(context);
 149			QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
 150		}
 151	};
 152
 153	/*m_threadContext.stopCallback = [](mCoreThread* context) {
 154		if (!context) {
 155			return false;
 156		}
 157		GameController* controller = static_cast<GameController*>(context->userData);
 158		if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
 159			return false;
 160		}
 161		QMetaObject::invokeMethod(controller, "closeGame");
 162		return true;
 163	};*/
 164
 165	m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
 166		mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
 167		mCoreThread* context = logContext->p;
 168
 169		static const char* savestateMessage = "State %i loaded";
 170		static const char* savestateFailedMessage = "State %i failed to load";
 171		if (!context) {
 172			return;
 173		}
 174		GameController* controller = static_cast<GameController*>(context->userData);
 175		if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
 176			va_list argc;
 177			va_copy(argc, args);
 178			int immediate = va_arg(argc, int);
 179			va_end(argc);
 180			QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
 181		} else if (category == _mLOG_CAT_STATUS()) {
 182			// Slot 0 is reserved for suspend points
 183			if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
 184				va_list argc;
 185				va_copy(argc, args);
 186				int slot = va_arg(argc, int);
 187				va_end(argc);
 188				if (slot == 0) {
 189					format = "Loaded suspend state";
 190				}
 191			} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
 192				va_list argc;
 193				va_copy(argc, args);
 194				int slot = va_arg(argc, int);
 195				va_end(argc);
 196				if (slot == 0) {
 197					return;
 198				}
 199			}
 200		}
 201		if (level == mLOG_FATAL) {
 202			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
 203		} else if (!(controller->m_logLevels & level)) {
 204			return;
 205		}
 206		QString message(QString().vsprintf(format, args));
 207		if (category == _mLOG_CAT_STATUS()) {
 208			QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
 209		}
 210		QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
 211	};
 212
 213	m_threadContext.userData = this;
 214
 215	connect(&m_rewindTimer, &QTimer::timeout, [this]() {
 216		// TODO: Put rewind back
 217		emit frameAvailable(m_drawContext);
 218		emit rewound(&m_threadContext);
 219	});
 220	m_rewindTimer.setInterval(100);
 221
 222	m_audioThread->setObjectName("Audio Thread");
 223	m_audioThread->start(QThread::TimeCriticalPriority);
 224	m_audioProcessor->moveToThread(m_audioThread);
 225	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 226	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
 227	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
 228}
 229
 230GameController::~GameController() {
 231	m_audioThread->quit();
 232	m_audioThread->wait();
 233	disconnect();
 234	clearMultiplayerController();
 235	closeGame();
 236	delete m_backupLoadState;
 237}
 238
 239void GameController::setMultiplayerController(MultiplayerController* controller) {
 240	if (controller == m_multiplayer) {
 241		return;
 242	}
 243	clearMultiplayerController();
 244	m_multiplayer = controller;
 245	controller->attachGame(this);
 246}
 247
 248void GameController::clearMultiplayerController() {
 249	if (!m_multiplayer) {
 250		return;
 251	}
 252	m_multiplayer->detachGame(this);
 253	m_multiplayer = nullptr;
 254}
 255
 256void GameController::setOverride(const GBACartridgeOverride& override) {
 257	// TODO: Put back overrides
 258}
 259
 260void GameController::setConfig(const mCoreConfig* config) {
 261	m_config = config;
 262	if (isLoaded()) {
 263		threadInterrupt();
 264		mCoreLoadForeignConfig(m_threadContext.core, config);
 265		m_audioProcessor->setInput(&m_threadContext);
 266		threadContinue();
 267	}
 268}
 269
 270#ifdef USE_GDB_STUB
 271mDebugger* GameController::debugger() {
 272	if (!isLoaded()) {
 273		return nullptr;
 274	}
 275	return m_threadContext.core->debugger;
 276}
 277
 278void GameController::setDebugger(mDebugger* debugger) {
 279	threadInterrupt();
 280	if (debugger) {
 281		mDebuggerAttach(debugger, m_threadContext.core);
 282	} else {
 283		m_threadContext.core->detachDebugger(m_threadContext.core);
 284	}
 285	threadContinue();
 286}
 287#endif
 288
 289void GameController::loadGame(const QString& path) {
 290	closeGame();
 291	QFileInfo info(path);
 292	if (!info.isReadable()) {
 293		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 294		return;
 295	}
 296	m_fname = info.canonicalFilePath();
 297	openGame();
 298}
 299
 300void GameController::bootBIOS() {
 301	closeGame();
 302	m_fname = QString();
 303	openGame(true);
 304}
 305
 306void GameController::openGame(bool biosOnly) {
 307	if (biosOnly && (!m_useBios || m_bios.isNull())) {
 308		return;
 309	}
 310
 311	if (!biosOnly) {
 312		m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
 313	} else {
 314		m_threadContext.core = GBACoreCreate();
 315	}
 316
 317	if (!m_threadContext.core) {
 318		return;
 319	}
 320
 321	m_gameOpen = true;
 322
 323	m_pauseAfterFrame = false;
 324
 325	if (m_turbo) {
 326		m_threadContext.sync.videoFrameWait = false;
 327		m_threadContext.sync.audioWait = false;
 328	} else {
 329		m_threadContext.sync.videoFrameWait = m_videoSync;
 330		m_threadContext.sync.audioWait = m_audioSync;
 331	}
 332	m_threadContext.core->init(m_threadContext.core);
 333
 334	unsigned width, height;
 335	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 336	m_drawContext = new uint32_t[width * height];
 337	m_frontBuffer = new uint32_t[width * height];
 338
 339	if (!biosOnly) {
 340		mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
 341	}
 342
 343	m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
 344
 345	if (!m_bios.isNull() && m_useBios) {
 346		VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
 347		if (bios) {
 348			// TODO: Lifetime issues?
 349			m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
 350		}
 351	}
 352
 353	if (!m_patch.isNull()) {
 354		VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
 355		if (patch) {
 356			m_threadContext.core->loadPatch(m_threadContext.core, patch);
 357		}
 358		patch->close(patch);
 359	}
 360
 361	m_inputController->recalibrateAxes();
 362	memset(m_drawContext, 0xF8, width * height * 4);
 363
 364	m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
 365
 366	if (m_config) {
 367		mCoreLoadForeignConfig(m_threadContext.core, m_config);
 368	}
 369
 370	if (!biosOnly) {
 371		mCoreAutoloadSave(m_threadContext.core);
 372	}
 373
 374	if (!mCoreThreadStart(&m_threadContext)) {
 375		m_gameOpen = false;
 376		emit gameFailed();
 377	} else if (m_audioProcessor) {
 378		startAudio();
 379	}
 380}
 381
 382void GameController::loadBIOS(const QString& path) {
 383	if (m_bios == path) {
 384		return;
 385	}
 386	m_bios = path;
 387	if (m_gameOpen) {
 388		closeGame();
 389		openGame();
 390	}
 391}
 392
 393void GameController::loadSave(const QString& path, bool temporary) {
 394	if (!isLoaded()) {
 395		return;
 396	}
 397	VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
 398	if (!vf) {
 399		LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
 400		return;
 401	}
 402
 403	if (temporary) {
 404		m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
 405	} else {
 406		m_threadContext.core->loadSave(m_threadContext.core, vf);
 407	}
 408}
 409
 410void GameController::yankPak() {
 411	if (!m_gameOpen) {
 412		return;
 413	}
 414	threadInterrupt();
 415	GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
 416	threadContinue();
 417}
 418
 419void GameController::replaceGame(const QString& path) {
 420	if (!m_gameOpen) {
 421		return;
 422	}
 423
 424	QFileInfo info(path);
 425	if (!info.isReadable()) {
 426		LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
 427		return;
 428	}
 429	m_fname = info.canonicalFilePath();
 430	threadInterrupt();
 431	mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
 432	threadContinue();
 433}
 434
 435void GameController::loadPatch(const QString& path) {
 436	if (m_gameOpen) {
 437		closeGame();
 438		m_patch = path;
 439		openGame();
 440	} else {
 441		m_patch = path;
 442	}
 443}
 444
 445void GameController::importSharkport(const QString& path) {
 446	if (!isLoaded()) {
 447		return;
 448	}
 449	VFile* vf = VFileDevice::open(path, O_RDONLY);
 450	if (!vf) {
 451		LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
 452		return;
 453	}
 454	threadInterrupt();
 455	GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
 456	threadContinue();
 457	vf->close(vf);
 458}
 459
 460void GameController::exportSharkport(const QString& path) {
 461	if (!isLoaded()) {
 462		return;
 463	}
 464	VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
 465	if (!vf) {
 466		LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
 467		return;
 468	}
 469	threadInterrupt();
 470	GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
 471	threadContinue();
 472	vf->close(vf);
 473}
 474
 475void GameController::closeGame() {
 476	if (!m_gameOpen) {
 477		return;
 478	}
 479	m_gameOpen = false;
 480
 481	m_rewindTimer.stop();
 482	if (mCoreThreadIsPaused(&m_threadContext)) {
 483		mCoreThreadUnpause(&m_threadContext);
 484	}
 485	m_audioProcessor->pause();
 486	mCoreThreadEnd(&m_threadContext);
 487	mCoreThreadJoin(&m_threadContext);
 488	// Make sure the event queue clears out before the thread is reused
 489	QCoreApplication::processEvents();
 490
 491	delete[] m_drawContext;
 492	delete[] m_frontBuffer;
 493
 494	m_patch = QString();
 495
 496	m_threadContext.core->deinit(m_threadContext.core);
 497}
 498
 499void GameController::crashGame(const QString& crashMessage) {
 500	closeGame();
 501	emit gameCrashed(crashMessage);
 502	emit gameStopped(&m_threadContext);
 503}
 504
 505bool GameController::isPaused() {
 506	if (!m_gameOpen) {
 507		return false;
 508	}
 509	return mCoreThreadIsPaused(&m_threadContext);
 510}
 511
 512mPlatform GameController::platform() const {
 513	if (!m_gameOpen) {
 514		return PLATFORM_NONE;
 515	}
 516	return m_threadContext.core->platform(m_threadContext.core);
 517}
 518
 519QSize GameController::screenDimensions() const {
 520	if (!m_gameOpen) {
 521		return QSize();
 522	}
 523	unsigned width, height;
 524	m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
 525
 526	return QSize(width, height);
 527}
 528
 529void GameController::setPaused(bool paused) {
 530	if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
 531		return;
 532	}
 533	if (paused) {
 534		m_pauseAfterFrame.testAndSetRelaxed(false, true);
 535	} else {
 536		mCoreThreadUnpause(&m_threadContext);
 537		startAudio();
 538		emit gameUnpaused(&m_threadContext);
 539	}
 540}
 541
 542void GameController::reset() {
 543	if (!m_gameOpen) {
 544		return;
 545	}
 546	bool wasPaused = isPaused();
 547	setPaused(false);
 548	mCoreThreadReset(&m_threadContext);
 549	if (wasPaused) {
 550		setPaused(true);
 551	}
 552}
 553
 554void GameController::threadInterrupt() {
 555	if (m_gameOpen) {
 556		mCoreThreadInterrupt(&m_threadContext);
 557	}
 558}
 559
 560void GameController::threadContinue() {
 561	if (m_gameOpen) {
 562		mCoreThreadContinue(&m_threadContext);
 563	}
 564}
 565
 566void GameController::frameAdvance() {
 567	if (m_rewindTimer.isActive()) {
 568		return;
 569	}
 570	if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
 571		setPaused(false);
 572	}
 573}
 574
 575void GameController::setRewind(bool enable, int capacity, int interval) {
 576	if (m_gameOpen) {
 577		threadInterrupt();
 578		// TODO: Put back rewind
 579		threadContinue();
 580	} else {
 581		// TODO: Put back rewind
 582	}
 583}
 584
 585void GameController::rewind(int states) {
 586	threadInterrupt();
 587	if (!states) {
 588		// TODO: Put back rewind
 589	} else {
 590		// TODO: Put back rewind
 591	}
 592	threadContinue();
 593	emit frameAvailable(m_drawContext);
 594	emit rewound(&m_threadContext);
 595}
 596
 597void GameController::startRewinding() {
 598	if (!m_gameOpen || m_rewindTimer.isActive()) {
 599		return;
 600	}
 601	if (m_multiplayer && m_multiplayer->attached() > 1) {
 602		return;
 603	}
 604	m_wasPaused = isPaused();
 605	if (!mCoreThreadIsPaused(&m_threadContext)) {
 606		mCoreThreadPause(&m_threadContext);
 607	}
 608	m_rewindTimer.start();
 609}
 610
 611void GameController::stopRewinding() {
 612	if (!m_rewindTimer.isActive()) {
 613		return;
 614	}
 615	m_rewindTimer.stop();
 616	bool signalsBlocked = blockSignals(true);
 617	setPaused(m_wasPaused);
 618	blockSignals(signalsBlocked);
 619}
 620
 621void GameController::keyPressed(int key) {
 622	int mappedKey = 1 << key;
 623	m_activeKeys |= mappedKey;
 624	if (!m_inputController->allowOpposing()) {
 625		if ((m_activeKeys & 0x30) == 0x30) {
 626			m_inactiveKeys |= mappedKey ^ 0x30;
 627			m_activeKeys ^= mappedKey ^ 0x30;
 628		}
 629		if ((m_activeKeys & 0xC0) == 0xC0) {
 630			m_inactiveKeys |= mappedKey ^ 0xC0;
 631			m_activeKeys ^= mappedKey ^ 0xC0;
 632		}
 633	}
 634	updateKeys();
 635}
 636
 637void GameController::keyReleased(int key) {
 638	int mappedKey = 1 << key;
 639	m_activeKeys &= ~mappedKey;
 640	if (!m_inputController->allowOpposing()) {
 641		if (mappedKey & 0x30) {
 642			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
 643			m_inactiveKeys &= ~0x30;
 644		}
 645		if (mappedKey & 0xC0) {
 646			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
 647			m_inactiveKeys &= ~0xC0;
 648		}
 649	}
 650	updateKeys();
 651}
 652
 653void GameController::clearKeys() {
 654	m_activeKeys = 0;
 655	m_inactiveKeys = 0;
 656	updateKeys();
 657}
 658
 659void GameController::setAutofire(int key, bool enable) {
 660	if (key >= GBA_KEY_MAX || key < 0) {
 661		return;
 662	}
 663	m_autofire[key] = enable;
 664	m_autofireStatus[key] = 0;
 665}
 666
 667void GameController::setAudioBufferSamples(int samples) {
 668	if (m_audioProcessor) {
 669		threadInterrupt();
 670		redoSamples(samples);
 671		threadContinue();
 672		QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
 673	}
 674}
 675
 676void GameController::setAudioSampleRate(unsigned rate) {
 677	if (!rate) {
 678		return;
 679	}
 680	if (m_audioProcessor) {
 681		threadInterrupt();
 682		redoSamples(m_audioProcessor->getBufferSamples());
 683		threadContinue();
 684		QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
 685	}
 686}
 687
 688void GameController::setAudioChannelEnabled(int channel, bool enable) {
 689	if (channel > 5 || channel < 0) {
 690		return;
 691	}
 692#ifdef M_CORE_GBA
 693	GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 694#endif
 695#ifdef M_CORE_GB
 696	GB* gb = static_cast<GB*>(m_threadContext.core->board);
 697#endif
 698	m_audioChannels[channel] = enable;
 699	if (isLoaded()) {
 700		switch (channel) {
 701		case 0:
 702		case 1:
 703		case 2:
 704		case 3:
 705			switch (m_threadContext.core->platform(m_threadContext.core)) {
 706#ifdef M_CORE_GBA
 707			case PLATFORM_GBA:
 708				gba->audio.psg.forceDisableCh[channel] = !enable;
 709				break;
 710#endif
 711#ifdef M_CORE_GB
 712			case PLATFORM_GB:
 713				gb->audio.forceDisableCh[channel] = !enable;
 714				break;
 715#endif
 716			default:
 717				break;
 718			}
 719			break;
 720#ifdef M_CORE_GBA
 721		case 4:
 722			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 723				gba->audio.forceDisableChA = !enable;
 724			}
 725			break;
 726		case 5:
 727			if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 728				gba->audio.forceDisableChB = !enable;
 729			}
 730			break;
 731#endif
 732		}
 733	}
 734}
 735
 736void GameController::startAudio() {
 737	bool started = false;
 738	QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
 739	if (!started) {
 740		LOG(QT, ERROR) << tr("Failed to start audio processor");
 741		// Don't freeze!
 742		m_audioSync = false;
 743		m_videoSync = true;
 744		m_threadContext.sync.audioWait = false;
 745		m_threadContext.sync.videoFrameWait = true;
 746	}
 747}
 748
 749void GameController::setVideoLayerEnabled(int layer, bool enable) {
 750	if (layer > 4 || layer < 0) {
 751		return;
 752	}
 753	m_videoLayers[layer] = enable;
 754	if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
 755		GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
 756		switch (layer) {
 757		case 0:
 758		case 1:
 759		case 2:
 760		case 3:
 761			gba->video.renderer->disableBG[layer] = !enable;
 762			break;
 763		case 4:
 764			gba->video.renderer->disableOBJ = !enable;
 765			break;
 766		}
 767	}
 768}
 769
 770void GameController::setFPSTarget(float fps) {
 771	threadInterrupt();
 772	m_fpsTarget = fps;
 773	m_threadContext.sync.fpsTarget = fps;
 774	if (m_turbo && m_turboSpeed > 0) {
 775		m_threadContext.sync.fpsTarget *= m_turboSpeed;
 776	}
 777	if (m_audioProcessor) {
 778		redoSamples(m_audioProcessor->getBufferSamples());
 779	}
 780	threadContinue();
 781}
 782
 783void GameController::setUseBIOS(bool use) {
 784	if (use == m_useBios) {
 785		return;
 786	}
 787	m_useBios = use;
 788	if (m_gameOpen) {
 789		closeGame();
 790		openGame();
 791	}
 792}
 793
 794void GameController::loadState(int slot) {
 795	if (m_fname.isEmpty()) {
 796		// We're in the BIOS
 797		return;
 798	}
 799	if (slot > 0 && slot != m_stateSlot) {
 800		m_stateSlot = slot;
 801		m_backupSaveState.clear();
 802	}
 803	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 804		GameController* controller = static_cast<GameController*>(context->userData);
 805		if (!controller->m_backupLoadState) {
 806			controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
 807		}
 808		mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
 809		if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
 810			controller->frameAvailable(controller->m_drawContext);
 811			controller->stateLoaded(context);
 812		}
 813	});
 814}
 815
 816void GameController::saveState(int slot) {
 817	if (m_fname.isEmpty()) {
 818		// We're in the BIOS
 819		return;
 820	}
 821	if (slot > 0) {
 822		m_stateSlot = slot;
 823	}
 824	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 825		GameController* controller = static_cast<GameController*>(context->userData);
 826		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
 827		if (vf) {
 828			controller->m_backupSaveState.resize(vf->size(vf));
 829			vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
 830			vf->close(vf);
 831		}
 832		mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
 833	});
 834}
 835
 836void GameController::loadBackupState() {
 837	if (!m_backupLoadState) {
 838		return;
 839	}
 840
 841	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 842		GameController* controller = static_cast<GameController*>(context->userData);
 843		controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
 844		if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
 845			mLOG(STATUS, INFO, "Undid state load");
 846			controller->frameAvailable(controller->m_drawContext);
 847			controller->stateLoaded(context);
 848		}
 849		controller->m_backupLoadState->close(controller->m_backupLoadState);
 850		controller->m_backupLoadState = nullptr;
 851	});
 852}
 853
 854void GameController::saveBackupState() {
 855	if (m_backupSaveState.isEmpty()) {
 856		return;
 857	}
 858
 859	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 860		GameController* controller = static_cast<GameController*>(context->userData);
 861		VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
 862		if (vf) {
 863			vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
 864			vf->close(vf);
 865			mLOG(STATUS, INFO, "Undid state save");
 866		}
 867		controller->m_backupSaveState.clear();
 868	});
 869}
 870
 871void GameController::setTurbo(bool set, bool forced) {
 872	if (m_turboForced && !forced) {
 873		return;
 874	}
 875	if (m_turbo == set && m_turboForced == forced) {
 876		// Don't interrupt the thread if we don't need to
 877		return;
 878	}
 879	m_turbo = set;
 880	m_turboForced = set && forced;
 881	enableTurbo();
 882}
 883
 884void GameController::setTurboSpeed(float ratio) {
 885	m_turboSpeed = ratio;
 886	enableTurbo();
 887}
 888
 889void GameController::enableTurbo() {
 890	threadInterrupt();
 891	if (!m_turbo) {
 892		m_threadContext.sync.fpsTarget = m_fpsTarget;
 893		m_threadContext.sync.audioWait = m_audioSync;
 894		m_threadContext.sync.videoFrameWait = m_videoSync;
 895	} else if (m_turboSpeed <= 0) {
 896		m_threadContext.sync.fpsTarget = m_fpsTarget;
 897		m_threadContext.sync.audioWait = false;
 898		m_threadContext.sync.videoFrameWait = false;
 899	} else {
 900		m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
 901		m_threadContext.sync.audioWait = true;
 902		m_threadContext.sync.videoFrameWait = false;
 903	}
 904	if (m_audioProcessor) {
 905		redoSamples(m_audioProcessor->getBufferSamples());
 906	}
 907	threadContinue();
 908}
 909
 910void GameController::setAVStream(mAVStream* stream) {
 911	threadInterrupt();
 912	m_stream = stream;
 913	if (isLoaded()) {
 914		m_threadContext.core->setAVStream(m_threadContext.core, stream);
 915	}
 916	threadContinue();
 917}
 918
 919void GameController::clearAVStream() {
 920	threadInterrupt();
 921	m_stream = nullptr;
 922	if (isLoaded()) {
 923		m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
 924	}
 925	threadContinue();
 926}
 927
 928#ifdef USE_PNG
 929void GameController::screenshot() {
 930	mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
 931		mCoreTakeScreenshot(context->core);
 932	});
 933}
 934#endif
 935
 936void GameController::reloadAudioDriver() {
 937	int samples = 0;
 938	unsigned sampleRate = 0;
 939	if (m_audioProcessor) {
 940		QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
 941		samples = m_audioProcessor->getBufferSamples();
 942		sampleRate = m_audioProcessor->sampleRate();
 943		delete m_audioProcessor;
 944	}
 945	m_audioProcessor = AudioProcessor::create();
 946	if (samples) {
 947		m_audioProcessor->setBufferSamples(samples);
 948	}
 949	if (sampleRate) {
 950		m_audioProcessor->requestSampleRate(sampleRate);
 951	}
 952	m_audioProcessor->moveToThread(m_audioThread);
 953	connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
 954	if (isLoaded()) {
 955		m_audioProcessor->setInput(&m_threadContext);
 956		startAudio();
 957	}
 958}
 959
 960void GameController::setSaveStateExtdata(int flags) {
 961	m_saveStateFlags = flags;
 962}
 963
 964void GameController::setLoadStateExtdata(int flags) {
 965	m_loadStateFlags = flags;
 966}
 967
 968void GameController::setLuminanceValue(uint8_t value) {
 969	m_luxValue = value;
 970	value = std::max<int>(value - 0x16, 0);
 971	m_luxLevel = 10;
 972	for (int i = 0; i < 10; ++i) {
 973		if (value < GBA_LUX_LEVELS[i]) {
 974			m_luxLevel = i;
 975			break;
 976		}
 977	}
 978	emit luminanceValueChanged(m_luxValue);
 979}
 980
 981void GameController::setLuminanceLevel(int level) {
 982	int value = 0x16;
 983	level = std::max(0, std::min(10, level));
 984	if (level > 0) {
 985		value += GBA_LUX_LEVELS[level - 1];
 986	}
 987	setLuminanceValue(value);
 988}
 989
 990void GameController::setRealTime() {
 991	m_rtc.override = RTC_NO_OVERRIDE;
 992}
 993
 994void GameController::setFixedTime(const QDateTime& time) {
 995	m_rtc.override = RTC_FIXED;
 996	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
 997}
 998
 999void GameController::setFakeEpoch(const QDateTime& time) {
1000	m_rtc.override = RTC_FAKE_EPOCH;
1001	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1002}
1003
1004void GameController::updateKeys() {
1005	int activeKeys = m_activeKeys;
1006	activeKeys |= m_activeButtons;
1007	activeKeys &= ~m_inactiveKeys;
1008	if (isLoaded()) {
1009		m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1010	}
1011}
1012
1013void GameController::redoSamples(int samples) {
1014	if (m_threadContext.core) {
1015		m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1016	}
1017	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1018}
1019
1020void GameController::setLogLevel(int levels) {
1021	threadInterrupt();
1022	m_logLevels = levels;
1023	threadContinue();
1024}
1025
1026void GameController::enableLogLevel(int levels) {
1027	threadInterrupt();
1028	m_logLevels |= levels;
1029	threadContinue();
1030}
1031
1032void GameController::disableLogLevel(int levels) {
1033	threadInterrupt();
1034	m_logLevels &= ~levels;
1035	threadContinue();
1036}
1037
1038void GameController::pollEvents() {
1039	if (!m_inputController) {
1040		return;
1041	}
1042
1043	m_activeButtons = m_inputController->pollEvents();
1044	updateKeys();
1045}
1046
1047void GameController::updateAutofire() {
1048	// TODO: Move all key events onto the CPU thread...somehow
1049	for (int k = 0; k < GBA_KEY_MAX; ++k) {
1050		if (!m_autofire[k]) {
1051			continue;
1052		}
1053		m_autofireStatus[k] ^= 1;
1054		if (m_autofireStatus[k]) {
1055			keyPressed(k);
1056		} else {
1057			keyReleased(k);
1058		}
1059	}
1060}