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_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels{ true, true, true, true, true, true }
61 , m_videoLayers{ true, true, true, true, true }
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
72{
73 m_lux.p = this;
74 m_lux.sample = [](GBALuminanceSource* context) {
75 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
76 lux->value = 0xFF - lux->p->m_luxValue;
77 };
78
79 m_lux.readLuminance = [](GBALuminanceSource* context) {
80 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
81 return lux->value;
82 };
83 setLuminanceLevel(0);
84
85 m_threadContext.startCallback = [](mCoreThread* context) {
86 GameController* controller = static_cast<GameController*>(context->userData);
87 if (controller->m_audioProcessor) {
88 controller->m_audioProcessor->setInput(context);
89 }
90 mRTCGenericSourceInit(&controller->m_rtc, context->core);
91 context->core->setRTC(context->core, &controller->m_rtc.d);
92 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
93 context->core->setRumble(context->core, controller->m_inputController->rumble());
94
95#ifdef M_CORE_GBA
96 GBA* gba = static_cast<GBA*>(context->core->board);
97#endif
98#ifdef M_CORE_GB
99 GB* gb = static_cast<GB*>(context->core->board);
100#endif
101 switch (context->core->platform(context->core)) {
102#ifdef M_CORE_GBA
103 case PLATFORM_GBA:
104 gba->luminanceSource = &controller->m_lux;
105 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
106 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
107 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
108 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
109 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
110 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
111 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
112 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
113 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
114 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
115 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
116 break;
117#endif
118#ifdef M_CORE_GB
119 case PLATFORM_GB:
120 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
121 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
122 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
123 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
124 break;
125#endif
126 default:
127 break;
128 }
129 controller->m_fpsTarget = context->sync.fpsTarget;
130
131 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
132 mCoreDeleteState(context->core, 0);
133 }
134
135 mCoreThreadInterruptFromThread(context);
136 QMetaObject::invokeMethod(controller, "gameStarted", Qt::BlockingQueuedConnection, Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
137 mCoreThreadContinue(context);
138 };
139
140 m_threadContext.resetCallback = [](mCoreThread* context) {
141 GameController* controller = static_cast<GameController*>(context->userData);
142 for (auto action : controller->m_resetActions) {
143 action();
144 }
145 controller->m_resetActions.clear();
146
147 unsigned width, height;
148 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
149 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
150 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
151 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
152 mCoreThreadPauseFromThread(context);
153 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
154 }
155 };
156
157 m_threadContext.cleanCallback = [](mCoreThread* context) {
158 GameController* controller = static_cast<GameController*>(context->userData);
159 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
160 };
161
162 m_threadContext.frameCallback = [](mCoreThread* context) {
163 GameController* controller = static_cast<GameController*>(context->userData);
164 unsigned width, height;
165 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
166 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
167 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
168 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
169 mCoreThreadPauseFromThread(context);
170 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
171 }
172 };
173
174 // TODO: Put back
175 /*m_threadContext.stopCallback = [](mCoreThread* context) {
176 if (!context) {
177 return false;
178 }
179 GameController* controller = static_cast<GameController*>(context->userData);
180 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
181 return false;
182 }
183 QMetaObject::invokeMethod(controller, "closeGame");
184 return true;
185 };*/
186
187 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
188 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
189 mCoreThread* context = logContext->p;
190
191 static const char* savestateMessage = "State %i loaded";
192 static const char* savestateFailedMessage = "State %i failed to load";
193 if (!context) {
194 return;
195 }
196 GameController* controller = static_cast<GameController*>(context->userData);
197 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
198 va_list argc;
199 va_copy(argc, args);
200 int immediate = va_arg(argc, int);
201 va_end(argc);
202 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
203 } else if (category == _mLOG_CAT_STATUS()) {
204 // Slot 0 is reserved for suspend points
205 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
206 va_list argc;
207 va_copy(argc, args);
208 int slot = va_arg(argc, int);
209 va_end(argc);
210 if (slot == 0) {
211 format = "Loaded suspend state";
212 }
213 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
214 va_list argc;
215 va_copy(argc, args);
216 int slot = va_arg(argc, int);
217 va_end(argc);
218 if (slot == 0) {
219 return;
220 }
221 }
222 }
223 if (level == mLOG_FATAL) {
224 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
225 } else if (!(controller->m_logLevels & level)) {
226 return;
227 }
228 QString message(QString().vsprintf(format, args));
229 if (category == _mLOG_CAT_STATUS()) {
230 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
231 }
232 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
233 };
234
235 m_threadContext.userData = this;
236
237 m_audioThread->setObjectName("Audio Thread");
238 m_audioThread->start(QThread::TimeCriticalPriority);
239 m_audioProcessor->moveToThread(m_audioThread);
240 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
241 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
242 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
243}
244
245GameController::~GameController() {
246 m_audioThread->quit();
247 m_audioThread->wait();
248 disconnect();
249 clearMultiplayerController();
250 closeGame();
251 delete m_backupLoadState;
252}
253
254void GameController::setMultiplayerController(MultiplayerController* controller) {
255 if (controller == m_multiplayer) {
256 return;
257 }
258 clearMultiplayerController();
259 m_multiplayer = controller;
260 controller->attachGame(this);
261}
262
263void GameController::clearMultiplayerController() {
264 if (!m_multiplayer) {
265 return;
266 }
267 m_multiplayer->detachGame(this);
268 m_multiplayer = nullptr;
269}
270
271void GameController::setOverride(const GBACartridgeOverride& override) {
272 // TODO: Put back overrides
273}
274
275void GameController::setConfig(const mCoreConfig* config) {
276 m_config = config;
277 if (isLoaded()) {
278 threadInterrupt();
279 mCoreLoadForeignConfig(m_threadContext.core, config);
280 m_audioProcessor->setInput(&m_threadContext);
281 threadContinue();
282 }
283}
284
285#ifdef USE_GDB_STUB
286mDebugger* GameController::debugger() {
287 if (!isLoaded()) {
288 return nullptr;
289 }
290 return m_threadContext.core->debugger;
291}
292
293void GameController::setDebugger(mDebugger* debugger) {
294 threadInterrupt();
295 if (debugger) {
296 mDebuggerAttach(debugger, m_threadContext.core);
297 } else {
298 m_threadContext.core->detachDebugger(m_threadContext.core);
299 }
300 threadContinue();
301}
302#endif
303
304void GameController::loadGame(const QString& path) {
305 closeGame();
306 QFileInfo info(path);
307 if (!info.isReadable()) {
308 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
309 return;
310 }
311 m_fname = info.canonicalFilePath();
312 m_vf = nullptr;
313 openGame();
314}
315
316void GameController::loadGame(VFile* vf, const QString& base) {
317 closeGame();
318 m_fname = base;
319 m_vf = vf;
320 openGame();
321}
322
323void GameController::bootBIOS() {
324 closeGame();
325 m_fname = QString();
326 openGame(true);
327}
328
329void GameController::openGame(bool biosOnly) {
330 if (biosOnly && (!m_useBios || m_bios.isNull())) {
331 return;
332 }
333
334 if (!biosOnly) {
335 if (m_vf) {
336 m_threadContext.core = mCoreFindVF(m_vf);
337 } else {
338 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
339 }
340 } else {
341 m_threadContext.core = GBACoreCreate();
342 }
343
344 if (!m_threadContext.core) {
345 return;
346 }
347
348 m_gameOpen = true;
349
350 m_pauseAfterFrame = false;
351
352 if (m_turbo) {
353 m_threadContext.sync.videoFrameWait = false;
354 m_threadContext.sync.audioWait = false;
355 } else {
356 m_threadContext.sync.videoFrameWait = m_videoSync;
357 m_threadContext.sync.audioWait = m_audioSync;
358 }
359 m_threadContext.core->init(m_threadContext.core);
360
361 unsigned width, height;
362 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
363 m_drawContext = new uint32_t[width * height];
364 m_frontBuffer = new uint32_t[width * height];
365
366 const char* base;
367 if (!biosOnly) {
368 base = m_fname.toUtf8().constData();
369 if (m_vf) {
370 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
371 } else {
372 mCoreLoadFile(m_threadContext.core, base);
373 mDirectorySetDetachBase(&m_threadContext.core->dirs);
374 }
375 } else {
376 base = m_bios.toUtf8().constData();
377 }
378 char dirname[PATH_MAX];
379 separatePath(base, dirname, m_threadContext.core->dirs.baseName, 0);
380 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
381
382 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
383
384 if (!m_bios.isNull() && m_useBios) {
385 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
386 if (bios) {
387 // TODO: Lifetime issues?
388 m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
389 }
390 }
391
392 m_inputController->recalibrateAxes();
393 memset(m_drawContext, 0xF8, width * height * 4);
394
395 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
396
397 if (m_config) {
398 mCoreLoadForeignConfig(m_threadContext.core, m_config);
399 }
400
401 if (!biosOnly) {
402 mCoreAutoloadSave(m_threadContext.core);
403 if (!m_patch.isNull()) {
404 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
405 if (patch) {
406 m_threadContext.core->loadPatch(m_threadContext.core, patch);
407 }
408 patch->close(patch);
409 } else {
410 mCoreAutoloadPatch(m_threadContext.core);
411 }
412 }
413 m_vf = nullptr;
414
415 if (!mCoreThreadStart(&m_threadContext)) {
416 m_gameOpen = false;
417 emit gameFailed();
418 } else if (m_audioProcessor) {
419 startAudio();
420 }
421}
422
423void GameController::loadBIOS(const QString& path) {
424 if (m_bios == path) {
425 return;
426 }
427 m_bios = path;
428 if (m_gameOpen) {
429 closeGame();
430 openGame();
431 }
432}
433
434void GameController::loadSave(const QString& path, bool temporary) {
435 if (!isLoaded()) {
436 return;
437 }
438 m_resetActions.append([this, path, temporary]() {
439 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
440 if (!vf) {
441 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
442 return;
443 }
444
445 if (temporary) {
446 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
447 } else {
448 m_threadContext.core->loadSave(m_threadContext.core, vf);
449 }
450 });
451 reset();
452}
453
454void GameController::yankPak() {
455 if (!m_gameOpen) {
456 return;
457 }
458 threadInterrupt();
459 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
460 threadContinue();
461}
462
463void GameController::replaceGame(const QString& path) {
464 if (!m_gameOpen) {
465 return;
466 }
467
468 QFileInfo info(path);
469 if (!info.isReadable()) {
470 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
471 return;
472 }
473 m_fname = info.canonicalFilePath();
474 threadInterrupt();
475 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
476 threadContinue();
477}
478
479void GameController::loadPatch(const QString& path) {
480 if (m_gameOpen) {
481 closeGame();
482 m_patch = path;
483 openGame();
484 } else {
485 m_patch = path;
486 }
487}
488
489void GameController::importSharkport(const QString& path) {
490 if (!isLoaded()) {
491 return;
492 }
493 VFile* vf = VFileDevice::open(path, O_RDONLY);
494 if (!vf) {
495 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
496 return;
497 }
498 threadInterrupt();
499 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
500 threadContinue();
501 vf->close(vf);
502}
503
504void GameController::exportSharkport(const QString& path) {
505 if (!isLoaded()) {
506 return;
507 }
508 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
509 if (!vf) {
510 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
511 return;
512 }
513 threadInterrupt();
514 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
515 threadContinue();
516 vf->close(vf);
517}
518
519void GameController::closeGame() {
520 if (!m_gameOpen) {
521 return;
522 }
523 m_gameOpen = false;
524
525 if (mCoreThreadIsPaused(&m_threadContext)) {
526 mCoreThreadUnpause(&m_threadContext);
527 }
528 m_audioProcessor->pause();
529 mCoreThreadEnd(&m_threadContext);
530 mCoreThreadJoin(&m_threadContext);
531 // Make sure the event queue clears out before the thread is reused
532 QCoreApplication::processEvents();
533
534 delete[] m_drawContext;
535 delete[] m_frontBuffer;
536
537 m_patch = QString();
538
539 m_threadContext.core->deinit(m_threadContext.core);
540}
541
542void GameController::crashGame(const QString& crashMessage) {
543 closeGame();
544 emit gameCrashed(crashMessage);
545 emit gameStopped(&m_threadContext);
546}
547
548bool GameController::isPaused() {
549 if (!m_gameOpen) {
550 return false;
551 }
552 return mCoreThreadIsPaused(&m_threadContext);
553}
554
555mPlatform GameController::platform() const {
556 if (!m_gameOpen) {
557 return PLATFORM_NONE;
558 }
559 return m_threadContext.core->platform(m_threadContext.core);
560}
561
562QSize GameController::screenDimensions() const {
563 if (!m_gameOpen) {
564 return QSize();
565 }
566 unsigned width, height;
567 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
568
569 return QSize(width, height);
570}
571
572void GameController::setPaused(bool paused) {
573 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
574 return;
575 }
576 if (paused) {
577 m_pauseAfterFrame.testAndSetRelaxed(false, true);
578 } else {
579 mCoreThreadUnpause(&m_threadContext);
580 startAudio();
581 emit gameUnpaused(&m_threadContext);
582 }
583}
584
585void GameController::reset() {
586 if (!m_gameOpen) {
587 return;
588 }
589 bool wasPaused = isPaused();
590 setPaused(false);
591 threadInterrupt();
592 mCoreThreadReset(&m_threadContext);
593 if (wasPaused) {
594 setPaused(true);
595 }
596 threadContinue();
597}
598
599void GameController::threadInterrupt() {
600 if (m_gameOpen) {
601 mCoreThreadInterrupt(&m_threadContext);
602 }
603}
604
605void GameController::threadContinue() {
606 if (m_gameOpen) {
607 mCoreThreadContinue(&m_threadContext);
608 }
609}
610
611void GameController::frameAdvance() {
612 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
613 setPaused(false);
614 }
615}
616
617void GameController::setRewind(bool enable, int capacity) {
618 if (m_gameOpen) {
619 threadInterrupt();
620 // TODO: Put back rewind
621 threadContinue();
622 } else {
623 // TODO: Put back rewind
624 }
625}
626
627void GameController::rewind(int states) {
628 threadInterrupt();
629 if (!states) {
630 states = INT_MAX;
631 }
632 for (int i = 0; i < states; ++i) {
633 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
634 break;
635 }
636 }
637 threadContinue();
638 emit frameAvailable(m_drawContext);
639 emit rewound(&m_threadContext);
640}
641
642void GameController::startRewinding() {
643 if (!m_gameOpen) {
644 return;
645 }
646 if (m_multiplayer && m_multiplayer->attached() > 1) {
647 return;
648 }
649 m_wasPaused = mCoreThreadIsPaused(&m_threadContext);
650 if (m_wasPaused) {
651 mCoreThreadUnpause(&m_threadContext);
652 }
653 mCoreThreadSetRewinding(&m_threadContext, true);
654}
655
656void GameController::stopRewinding() {
657 mCoreThreadSetRewinding(&m_threadContext, false);
658 bool signalsBlocked = blockSignals(true);
659 setPaused(m_wasPaused);
660 blockSignals(signalsBlocked);
661}
662
663void GameController::keyPressed(int key) {
664 int mappedKey = 1 << key;
665 m_activeKeys |= mappedKey;
666 if (!m_inputController->allowOpposing()) {
667 if ((m_activeKeys & 0x30) == 0x30) {
668 m_inactiveKeys |= mappedKey ^ 0x30;
669 m_activeKeys ^= mappedKey ^ 0x30;
670 }
671 if ((m_activeKeys & 0xC0) == 0xC0) {
672 m_inactiveKeys |= mappedKey ^ 0xC0;
673 m_activeKeys ^= mappedKey ^ 0xC0;
674 }
675 }
676 updateKeys();
677}
678
679void GameController::keyReleased(int key) {
680 int mappedKey = 1 << key;
681 m_activeKeys &= ~mappedKey;
682 if (!m_inputController->allowOpposing()) {
683 if (mappedKey & 0x30) {
684 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
685 m_inactiveKeys &= ~0x30;
686 }
687 if (mappedKey & 0xC0) {
688 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
689 m_inactiveKeys &= ~0xC0;
690 }
691 }
692 updateKeys();
693}
694
695void GameController::clearKeys() {
696 m_activeKeys = 0;
697 m_inactiveKeys = 0;
698 updateKeys();
699}
700
701void GameController::setAutofire(int key, bool enable) {
702 if (key >= GBA_KEY_MAX || key < 0) {
703 return;
704 }
705
706 if (!enable && m_autofireStatus[key]) {
707 keyReleased(key);
708 }
709
710 m_autofire[key] = enable;
711 m_autofireStatus[key] = 0;
712}
713
714void GameController::setAudioBufferSamples(int samples) {
715 if (m_audioProcessor) {
716 threadInterrupt();
717 redoSamples(samples);
718 threadContinue();
719 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
720 }
721}
722
723void GameController::setAudioSampleRate(unsigned rate) {
724 if (!rate) {
725 return;
726 }
727 if (m_audioProcessor) {
728 threadInterrupt();
729 redoSamples(m_audioProcessor->getBufferSamples());
730 threadContinue();
731 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
732 }
733}
734
735void GameController::setAudioChannelEnabled(int channel, bool enable) {
736 if (channel > 5 || channel < 0) {
737 return;
738 }
739#ifdef M_CORE_GBA
740 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
741#endif
742#ifdef M_CORE_GB
743 GB* gb = static_cast<GB*>(m_threadContext.core->board);
744#endif
745 m_audioChannels[channel] = enable;
746 if (isLoaded()) {
747 switch (channel) {
748 case 0:
749 case 1:
750 case 2:
751 case 3:
752 switch (m_threadContext.core->platform(m_threadContext.core)) {
753#ifdef M_CORE_GBA
754 case PLATFORM_GBA:
755 gba->audio.psg.forceDisableCh[channel] = !enable;
756 break;
757#endif
758#ifdef M_CORE_GB
759 case PLATFORM_GB:
760 gb->audio.forceDisableCh[channel] = !enable;
761 break;
762#endif
763 default:
764 break;
765 }
766 break;
767#ifdef M_CORE_GBA
768 case 4:
769 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
770 gba->audio.forceDisableChA = !enable;
771 }
772 break;
773 case 5:
774 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
775 gba->audio.forceDisableChB = !enable;
776 }
777 break;
778#endif
779 }
780 }
781}
782
783void GameController::startAudio() {
784 bool started = false;
785 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
786 if (!started) {
787 LOG(QT, ERROR) << tr("Failed to start audio processor");
788 // Don't freeze!
789 m_audioSync = false;
790 m_videoSync = true;
791 m_threadContext.sync.audioWait = false;
792 m_threadContext.sync.videoFrameWait = true;
793 }
794}
795
796void GameController::setVideoLayerEnabled(int layer, bool enable) {
797 if (layer > 4 || layer < 0) {
798 return;
799 }
800 m_videoLayers[layer] = enable;
801 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
802 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
803 switch (layer) {
804 case 0:
805 case 1:
806 case 2:
807 case 3:
808 gba->video.renderer->disableBG[layer] = !enable;
809 break;
810 case 4:
811 gba->video.renderer->disableOBJ = !enable;
812 break;
813 }
814 }
815}
816
817void GameController::setFPSTarget(float fps) {
818 threadInterrupt();
819 m_fpsTarget = fps;
820 m_threadContext.sync.fpsTarget = fps;
821 if (m_turbo && m_turboSpeed > 0) {
822 m_threadContext.sync.fpsTarget *= m_turboSpeed;
823 }
824 if (m_audioProcessor) {
825 redoSamples(m_audioProcessor->getBufferSamples());
826 }
827 threadContinue();
828}
829
830void GameController::setUseBIOS(bool use) {
831 if (use == m_useBios) {
832 return;
833 }
834 m_useBios = use;
835 if (m_gameOpen) {
836 closeGame();
837 openGame();
838 }
839}
840
841void GameController::loadState(int slot) {
842 if (m_fname.isEmpty()) {
843 // We're in the BIOS
844 return;
845 }
846 if (slot > 0 && slot != m_stateSlot) {
847 m_stateSlot = slot;
848 m_backupSaveState.clear();
849 }
850 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
851 GameController* controller = static_cast<GameController*>(context->userData);
852 if (!controller->m_backupLoadState) {
853 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
854 }
855 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
856 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
857 controller->frameAvailable(controller->m_drawContext);
858 controller->stateLoaded(context);
859 }
860 });
861}
862
863void GameController::saveState(int slot) {
864 if (m_fname.isEmpty()) {
865 // We're in the BIOS
866 return;
867 }
868 if (slot > 0) {
869 m_stateSlot = slot;
870 }
871 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
872 GameController* controller = static_cast<GameController*>(context->userData);
873 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
874 if (vf) {
875 controller->m_backupSaveState.resize(vf->size(vf));
876 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
877 vf->close(vf);
878 }
879 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
880 });
881}
882
883void GameController::loadBackupState() {
884 if (!m_backupLoadState) {
885 return;
886 }
887
888 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
889 GameController* controller = static_cast<GameController*>(context->userData);
890 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
891 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
892 mLOG(STATUS, INFO, "Undid state load");
893 controller->frameAvailable(controller->m_drawContext);
894 controller->stateLoaded(context);
895 }
896 controller->m_backupLoadState->close(controller->m_backupLoadState);
897 controller->m_backupLoadState = nullptr;
898 });
899}
900
901void GameController::saveBackupState() {
902 if (m_backupSaveState.isEmpty()) {
903 return;
904 }
905
906 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
907 GameController* controller = static_cast<GameController*>(context->userData);
908 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
909 if (vf) {
910 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
911 vf->close(vf);
912 mLOG(STATUS, INFO, "Undid state save");
913 }
914 controller->m_backupSaveState.clear();
915 });
916}
917
918void GameController::setTurbo(bool set, bool forced) {
919 if (m_turboForced && !forced) {
920 return;
921 }
922 if (m_turbo == set && m_turboForced == forced) {
923 // Don't interrupt the thread if we don't need to
924 return;
925 }
926 m_turbo = set;
927 m_turboForced = set && forced;
928 enableTurbo();
929}
930
931void GameController::setTurboSpeed(float ratio) {
932 m_turboSpeed = ratio;
933 enableTurbo();
934}
935
936void GameController::enableTurbo() {
937 threadInterrupt();
938 if (!m_turbo) {
939 m_threadContext.sync.fpsTarget = m_fpsTarget;
940 m_threadContext.sync.audioWait = m_audioSync;
941 m_threadContext.sync.videoFrameWait = m_videoSync;
942 } else if (m_turboSpeed <= 0) {
943 m_threadContext.sync.fpsTarget = m_fpsTarget;
944 m_threadContext.sync.audioWait = false;
945 m_threadContext.sync.videoFrameWait = false;
946 } else {
947 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
948 m_threadContext.sync.audioWait = true;
949 m_threadContext.sync.videoFrameWait = false;
950 }
951 if (m_audioProcessor) {
952 redoSamples(m_audioProcessor->getBufferSamples());
953 }
954 threadContinue();
955}
956
957void GameController::setAVStream(mAVStream* stream) {
958 threadInterrupt();
959 m_stream = stream;
960 if (isLoaded()) {
961 m_threadContext.core->setAVStream(m_threadContext.core, stream);
962 }
963 threadContinue();
964}
965
966void GameController::clearAVStream() {
967 threadInterrupt();
968 m_stream = nullptr;
969 if (isLoaded()) {
970 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
971 }
972 threadContinue();
973}
974
975#ifdef USE_PNG
976void GameController::screenshot() {
977 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
978 mCoreTakeScreenshot(context->core);
979 });
980}
981#endif
982
983void GameController::reloadAudioDriver() {
984 int samples = 0;
985 unsigned sampleRate = 0;
986 if (m_audioProcessor) {
987 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
988 samples = m_audioProcessor->getBufferSamples();
989 sampleRate = m_audioProcessor->sampleRate();
990 delete m_audioProcessor;
991 }
992 m_audioProcessor = AudioProcessor::create();
993 if (samples) {
994 m_audioProcessor->setBufferSamples(samples);
995 }
996 if (sampleRate) {
997 m_audioProcessor->requestSampleRate(sampleRate);
998 }
999 m_audioProcessor->moveToThread(m_audioThread);
1000 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1001 if (isLoaded()) {
1002 m_audioProcessor->setInput(&m_threadContext);
1003 startAudio();
1004 }
1005}
1006
1007void GameController::setSaveStateExtdata(int flags) {
1008 m_saveStateFlags = flags;
1009}
1010
1011void GameController::setLoadStateExtdata(int flags) {
1012 m_loadStateFlags = flags;
1013}
1014
1015void GameController::setLuminanceValue(uint8_t value) {
1016 m_luxValue = value;
1017 value = std::max<int>(value - 0x16, 0);
1018 m_luxLevel = 10;
1019 for (int i = 0; i < 10; ++i) {
1020 if (value < GBA_LUX_LEVELS[i]) {
1021 m_luxLevel = i;
1022 break;
1023 }
1024 }
1025 emit luminanceValueChanged(m_luxValue);
1026}
1027
1028void GameController::setLuminanceLevel(int level) {
1029 int value = 0x16;
1030 level = std::max(0, std::min(10, level));
1031 if (level > 0) {
1032 value += GBA_LUX_LEVELS[level - 1];
1033 }
1034 setLuminanceValue(value);
1035}
1036
1037void GameController::setRealTime() {
1038 m_rtc.override = RTC_NO_OVERRIDE;
1039}
1040
1041void GameController::setFixedTime(const QDateTime& time) {
1042 m_rtc.override = RTC_FIXED;
1043 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1044}
1045
1046void GameController::setFakeEpoch(const QDateTime& time) {
1047 m_rtc.override = RTC_FAKE_EPOCH;
1048 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1049}
1050
1051void GameController::updateKeys() {
1052 int activeKeys = m_activeKeys;
1053 activeKeys |= m_activeButtons;
1054 activeKeys &= ~m_inactiveKeys;
1055 if (isLoaded()) {
1056 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1057 }
1058}
1059
1060void GameController::redoSamples(int samples) {
1061 if (m_threadContext.core) {
1062 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1063 }
1064 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1065}
1066
1067void GameController::setLogLevel(int levels) {
1068 threadInterrupt();
1069 m_logLevels = levels;
1070 threadContinue();
1071}
1072
1073void GameController::enableLogLevel(int levels) {
1074 threadInterrupt();
1075 m_logLevels |= levels;
1076 threadContinue();
1077}
1078
1079void GameController::disableLogLevel(int levels) {
1080 threadInterrupt();
1081 m_logLevels &= ~levels;
1082 threadContinue();
1083}
1084
1085void GameController::pollEvents() {
1086 if (!m_inputController) {
1087 return;
1088 }
1089
1090 m_activeButtons = m_inputController->pollEvents();
1091 updateKeys();
1092}
1093
1094void GameController::updateAutofire() {
1095 // TODO: Move all key events onto the CPU thread...somehow
1096 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1097 if (!m_autofire[k]) {
1098 continue;
1099 }
1100 m_autofireStatus[k] ^= 1;
1101 if (m_autofireStatus[k]) {
1102 keyPressed(k);
1103 } else {
1104 keyReleased(k);
1105 }
1106 }
1107}