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 "gba/audio.h"
24#include "gba/bios.h"
25#include "gba/core.h"
26#include "gba/gba.h"
27#include "gba/serialize.h"
28#include "gba/sharkport.h"
29#include "util/vfs.h"
30}
31
32using namespace QGBA;
33using namespace std;
34
35GameController::GameController(QObject* parent)
36 : QObject(parent)
37 , m_drawContext(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
38 , m_frontBuffer(new uint32_t[VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS])
39 , m_threadContext()
40 , m_activeKeys(0)
41 , m_inactiveKeys(0)
42 , m_logLevels(0)
43 , m_gameOpen(false)
44 , m_audioThread(new QThread(this))
45 , m_audioProcessor(AudioProcessor::create())
46 , m_pauseAfterFrame(false)
47 , m_videoSync(VIDEO_SYNC)
48 , m_audioSync(AUDIO_SYNC)
49 , m_fpsTarget(-1)
50 , m_turbo(false)
51 , m_turboForced(false)
52 , m_turboSpeed(-1)
53 , m_wasPaused(false)
54 , m_audioChannels{ true, true, true, true, true, true }
55 , m_videoLayers{ true, true, true, true, true }
56 , m_autofire{}
57 , m_autofireStatus{}
58 , m_inputController(nullptr)
59 , m_multiplayer(nullptr)
60 , m_stream(nullptr)
61 , m_stateSlot(1)
62 , m_backupLoadState(nullptr)
63 , m_backupSaveState(nullptr)
64 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
65 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
66{
67 GBACheatDeviceCreate(&m_cheatDevice);
68
69 m_lux.p = this;
70 m_lux.sample = [](GBALuminanceSource* context) {
71 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
72 lux->value = 0xFF - lux->p->m_luxValue;
73 };
74
75 m_lux.readLuminance = [](GBALuminanceSource* context) {
76 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
77 return lux->value;
78 };
79 setLuminanceLevel(0);
80
81 m_threadContext.startCallback = [](mCoreThread* context) {
82 GameController* controller = static_cast<GameController*>(context->userData);
83 if (controller->m_audioProcessor) {
84 controller->m_audioProcessor->setInput(context);
85 }
86 mRTCGenericSourceInit(&controller->m_rtc, context->core);
87 context->core->setRTC(context->core, &controller->m_rtc.d);
88
89 /*GBA* gba = static_cast<GBA*>(context->core->board);
90 gba->luminanceSource = &controller->m_lux;
91 gba->rumble = controller->m_inputController->rumble();
92 gba->rotationSource = controller->m_inputController->rotationSource();
93 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
94 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
95 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
96 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
97 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
98 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
99 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
100 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
101 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
102 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
103 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];*/
104 // TODO: Put back fpsTarget
105
106 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
107 mCoreDeleteState(context->core, 0);
108 }
109 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context));
110 };
111
112 m_threadContext.cleanCallback = [](mCoreThread* context) {
113 GameController* controller = static_cast<GameController*>(context->userData);
114 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
115 };
116
117 m_threadContext.frameCallback = [](mCoreThread* context) {
118 GameController* controller = static_cast<GameController*>(context->userData);
119 memcpy(controller->m_frontBuffer, controller->m_drawContext, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
120 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
121 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
122 mCoreThreadPauseFromThread(context);
123 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
124 }
125 };
126
127 /*m_threadContext.stopCallback = [](mCoreThread* context) {
128 if (!context) {
129 return false;
130 }
131 GameController* controller = static_cast<GameController*>(context->userData);
132 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
133 return false;
134 }
135 QMetaObject::invokeMethod(controller, "closeGame");
136 return true;
137 };*/
138
139 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
140 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
141 mCoreThread* context = logContext->p;
142
143 static const char* savestateMessage = "State %i loaded";
144 static const char* savestateFailedMessage = "State %i failed to load";
145 if (!context) {
146 return;
147 }
148 GameController* controller = static_cast<GameController*>(context->userData);
149 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
150 va_list argc;
151 va_copy(argc, args);
152 int immediate = va_arg(argc, int);
153 va_end(argc);
154 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
155 } else if (category == _mLOG_CAT_STATUS()) {
156 // Slot 0 is reserved for suspend points
157 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
158 va_list argc;
159 va_copy(argc, args);
160 int slot = va_arg(argc, int);
161 va_end(argc);
162 if (slot == 0) {
163 format = "Loaded suspend state";
164 }
165 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
166 va_list argc;
167 va_copy(argc, args);
168 int slot = va_arg(argc, int);
169 va_end(argc);
170 if (slot == 0) {
171 return;
172 }
173 }
174 }
175 if (level == mLOG_FATAL) {
176 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
177 } else if (!(controller->m_logLevels & level)) {
178 return;
179 }
180 QString message(QString().vsprintf(format, args));
181 if (category == _mLOG_CAT_STATUS()) {
182 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
183 }
184 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
185 };
186
187 m_threadContext.userData = this;
188
189 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
190 // TODO: Put rewind back
191 emit frameAvailable(m_drawContext);
192 emit rewound(&m_threadContext);
193 });
194 m_rewindTimer.setInterval(100);
195
196 m_audioThread->setObjectName("Audio Thread");
197 m_audioThread->start(QThread::TimeCriticalPriority);
198 m_audioProcessor->moveToThread(m_audioThread);
199 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
200 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
201 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
202}
203
204GameController::~GameController() {
205 m_audioThread->quit();
206 m_audioThread->wait();
207 disconnect();
208 clearMultiplayerController();
209 closeGame();
210 GBACheatDeviceDestroy(&m_cheatDevice);
211 delete[] m_drawContext;
212 delete[] m_frontBuffer;
213 delete m_backupLoadState;
214}
215
216void GameController::setMultiplayerController(MultiplayerController* controller) {
217 if (controller == m_multiplayer) {
218 return;
219 }
220 clearMultiplayerController();
221 m_multiplayer = controller;
222 controller->attachGame(this);
223}
224
225void GameController::clearMultiplayerController() {
226 if (!m_multiplayer) {
227 return;
228 }
229 m_multiplayer->detachGame(this);
230 m_multiplayer = nullptr;
231}
232
233void GameController::setOverride(const GBACartridgeOverride& override) {
234 // TODO: Put back overrides
235}
236
237void GameController::setConfig(const mCoreConfig* config) {
238 if (!m_gameOpen) {
239 return;
240 }
241 threadInterrupt();
242 mCoreLoadForeignConfig(m_threadContext.core, config);
243 threadContinue();
244}
245
246#ifdef USE_GDB_STUB
247Debugger* GameController::debugger() {
248 // TODO: Put back debugger
249 return nullptr;
250}
251
252void GameController::setDebugger(Debugger* debugger) {
253 threadInterrupt();
254 // TODO: Put back debugger
255 threadContinue();
256}
257#endif
258
259void GameController::loadGame(const QString& path) {
260 closeGame();
261 QFile file(path);
262 if (!file.open(QIODevice::ReadOnly)) {
263 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
264 return;
265 }
266 file.close();
267
268 m_fname = path;
269 openGame();
270}
271
272void GameController::bootBIOS() {
273 closeGame();
274 m_fname = QString();
275 openGame(true);
276}
277
278void GameController::openGame(bool biosOnly) {
279 if (biosOnly && (!m_useBios || m_bios.isNull())) {
280 return;
281 }
282
283 m_gameOpen = true;
284
285 m_pauseAfterFrame = false;
286
287 if (m_turbo) {
288 m_threadContext.sync.videoFrameWait = false;
289 m_threadContext.sync.audioWait = false;
290 } else {
291 m_threadContext.sync.videoFrameWait = m_videoSync;
292 m_threadContext.sync.audioWait = m_audioSync;
293 }
294
295
296 if (!biosOnly) {
297 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
298 } else {
299 m_threadContext.core = GBACoreCreate();
300 }
301 m_threadContext.core->init(m_threadContext.core);
302
303 if (!biosOnly) {
304 mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
305 mCoreAutoloadSave(m_threadContext.core);
306 }
307
308 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, VIDEO_HORIZONTAL_PIXELS);
309
310 if (!m_bios.isNull() && m_useBios) {
311 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
312 if (bios) {
313 // TODO: Lifetime issues?
314 m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
315 }
316 }
317
318 if (!m_patch.isNull()) {
319 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
320 if (patch) {
321 m_threadContext.core->loadPatch(m_threadContext.core, patch);
322 }
323 patch->close(patch);
324 }
325
326 m_inputController->recalibrateAxes();
327 memset(m_drawContext, 0xF8, VIDEO_VERTICAL_PIXELS * VIDEO_HORIZONTAL_PIXELS * 4);
328
329 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
330
331 if (!mCoreThreadStart(&m_threadContext)) {
332 m_gameOpen = false;
333 emit gameFailed();
334 } else if (m_audioProcessor) {
335 startAudio();
336 }
337}
338
339void GameController::loadBIOS(const QString& path) {
340 if (m_bios == path) {
341 return;
342 }
343 m_bios = path;
344 if (m_gameOpen) {
345 closeGame();
346 openGame();
347 }
348}
349
350void GameController::yankPak() {
351 if (!m_gameOpen) {
352 return;
353 }
354 threadInterrupt();
355 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
356 threadContinue();
357}
358
359void GameController::replaceGame(const QString& path) {
360 if (!m_gameOpen) {
361 return;
362 }
363
364 m_fname = path;
365 threadInterrupt();
366 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
367 threadContinue();
368}
369
370void GameController::loadPatch(const QString& path) {
371 if (m_gameOpen) {
372 closeGame();
373 m_patch = path;
374 openGame();
375 } else {
376 m_patch = path;
377 }
378}
379
380void GameController::importSharkport(const QString& path) {
381 if (!isLoaded()) {
382 return;
383 }
384 VFile* vf = VFileDevice::open(path, O_RDONLY);
385 if (!vf) {
386 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
387 return;
388 }
389 threadInterrupt();
390 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
391 threadContinue();
392 vf->close(vf);
393}
394
395void GameController::exportSharkport(const QString& path) {
396 if (!isLoaded()) {
397 return;
398 }
399 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
400 if (!vf) {
401 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
402 return;
403 }
404 threadInterrupt();
405 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
406 threadContinue();
407 vf->close(vf);
408}
409
410void GameController::closeGame() {
411 if (!m_gameOpen) {
412 return;
413 }
414 m_gameOpen = false;
415
416 m_rewindTimer.stop();
417 if (mCoreThreadIsPaused(&m_threadContext)) {
418 mCoreThreadUnpause(&m_threadContext);
419 }
420 m_audioProcessor->pause();
421 mCoreThreadEnd(&m_threadContext);
422 mCoreThreadJoin(&m_threadContext);
423 // Make sure the event queue clears out before the thread is reused
424 QCoreApplication::processEvents();
425
426 m_patch = QString();
427
428 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
429 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
430 GBACheatSetDeinit(set);
431 delete set;
432 }
433 GBACheatSetsClear(&m_cheatDevice.cheats);
434
435 m_threadContext.core->deinit(m_threadContext.core);
436
437 m_gameOpen = false;
438 emit gameStopped(&m_threadContext);
439}
440
441void GameController::crashGame(const QString& crashMessage) {
442 closeGame();
443 emit gameCrashed(crashMessage);
444 emit gameStopped(&m_threadContext);
445}
446
447bool GameController::isPaused() {
448 if (!m_gameOpen) {
449 return false;
450 }
451 return mCoreThreadIsPaused(&m_threadContext);
452}
453
454void GameController::setPaused(bool paused) {
455 if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
456 return;
457 }
458 if (paused) {
459 m_pauseAfterFrame.testAndSetRelaxed(false, true);
460 } else {
461 mCoreThreadUnpause(&m_threadContext);
462 startAudio();
463 emit gameUnpaused(&m_threadContext);
464 }
465}
466
467void GameController::reset() {
468 if (!m_gameOpen) {
469 return;
470 }
471 bool wasPaused = isPaused();
472 setPaused(false);
473 mCoreThreadReset(&m_threadContext);
474 if (wasPaused) {
475 setPaused(true);
476 }
477}
478
479void GameController::threadInterrupt() {
480 if (m_gameOpen) {
481 mCoreThreadInterrupt(&m_threadContext);
482 }
483}
484
485void GameController::threadContinue() {
486 if (m_gameOpen) {
487 mCoreThreadContinue(&m_threadContext);
488 }
489}
490
491void GameController::frameAdvance() {
492 if (m_rewindTimer.isActive()) {
493 return;
494 }
495 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
496 setPaused(false);
497 }
498}
499
500void GameController::setRewind(bool enable, int capacity, int interval) {
501 if (m_gameOpen) {
502 threadInterrupt();
503 // TODO: Put back rewind
504 threadContinue();
505 } else {
506 // TODO: Put back rewind
507 }
508}
509
510void GameController::rewind(int states) {
511 threadInterrupt();
512 if (!states) {
513 // TODO: Put back rewind
514 } else {
515 // TODO: Put back rewind
516 }
517 threadContinue();
518 emit frameAvailable(m_drawContext);
519 emit rewound(&m_threadContext);
520}
521
522void GameController::startRewinding() {
523 if (!m_gameOpen || m_rewindTimer.isActive()) {
524 return;
525 }
526 if (m_multiplayer && m_multiplayer->attached() > 1) {
527 return;
528 }
529 m_wasPaused = isPaused();
530 if (!mCoreThreadIsPaused(&m_threadContext)) {
531 mCoreThreadPause(&m_threadContext);
532 }
533 m_rewindTimer.start();
534}
535
536void GameController::stopRewinding() {
537 if (!m_rewindTimer.isActive()) {
538 return;
539 }
540 m_rewindTimer.stop();
541 bool signalsBlocked = blockSignals(true);
542 setPaused(m_wasPaused);
543 blockSignals(signalsBlocked);
544}
545
546void GameController::keyPressed(int key) {
547 int mappedKey = 1 << key;
548 m_activeKeys |= mappedKey;
549 if (!m_inputController->allowOpposing()) {
550 if ((m_activeKeys & 0x30) == 0x30) {
551 m_inactiveKeys |= mappedKey ^ 0x30;
552 m_activeKeys ^= mappedKey ^ 0x30;
553 }
554 if ((m_activeKeys & 0xC0) == 0xC0) {
555 m_inactiveKeys |= mappedKey ^ 0xC0;
556 m_activeKeys ^= mappedKey ^ 0xC0;
557 }
558 }
559 updateKeys();
560}
561
562void GameController::keyReleased(int key) {
563 int mappedKey = 1 << key;
564 m_activeKeys &= ~mappedKey;
565 if (!m_inputController->allowOpposing()) {
566 if (mappedKey & 0x30) {
567 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
568 m_inactiveKeys &= ~0x30;
569 }
570 if (mappedKey & 0xC0) {
571 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
572 m_inactiveKeys &= ~0xC0;
573 }
574 }
575 updateKeys();
576}
577
578void GameController::clearKeys() {
579 m_activeKeys = 0;
580 m_inactiveKeys = 0;
581 updateKeys();
582}
583
584void GameController::setAutofire(int key, bool enable) {
585 if (key >= GBA_KEY_MAX || key < 0) {
586 return;
587 }
588 m_autofire[key] = enable;
589 m_autofireStatus[key] = 0;
590}
591
592void GameController::setAudioBufferSamples(int samples) {
593 if (m_audioProcessor) {
594 threadInterrupt();
595 redoSamples(samples);
596 threadContinue();
597 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
598 }
599}
600
601void GameController::setAudioSampleRate(unsigned rate) {
602 if (!rate) {
603 return;
604 }
605 if (m_audioProcessor) {
606 threadInterrupt();
607 redoSamples(m_audioProcessor->getBufferSamples());
608 threadContinue();
609 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
610 }
611}
612
613void GameController::setAudioChannelEnabled(int channel, bool enable) {
614 if (channel > 5 || channel < 0) {
615 return;
616 }
617 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
618 m_audioChannels[channel] = enable;
619 if (isLoaded()) {
620 switch (channel) {
621 case 0:
622 case 1:
623 case 2:
624 case 3:
625 gba->audio.psg.forceDisableCh[channel] = !enable;
626 break;
627 case 4:
628 gba->audio.forceDisableChA = !enable;
629 break;
630 case 5:
631 gba->audio.forceDisableChB = !enable;
632 break;
633 }
634 }
635}
636
637void GameController::startAudio() {
638 bool started = false;
639 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
640 if (!started) {
641 LOG(QT, ERROR) << tr("Failed to start audio processor");
642 // Don't freeze!
643 m_audioSync = false;
644 m_videoSync = true;
645 m_threadContext.sync.audioWait = false;
646 m_threadContext.sync.videoFrameWait = true;
647 }
648}
649
650void GameController::setVideoLayerEnabled(int layer, bool enable) {
651 if (layer > 4 || layer < 0) {
652 return;
653 }
654 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
655 m_videoLayers[layer] = enable;
656 if (isLoaded()) {
657 switch (layer) {
658 case 0:
659 case 1:
660 case 2:
661 case 3:
662 gba->video.renderer->disableBG[layer] = !enable;
663 break;
664 case 4:
665 gba->video.renderer->disableOBJ = !enable;
666 break;
667 }
668 }
669}
670
671void GameController::setFPSTarget(float fps) {
672 threadInterrupt();
673 m_fpsTarget = fps;
674 // TODO: Put back fpsTarget
675 if (m_turbo && m_turboSpeed > 0) {
676 // TODO: Put back fpsTarget
677 }
678 if (m_audioProcessor) {
679 redoSamples(m_audioProcessor->getBufferSamples());
680 }
681 threadContinue();
682}
683
684void GameController::setUseBIOS(bool use) {
685 if (use == m_useBios) {
686 return;
687 }
688 m_useBios = use;
689 if (m_gameOpen) {
690 closeGame();
691 openGame();
692 }
693}
694
695void GameController::loadState(int slot) {
696 if (m_fname.isEmpty()) {
697 // We're in the BIOS
698 return;
699 }
700 if (slot > 0 && slot != m_stateSlot) {
701 m_stateSlot = slot;
702 m_backupSaveState.clear();
703 }
704 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
705 GameController* controller = static_cast<GameController*>(context->userData);
706 if (!controller->m_backupLoadState) {
707 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
708 }
709 context->core->saveState(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
710 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
711 controller->frameAvailable(controller->m_drawContext);
712 controller->stateLoaded(context);
713 }
714 });
715}
716
717void GameController::saveState(int slot) {
718 if (m_fname.isEmpty()) {
719 // We're in the BIOS
720 return;
721 }
722 if (slot > 0) {
723 m_stateSlot = slot;
724 }
725 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
726 GameController* controller = static_cast<GameController*>(context->userData);
727 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
728 if (vf) {
729 controller->m_backupSaveState.resize(vf->size(vf));
730 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
731 vf->close(vf);
732 }
733 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
734 });
735}
736
737void GameController::loadBackupState() {
738 if (!m_backupLoadState) {
739 return;
740 }
741
742 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
743 GameController* controller = static_cast<GameController*>(context->userData);
744 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
745 if (context->core->loadState(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
746 mLOG(STATUS, INFO, "Undid state load");
747 controller->frameAvailable(controller->m_drawContext);
748 controller->stateLoaded(context);
749 }
750 controller->m_backupLoadState->close(controller->m_backupLoadState);
751 controller->m_backupLoadState = nullptr;
752 });
753}
754
755void GameController::saveBackupState() {
756 if (m_backupSaveState.isEmpty()) {
757 return;
758 }
759
760 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
761 GameController* controller = static_cast<GameController*>(context->userData);
762 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
763 if (vf) {
764 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
765 vf->close(vf);
766 mLOG(STATUS, INFO, "Undid state save");
767 }
768 controller->m_backupSaveState.clear();
769 });
770}
771
772void GameController::setMute(bool mute) {
773 threadInterrupt();
774 // TODO: Put back mute
775 threadContinue();
776}
777
778void GameController::setTurbo(bool set, bool forced) {
779 if (m_turboForced && !forced) {
780 return;
781 }
782 if (m_turbo == set && m_turboForced == forced) {
783 // Don't interrupt the thread if we don't need to
784 return;
785 }
786 m_turbo = set;
787 m_turboForced = set && forced;
788 enableTurbo();
789}
790
791void GameController::setTurboSpeed(float ratio) {
792 m_turboSpeed = ratio;
793 enableTurbo();
794}
795
796void GameController::enableTurbo() {
797 threadInterrupt();
798 if (!m_turbo) {
799 // TODO: Put back fpsTarget
800 m_threadContext.sync.audioWait = m_audioSync;
801 m_threadContext.sync.videoFrameWait = m_videoSync;
802 } else if (m_turboSpeed <= 0) {
803 // TODO: Put back fpsTarget
804 m_threadContext.sync.audioWait = false;
805 m_threadContext.sync.videoFrameWait = false;
806 } else {
807 // TODO: Put back fpsTarget
808 m_threadContext.sync.audioWait = true;
809 m_threadContext.sync.videoFrameWait = false;
810 }
811 if (m_audioProcessor) {
812 redoSamples(m_audioProcessor->getBufferSamples());
813 }
814 threadContinue();
815}
816
817void GameController::setAVStream(mAVStream* stream) {
818 threadInterrupt();
819 m_stream = stream;
820 if (isLoaded()) {
821 m_threadContext.core->setAVStream(m_threadContext.core, stream);
822 }
823 threadContinue();
824}
825
826void GameController::clearAVStream() {
827 threadInterrupt();
828 m_stream = nullptr;
829 if (isLoaded()) {
830 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
831 }
832 threadContinue();
833}
834
835#ifdef USE_PNG
836void GameController::screenshot() {
837 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
838 mCoreTakeScreenshot(context->core);
839 });
840}
841#endif
842
843void GameController::reloadAudioDriver() {
844 int samples = 0;
845 unsigned sampleRate = 0;
846 if (m_audioProcessor) {
847 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
848 samples = m_audioProcessor->getBufferSamples();
849 sampleRate = m_audioProcessor->sampleRate();
850 delete m_audioProcessor;
851 }
852 m_audioProcessor = AudioProcessor::create();
853 if (samples) {
854 m_audioProcessor->setBufferSamples(samples);
855 }
856 if (sampleRate) {
857 m_audioProcessor->requestSampleRate(sampleRate);
858 }
859 m_audioProcessor->moveToThread(m_audioThread);
860 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
861 if (isLoaded()) {
862 m_audioProcessor->setInput(&m_threadContext);
863 startAudio();
864 }
865}
866
867void GameController::setSaveStateExtdata(int flags) {
868 m_saveStateFlags = flags;
869}
870
871void GameController::setLoadStateExtdata(int flags) {
872 m_loadStateFlags = flags;
873}
874
875void GameController::setLuminanceValue(uint8_t value) {
876 m_luxValue = value;
877 value = std::max<int>(value - 0x16, 0);
878 m_luxLevel = 10;
879 for (int i = 0; i < 10; ++i) {
880 if (value < GBA_LUX_LEVELS[i]) {
881 m_luxLevel = i;
882 break;
883 }
884 }
885 emit luminanceValueChanged(m_luxValue);
886}
887
888void GameController::setLuminanceLevel(int level) {
889 int value = 0x16;
890 level = std::max(0, std::min(10, level));
891 if (level > 0) {
892 value += GBA_LUX_LEVELS[level - 1];
893 }
894 setLuminanceValue(value);
895}
896
897void GameController::setRealTime() {
898 m_rtc.override = RTC_NO_OVERRIDE;
899}
900
901void GameController::setFixedTime(const QDateTime& time) {
902 m_rtc.override = RTC_FIXED;
903 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
904}
905
906void GameController::setFakeEpoch(const QDateTime& time) {
907 m_rtc.override = RTC_FAKE_EPOCH;
908 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
909}
910
911void GameController::updateKeys() {
912 int activeKeys = m_activeKeys;
913 activeKeys |= m_activeButtons;
914 activeKeys &= ~m_inactiveKeys;
915 if (isLoaded()) {
916 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
917 }
918}
919
920void GameController::redoSamples(int samples) {
921 // TODO: Put back audio buffers
922 if (m_threadContext.core) {
923 GBAAudioResizeBuffer(&static_cast<GBA*>(m_threadContext.core->board)->audio, samples);
924 }
925 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
926}
927
928void GameController::setLogLevel(int levels) {
929 threadInterrupt();
930 m_logLevels = levels;
931 threadContinue();
932}
933
934void GameController::enableLogLevel(int levels) {
935 threadInterrupt();
936 m_logLevels |= levels;
937 threadContinue();
938}
939
940void GameController::disableLogLevel(int levels) {
941 threadInterrupt();
942 m_logLevels &= ~levels;
943 threadContinue();
944}
945
946void GameController::pollEvents() {
947 if (!m_inputController) {
948 return;
949 }
950
951 m_activeButtons = m_inputController->pollEvents();
952 updateKeys();
953}
954
955void GameController::updateAutofire() {
956 // TODO: Move all key events onto the CPU thread...somehow
957 for (int k = 0; k < GBA_KEY_MAX; ++k) {
958 if (!m_autofire[k]) {
959 continue;
960 }
961 m_autofireStatus[k] ^= 1;
962 if (m_autofireStatus[k]) {
963 keyPressed(k);
964 } else {
965 keyReleased(k);
966 }
967 }
968}