src/platform/qt/GameController.cpp (view raw)
1/* Copyright (c) 2013-2014 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "GameController.h"
7
8#include "AudioProcessor.h"
9#include "InputController.h"
10
11#include <QDateTime>
12#include <QThread>
13
14extern "C" {
15#include "gba.h"
16#include "gba-audio.h"
17#include "gba-serialize.h"
18#include "renderers/video-software.h"
19#include "util/vfs.h"
20}
21
22using namespace QGBA;
23
24GameController::GameController(QObject* parent)
25 : QObject(parent)
26 , m_drawContext(new uint32_t[256 * 256])
27 , m_threadContext()
28 , m_activeKeys(0)
29 , m_logLevels(0)
30 , m_gameOpen(false)
31 , m_audioThread(new QThread(this))
32 , m_audioProcessor(AudioProcessor::create())
33 , m_videoSync(VIDEO_SYNC)
34 , m_audioSync(AUDIO_SYNC)
35 , m_turbo(false)
36 , m_turboForced(false)
37 , m_inputController(nullptr)
38{
39 m_renderer = new GBAVideoSoftwareRenderer;
40 GBAVideoSoftwareRendererCreate(m_renderer);
41 m_renderer->outputBuffer = (color_t*) m_drawContext;
42 m_renderer->outputBufferStride = 256;
43 m_threadContext.state = THREAD_INITIALIZED;
44 m_threadContext.debugger = 0;
45 m_threadContext.frameskip = 0;
46 m_threadContext.bios = 0;
47 m_threadContext.renderer = &m_renderer->d;
48 m_threadContext.userData = this;
49 m_threadContext.rewindBufferCapacity = 0;
50 m_threadContext.logLevel = -1;
51
52 m_lux.p = this;
53 m_lux.sample = [] (GBALuminanceSource* context) {
54 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
55 lux->value = 0xFF - lux->p->m_luxValue;
56 };
57
58 m_lux.readLuminance = [] (GBALuminanceSource* context) {
59 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
60 return lux->value;
61 };
62
63 m_rtc.p = this;
64 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
65 m_rtc.sample = [] (GBARTCSource* context) { };
66 m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
67 GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
68 switch (rtc->override) {
69 case GameControllerRTC::NO_OVERRIDE:
70 default:
71 return time(nullptr);
72 case GameControllerRTC::FIXED:
73 return rtc->value;
74 case GameControllerRTC::FAKE_EPOCH:
75 return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
76 }
77 };
78
79 m_threadContext.startCallback = [] (GBAThread* context) {
80 GameController* controller = static_cast<GameController*>(context->userData);
81 controller->m_audioProcessor->setInput(context);
82 context->gba->luminanceSource = &controller->m_lux;
83 context->gba->rtcSource = &controller->m_rtc;
84 controller->gameStarted(context);
85 };
86
87 m_threadContext.cleanCallback = [] (GBAThread* context) {
88 GameController* controller = static_cast<GameController*>(context->userData);
89 controller->gameStopped(context);
90 };
91
92 m_threadContext.frameCallback = [] (GBAThread* context) {
93 GameController* controller = static_cast<GameController*>(context->userData);
94 controller->m_pauseMutex.lock();
95 if (controller->m_pauseAfterFrame) {
96 GBAThreadPauseFromThread(context);
97 controller->m_pauseAfterFrame = false;
98 controller->gamePaused(&controller->m_threadContext);
99 }
100 controller->m_pauseMutex.unlock();
101 controller->frameAvailable(controller->m_drawContext);
102 };
103
104 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
105 GameController* controller = static_cast<GameController*>(context->userData);
106 if (level == GBA_LOG_FATAL) {
107 MutexLock(&controller->m_threadContext.stateMutex);
108 controller->m_threadContext.state = THREAD_EXITING;
109 MutexUnlock(&controller->m_threadContext.stateMutex);
110 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
111 } else if (!(controller->m_logLevels & level)) {
112 return;
113 }
114 controller->postLog(level, QString().vsprintf(format, args));
115 };
116
117 m_audioThread->start(QThread::TimeCriticalPriority);
118 m_audioProcessor->moveToThread(m_audioThread);
119 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
120 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
121 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
122 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
123
124#ifdef BUILD_SDL
125 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
126#endif
127}
128
129GameController::~GameController() {
130 m_audioThread->quit();
131 m_audioThread->wait();
132 disconnect();
133 closeGame();
134 delete m_renderer;
135 delete[] m_drawContext;
136}
137
138#ifdef USE_GDB_STUB
139ARMDebugger* GameController::debugger() {
140 return m_threadContext.debugger;
141}
142
143void GameController::setDebugger(ARMDebugger* debugger) {
144 bool wasPaused = isPaused();
145 setPaused(true);
146 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
147 GBADetachDebugger(m_threadContext.gba);
148 }
149 m_threadContext.debugger = debugger;
150 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
151 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
152 }
153 setPaused(wasPaused);
154}
155#endif
156
157void GameController::loadGame(const QString& path, bool dirmode) {
158 closeGame();
159 if (!dirmode) {
160 QFile file(path);
161 if (!file.open(QIODevice::ReadOnly)) {
162 return;
163 }
164 file.close();
165 }
166
167 m_fname = path;
168 m_dirmode = dirmode;
169 openGame();
170}
171
172void GameController::openGame() {
173 m_gameOpen = true;
174
175 m_pauseAfterFrame = false;
176
177 if (m_turbo) {
178 m_threadContext.sync.videoFrameWait = false;
179 m_threadContext.sync.audioWait = false;
180 } else {
181 m_threadContext.sync.videoFrameWait = m_videoSync;
182 m_threadContext.sync.audioWait = m_audioSync;
183 }
184
185 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
186 if (m_dirmode) {
187 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
188 m_threadContext.stateDir = m_threadContext.gameDir;
189 } else {
190 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
191#if ENABLE_LIBZIP
192 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
193#endif
194 }
195
196 if (!m_bios.isNull()) {
197 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
198 }
199
200 if (!m_patch.isNull()) {
201 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
202 }
203
204 if (!GBAThreadStart(&m_threadContext)) {
205 m_gameOpen = false;
206 }
207}
208
209void GameController::loadBIOS(const QString& path) {
210 if (m_bios == path) {
211 return;
212 }
213 m_bios = path;
214 if (m_gameOpen) {
215 closeGame();
216 openGame();
217 }
218}
219
220void GameController::loadPatch(const QString& path) {
221 m_patch = path;
222 if (m_gameOpen) {
223 closeGame();
224 openGame();
225 }
226}
227
228void GameController::closeGame() {
229 if (!m_gameOpen) {
230 return;
231 }
232 if (GBAThreadIsPaused(&m_threadContext)) {
233 GBAThreadUnpause(&m_threadContext);
234 }
235 GBAThreadEnd(&m_threadContext);
236 GBAThreadJoin(&m_threadContext);
237 if (m_threadContext.fname) {
238 free(const_cast<char*>(m_threadContext.fname));
239 m_threadContext.fname = nullptr;
240 }
241
242 m_patch = QString();
243
244 m_gameOpen = false;
245 emit gameStopped(&m_threadContext);
246}
247
248void GameController::crashGame(const QString& crashMessage) {
249 closeGame();
250 emit gameCrashed(crashMessage);
251}
252
253bool GameController::isPaused() {
254 if (!m_gameOpen) {
255 return false;
256 }
257 return GBAThreadIsPaused(&m_threadContext);
258}
259
260void GameController::setPaused(bool paused) {
261 if (paused == GBAThreadIsPaused(&m_threadContext)) {
262 return;
263 }
264 if (paused) {
265 GBAThreadPause(&m_threadContext);
266 emit gamePaused(&m_threadContext);
267 } else {
268 GBAThreadUnpause(&m_threadContext);
269 emit gameUnpaused(&m_threadContext);
270 }
271}
272
273void GameController::reset() {
274 GBAThreadReset(&m_threadContext);
275}
276
277void GameController::threadInterrupt() {
278 if (m_gameOpen) {
279 GBAThreadInterrupt(&m_threadContext);
280 }
281}
282
283void GameController::threadContinue() {
284 if (m_gameOpen) {
285 GBAThreadContinue(&m_threadContext);
286 }
287}
288
289void GameController::frameAdvance() {
290 m_pauseMutex.lock();
291 m_pauseAfterFrame = true;
292 setPaused(false);
293 m_pauseMutex.unlock();
294}
295
296void GameController::keyPressed(int key) {
297 int mappedKey = 1 << key;
298 m_activeKeys |= mappedKey;
299 updateKeys();
300}
301
302void GameController::keyReleased(int key) {
303 int mappedKey = 1 << key;
304 m_activeKeys &= ~mappedKey;
305 updateKeys();
306}
307
308void GameController::setAudioBufferSamples(int samples) {
309 threadInterrupt();
310 redoSamples(samples);
311 threadContinue();
312 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
313}
314
315void GameController::setFPSTarget(float fps) {
316 threadInterrupt();
317 m_threadContext.fpsTarget = fps;
318 redoSamples(m_audioProcessor->getBufferSamples());
319 threadContinue();
320 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
321}
322
323void GameController::setSkipBIOS(bool set) {
324 threadInterrupt();
325 m_threadContext.skipBios = set;
326 threadContinue();
327}
328
329void GameController::loadState(int slot) {
330 threadInterrupt();
331 GBALoadState(m_threadContext.gba, m_threadContext.stateDir, slot);
332 threadContinue();
333 emit stateLoaded(&m_threadContext);
334 emit frameAvailable(m_drawContext);
335}
336
337void GameController::saveState(int slot) {
338 threadInterrupt();
339 GBASaveState(m_threadContext.gba, m_threadContext.stateDir, slot, true);
340 threadContinue();
341}
342
343void GameController::setVideoSync(bool set) {
344 m_videoSync = set;
345 if (!m_turbo) {
346 threadInterrupt();
347 m_threadContext.sync.videoFrameWait = set;
348 threadContinue();
349 }
350}
351
352void GameController::setAudioSync(bool set) {
353 m_audioSync = set;
354 if (!m_turbo) {
355 threadInterrupt();
356 m_threadContext.sync.audioWait = set;
357 threadContinue();
358 }
359}
360
361void GameController::setFrameskip(int skip) {
362 m_threadContext.frameskip = skip;
363}
364
365void GameController::setTurbo(bool set, bool forced) {
366 if (m_turboForced && !forced) {
367 return;
368 }
369 m_turbo = set;
370 if (set) {
371 m_turboForced = forced;
372 } else {
373 m_turboForced = false;
374 }
375 threadInterrupt();
376 m_threadContext.sync.audioWait = set ? false : m_audioSync;
377 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
378 threadContinue();
379}
380
381void GameController::setAVStream(GBAAVStream* stream) {
382 threadInterrupt();
383 m_threadContext.stream = stream;
384 threadContinue();
385}
386
387void GameController::clearAVStream() {
388 threadInterrupt();
389 m_threadContext.stream = nullptr;
390 threadContinue();
391}
392
393void GameController::setRealTime() {
394 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
395}
396
397void GameController::setFixedTime(const QDateTime& time) {
398 m_rtc.override = GameControllerRTC::FIXED;
399 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
400}
401
402void GameController::setFakeEpoch(const QDateTime& time) {
403 m_rtc.override = GameControllerRTC::FAKE_EPOCH;
404 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
405}
406
407void GameController::updateKeys() {
408 int activeKeys = m_activeKeys;
409#ifdef BUILD_SDL
410 activeKeys |= m_activeButtons;
411#endif
412 m_threadContext.activeKeys = activeKeys;
413}
414
415void GameController::redoSamples(int samples) {
416#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
417 float sampleRate = 0x8000;
418 float ratio;
419 if (m_threadContext.gba) {
420 sampleRate = m_threadContext.gba->audio.sampleRate;
421 }
422 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
423 m_threadContext.audioBuffers = ceil(samples / ratio);
424#else
425 m_threadContext.audioBuffers = samples;
426#endif
427 if (m_threadContext.gba) {
428 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
429 }
430}
431
432void GameController::setLogLevel(int levels) {
433 threadInterrupt();
434 m_logLevels = levels;
435 threadContinue();
436}
437
438void GameController::enableLogLevel(int levels) {
439 threadInterrupt();
440 m_logLevels |= levels;
441 threadContinue();
442}
443
444void GameController::disableLogLevel(int levels) {
445 threadInterrupt();
446 m_logLevels &= ~levels;
447 threadContinue();
448}
449
450#ifdef BUILD_SDL
451void GameController::testSDLEvents() {
452 if (!m_inputController) {
453 return;
454 }
455
456 m_activeButtons = m_inputController->testSDLEvents();
457 updateKeys();
458}
459#endif