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 "Override.h"
13#include "VFileDevice.h"
14
15#include <QCoreApplication>
16#include <QDateTime>
17
18#include <ctime>
19
20#include <mgba/core/config.h>
21#include <mgba/core/directories.h>
22#include <mgba/core/serialize.h>
23#include <mgba/core/tile-cache.h>
24#ifdef M_CORE_GBA
25#include <mgba/gba/interface.h>
26#include <mgba/internal/gba/gba.h>
27#include <mgba/gba/core.h>
28#include <mgba/internal/gba/renderers/tile-cache.h>
29#include <mgba/internal/gba/sharkport.h>
30#endif
31#ifdef M_CORE_GB
32#include <mgba/internal/gb/gb.h>
33#include <mgba/internal/gb/renderers/tile-cache.h>
34#endif
35#include <mgba-util/vfs.h>
36#include <mgba/feature/video-logger.h>
37
38using namespace QGBA;
39using namespace std;
40
41GameController::GameController(QObject* parent)
42 : QObject(parent)
43 , m_audioProcessor(AudioProcessor::create())
44 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC | SAVESTATE_METADATA)
45 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
46{
47#ifdef M_CORE_GBA
48 m_lux.p = this;
49 m_lux.sample = [](GBALuminanceSource* context) {
50 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
51 lux->value = 0xFF - lux->p->m_luxValue;
52 };
53
54 m_lux.readLuminance = [](GBALuminanceSource* context) {
55 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
56 return lux->value;
57 };
58 setLuminanceLevel(0);
59#endif
60
61 m_threadContext.startCallback = [](mCoreThread* context) {
62 GameController* controller = static_cast<GameController*>(context->userData);
63 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
64 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
65
66 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
67 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
68 }
69 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
70 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
71 }
72
73 switch (context->core->platform(context->core)) {
74#ifdef M_CORE_GBA
75 case PLATFORM_GBA:
76 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
77 break;
78#endif
79 default:
80 break;
81 }
82 controller->m_fpsTarget = context->sync.fpsTarget;
83
84 if (controller->m_override) {
85 controller->m_override->identify(context->core);
86 controller->m_override->apply(context->core);
87 }
88
89 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
90 mCoreDeleteState(context->core, 0);
91 }
92
93 controller->m_gameOpen = true;
94 if (controller->m_multiplayer) {
95 controller->m_multiplayer->attachGame(controller);
96 }
97
98 QString path = controller->m_fname;
99 if (!controller->m_fsub.isEmpty()) {
100 path += QDir::separator() + controller->m_fsub;
101 }
102 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
103 QMetaObject::invokeMethod(controller, "startAudio");
104 };
105
106 m_threadContext.resetCallback = [](mCoreThread* context) {
107 GameController* controller = static_cast<GameController*>(context->userData);
108 for (auto action : controller->m_resetActions) {
109 action();
110 }
111 controller->m_resetActions.clear();
112
113 unsigned width, height;
114 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
115 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
116 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
117 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
118 mCoreThreadPauseFromThread(context);
119 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
120 }
121 };
122
123 m_threadContext.cleanCallback = [](mCoreThread* context) {
124 GameController* controller = static_cast<GameController*>(context->userData);
125
126 if (controller->m_multiplayer) {
127 controller->m_multiplayer->detachGame(controller);
128 }
129 controller->clearOverride();
130 controller->endVideoLog();
131
132 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
133
134 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
135 QMetaObject::invokeMethod(controller, "cleanGame");
136 };
137
138 m_threadContext.frameCallback = [](mCoreThread* context) {
139 GameController* controller = static_cast<GameController*>(context->userData);
140 unsigned width, height;
141 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
142 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
143 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
144
145 // If no one is using the tile cache, disable it
146 if (controller->m_tileCache && controller->m_tileCache.unique()) {
147 switch (controller->platform()) {
148#ifdef M_CORE_GBA
149 case PLATFORM_GBA: {
150 GBA* gba = static_cast<GBA*>(context->core->board);
151 gba->video.renderer->cache = nullptr;
152 break;
153 }
154#endif
155#ifdef M_CORE_GB
156 case PLATFORM_GB: {
157 GB* gb = static_cast<GB*>(context->core->board);
158 gb->video.renderer->cache = nullptr;
159 break;
160 }
161#endif
162 default:
163 break;
164 }
165 mTileCacheDeinit(controller->m_tileCache.get());
166 controller->m_tileCache.reset();
167 }
168
169
170 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
171 mCoreThreadPauseFromThread(context);
172 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
173 }
174 };
175
176 m_threadContext.sleepCallback = [](mCoreThread* context) {
177 if (!context) {
178 return;
179 }
180 GameController* controller = static_cast<GameController*>(context->userData);
181 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
182 return;
183 }
184 QMetaObject::invokeMethod(controller, "closeGame");
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 static int biosCat = -1;
194 static int statusCat = -1;
195 if (!context) {
196 return;
197 }
198 GameController* controller = static_cast<GameController*>(context->userData);
199 QString message;
200 if (biosCat < 0) {
201 biosCat = mLogCategoryById("gba.bios");
202 }
203 if (statusCat < 0) {
204 statusCat = mLogCategoryById("core.status");
205 }
206#ifdef M_CORE_GBA
207 if (level == mLOG_STUB && category == biosCat) {
208 va_list argc;
209 va_copy(argc, args);
210 int immediate = va_arg(argc, int);
211 va_end(argc);
212 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
213 } else
214#endif
215 if (category == statusCat) {
216 // Slot 0 is reserved for suspend points
217 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
218 va_list argc;
219 va_copy(argc, args);
220 int slot = va_arg(argc, int);
221 va_end(argc);
222 if (slot == 0) {
223 format = "Loaded suspend state";
224 }
225 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
226 va_list argc;
227 va_copy(argc, args);
228 int slot = va_arg(argc, int);
229 va_end(argc);
230 if (slot == 0) {
231 return;
232 }
233 }
234 message = QString().vsprintf(format, args);
235 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
236 }
237 if (level == mLOG_FATAL) {
238 mCoreThreadMarkCrashed(controller->thread());
239 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
240 } else if (!(controller->m_logLevels & level)) {
241 return;
242 }
243 message = QString().vsprintf(format, args);
244 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
245 };
246
247 m_threadContext.userData = this;
248
249 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
250 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
251 connect(this, &GameController::frameAvailable, this, &GameController::pollEvents);
252 connect(this, &GameController::frameAvailable, this, &GameController::updateAutofire);
253}
254
255GameController::~GameController() {
256 disconnect();
257 closeGame();
258 clearMultiplayerController();
259 delete m_backupLoadState;
260}
261
262void GameController::setMultiplayerController(MultiplayerController* controller) {
263 if (controller == m_multiplayer) {
264 return;
265 }
266 clearMultiplayerController();
267 m_multiplayer = controller;
268 if (isLoaded()) {
269 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
270 GameController* controller = static_cast<GameController*>(thread->userData);
271 controller->m_multiplayer->attachGame(controller);
272 });
273 }
274}
275
276void GameController::clearMultiplayerController() {
277 if (!m_multiplayer) {
278 return;
279 }
280 m_multiplayer->detachGame(this);
281 m_multiplayer = nullptr;
282}
283
284void GameController::setOverride(Override* override) {
285 m_override = override;
286 if (isLoaded()) {
287 Interrupter interrupter(this);
288 m_override->identify(m_threadContext.core);
289 }
290}
291
292void GameController::clearOverride() {
293 delete m_override;
294 m_override = nullptr;
295}
296
297void GameController::setConfig(const mCoreConfig* config) {
298 m_config = config;
299 if (isLoaded()) {
300 Interrupter interrupter(this);
301 mCoreLoadForeignConfig(m_threadContext.core, config);
302 m_audioSync = m_threadContext.sync.audioWait;
303 m_videoSync = m_threadContext.sync.videoFrameWait;
304 m_audioProcessor->setInput(&m_threadContext);
305 }
306}
307
308#ifdef USE_DEBUGGERS
309mDebugger* GameController::debugger() {
310 if (!isLoaded()) {
311 return nullptr;
312 }
313 return m_threadContext.core->debugger;
314}
315
316void GameController::setDebugger(mDebugger* debugger) {
317 Interrupter interrupter(this);
318 if (debugger) {
319 mDebuggerAttach(debugger, m_threadContext.core);
320 } else {
321 m_threadContext.core->detachDebugger(m_threadContext.core);
322 }
323}
324#endif
325
326void GameController::loadGame(const QString& path) {
327 closeGame();
328 QFileInfo info(path);
329 if (!info.isReadable()) {
330 QString fname = info.fileName();
331 QString base = info.path();
332 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
333 base.chop(1);
334 }
335 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
336 if (dir) {
337 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
338 if (vf) {
339 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
340 uint8_t buffer[2048];
341 ssize_t read;
342 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
343 vfclone->write(vfclone, buffer, read);
344 }
345 vf->close(vf);
346 vf = vfclone;
347 }
348 dir->close(dir);
349 loadGame(vf, fname, base);
350 } else {
351 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
352 }
353 return;
354 } else {
355 m_fname = info.canonicalFilePath();
356 m_fsub = QString();
357 }
358 m_vf = nullptr;
359 openGame();
360}
361
362void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
363 closeGame();
364 QFileInfo info(base);
365 if (info.isDir()) {
366 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
367 m_fsub = QString();
368 } else {
369 m_fname = info.canonicalFilePath();
370 m_fsub = path;
371 }
372 m_vf = vf;
373 openGame();
374}
375
376void GameController::bootBIOS() {
377 closeGame();
378 m_fname = QString();
379 openGame(true);
380}
381
382void GameController::openGame(bool biosOnly) {
383 if (m_fname.isEmpty()) {
384 biosOnly = true;
385 }
386 if (isLoaded()) {
387 // We need to delay if the game is still cleaning up
388 QTimer::singleShot(10, this, SLOT(openGame()));
389 return;
390 } else if(m_gameOpen) {
391 cleanGame();
392 }
393
394 m_threadContext.core = nullptr;
395 if (!biosOnly) {
396 if (m_vf) {
397 m_threadContext.core = mCoreFindVF(m_vf);
398 } else {
399 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
400 }
401#ifdef M_CORE_GBA
402 } else {
403 m_threadContext.core = GBACoreCreate();
404#endif
405 }
406
407 if (!m_threadContext.core) {
408 return;
409 }
410
411 m_pauseAfterFrame = false;
412
413 if (m_turbo) {
414 m_threadContext.sync.videoFrameWait = false;
415 m_threadContext.sync.audioWait = false;
416 } else {
417 m_threadContext.sync.videoFrameWait = m_videoSync;
418 m_threadContext.sync.audioWait = m_audioSync;
419 }
420 m_threadContext.core->init(m_threadContext.core);
421 mCoreInitConfig(m_threadContext.core, nullptr);
422
423 unsigned width, height;
424 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
425 m_drawContext = new uint32_t[width * height];
426 m_frontBuffer = new uint32_t[width * height];
427
428 if (m_config) {
429 mCoreLoadForeignConfig(m_threadContext.core, m_config);
430 }
431
432 QByteArray bytes;
433 if (!biosOnly) {
434 bytes = m_fname.toUtf8();
435 if (m_preload) {
436 if (m_vf) {
437 mCorePreloadVF(m_threadContext.core, m_vf);
438 } else {
439 mCorePreloadFile(m_threadContext.core, bytes.constData());
440 mDirectorySetDetachBase(&m_threadContext.core->dirs);
441 }
442 } else {
443 if (m_vf) {
444 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
445 } else {
446 mCoreLoadFile(m_threadContext.core, bytes.constData());
447 mDirectorySetDetachBase(&m_threadContext.core->dirs);
448 }
449 }
450 } else {
451 bytes = m_bios.toUtf8();
452 }
453 if (bytes.isNull()) {
454 return;
455 }
456
457 char dirname[PATH_MAX];
458 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
459 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
460
461 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
462
463 m_inputController->recalibrateAxes();
464 memset(m_drawContext, 0xF8, width * height * 4);
465
466 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
467
468 if (!biosOnly) {
469 mCoreAutoloadSave(m_threadContext.core);
470 if (!m_patch.isNull()) {
471 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
472 if (patch) {
473 m_threadContext.core->loadPatch(m_threadContext.core, patch);
474 }
475 patch->close(patch);
476 m_patch = QString();
477 } else {
478 mCoreAutoloadPatch(m_threadContext.core);
479 }
480 }
481 m_vf = nullptr;
482
483 if (!mCoreThreadStart(&m_threadContext)) {
484 emit gameFailed();
485 }
486}
487
488void GameController::loadBIOS(int platform, const QString& path) {
489 if (m_bios == path) {
490 return;
491 }
492 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
493 closeGame();
494 m_bios = path;
495 openGame();
496 } else if (!m_gameOpen || m_bios.isNull()) {
497 m_bios = path;
498 }
499}
500
501void GameController::loadSave(const QString& path, bool temporary) {
502 if (!isLoaded()) {
503 return;
504 }
505 m_resetActions.append([this, path, temporary]() {
506 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
507 if (!vf) {
508 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
509 return;
510 }
511
512 if (temporary) {
513 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
514 } else {
515 m_threadContext.core->loadSave(m_threadContext.core, vf);
516 }
517 });
518 reset();
519}
520
521void GameController::yankPak() {
522 if (!m_gameOpen) {
523 return;
524 }
525 Interrupter interrupter(this);
526 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
527}
528
529void GameController::replaceGame(const QString& path) {
530 if (!m_gameOpen) {
531 return;
532 }
533
534 QFileInfo info(path);
535 if (!info.isReadable()) {
536 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
537 return;
538 }
539 m_fname = info.canonicalFilePath();
540 Interrupter interrupter(this);
541 mDirectorySetDetachBase(&m_threadContext.core->dirs);
542 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
543}
544
545void GameController::loadPatch(const QString& path) {
546 m_patch = path;
547 if (m_gameOpen) {
548 closeGame();
549 openGame();
550 }
551}
552
553void GameController::importSharkport(const QString& path) {
554 if (!isLoaded()) {
555 return;
556 }
557#ifdef M_CORE_GBA
558 if (platform() != PLATFORM_GBA) {
559 return;
560 }
561 VFile* vf = VFileDevice::open(path, O_RDONLY);
562 if (!vf) {
563 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
564 return;
565 }
566 threadInterrupt();
567 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
568 threadContinue();
569 vf->close(vf);
570#endif
571}
572
573void GameController::exportSharkport(const QString& path) {
574 if (!isLoaded()) {
575 return;
576 }
577#ifdef M_CORE_GBA
578 if (platform() != PLATFORM_GBA) {
579 return;
580 }
581 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
582 if (!vf) {
583 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
584 return;
585 }
586 threadInterrupt();
587 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
588 threadContinue();
589 vf->close(vf);
590#endif
591}
592
593void GameController::closeGame() {
594 if (!m_gameOpen) {
595 return;
596 }
597#ifdef USE_DEBUGGERS
598 setDebugger(nullptr);
599#endif
600 if (mCoreThreadIsPaused(&m_threadContext)) {
601 mCoreThreadUnpause(&m_threadContext);
602 }
603 mCoreThreadEnd(&m_threadContext);
604}
605
606void GameController::cleanGame() {
607 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
608 return;
609 }
610
611 m_audioProcessor->pause();
612 mCoreThreadJoin(&m_threadContext);
613
614 if (m_tileCache) {
615 mTileCacheDeinit(m_tileCache.get());
616 m_tileCache.reset();
617 }
618
619 delete[] m_drawContext;
620 delete[] m_frontBuffer;
621
622 mCoreConfigDeinit(&m_threadContext.core->config);
623 m_threadContext.core->deinit(m_threadContext.core);
624 m_threadContext.core = nullptr;
625 m_gameOpen = false;
626}
627
628void GameController::crashGame(const QString& crashMessage) {
629 closeGame();
630 emit gameCrashed(crashMessage);
631}
632
633bool GameController::isPaused() {
634 if (!m_gameOpen) {
635 return false;
636 }
637 return mCoreThreadIsPaused(&m_threadContext);
638}
639
640mPlatform GameController::platform() const {
641 if (!m_gameOpen) {
642 return PLATFORM_NONE;
643 }
644 return m_threadContext.core->platform(m_threadContext.core);
645}
646
647QSize GameController::screenDimensions() const {
648 if (!m_gameOpen) {
649 return QSize();
650 }
651 unsigned width, height;
652 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
653
654 return QSize(width, height);
655}
656
657void GameController::setPaused(bool paused) {
658 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
659 return;
660 }
661 m_wasPaused = paused;
662 if (paused) {
663 m_pauseAfterFrame.testAndSetRelaxed(false, true);
664 } else {
665 mCoreThreadUnpause(&m_threadContext);
666 startAudio();
667 emit gameUnpaused(&m_threadContext);
668 }
669}
670
671void GameController::reset() {
672 if (!m_gameOpen) {
673 return;
674 }
675 bool wasPaused = isPaused();
676 setPaused(false);
677 Interrupter interrupter(this);
678 mCoreThreadReset(&m_threadContext);
679 if (wasPaused) {
680 setPaused(true);
681 }
682}
683
684void GameController::threadInterrupt() {
685 if (m_gameOpen) {
686 mCoreThreadInterrupt(&m_threadContext);
687 }
688}
689
690void GameController::threadContinue() {
691 if (m_gameOpen) {
692 mCoreThreadContinue(&m_threadContext);
693 }
694}
695
696void GameController::frameAdvance() {
697 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
698 setPaused(false);
699 m_wasPaused = true;
700 }
701}
702
703void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
704 if (m_gameOpen) {
705 Interrupter interrupter(this);
706 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
707 mCoreRewindContextDeinit(&m_threadContext.rewind);
708 }
709 m_threadContext.core->opts.rewindEnable = enable;
710 m_threadContext.core->opts.rewindBufferCapacity = capacity;
711 m_threadContext.core->opts.rewindSave = rewindSave;
712 if (enable && capacity > 0) {
713 mCoreRewindContextInit(&m_threadContext.rewind, capacity, true);
714 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
715 }
716 }
717}
718
719void GameController::rewind(int states) {
720 threadInterrupt();
721 if (!states) {
722 states = INT_MAX;
723 }
724 for (int i = 0; i < states; ++i) {
725 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
726 break;
727 }
728 }
729 threadContinue();
730 emit frameAvailable(m_drawContext);
731 emit rewound(&m_threadContext);
732}
733
734void GameController::startRewinding() {
735 if (!isLoaded()) {
736 return;
737 }
738 if (!m_threadContext.core->opts.rewindEnable) {
739 return;
740 }
741 if (m_multiplayer && m_multiplayer->attached() > 1) {
742 return;
743 }
744 if (m_wasPaused) {
745 setPaused(false);
746 m_wasPaused = true;
747 }
748 mCoreThreadSetRewinding(&m_threadContext, true);
749}
750
751void GameController::stopRewinding() {
752 if (!isLoaded()) {
753 return;
754 }
755 mCoreThreadSetRewinding(&m_threadContext, false);
756 bool signalsBlocked = blockSignals(true);
757 setPaused(m_wasPaused);
758 blockSignals(signalsBlocked);
759}
760
761void GameController::keyPressed(int key) {
762 int mappedKey = 1 << key;
763 m_activeKeys |= mappedKey;
764 if (!m_inputController->allowOpposing()) {
765 if ((m_activeKeys & 0x30) == 0x30) {
766 m_inactiveKeys |= mappedKey ^ 0x30;
767 m_activeKeys ^= mappedKey ^ 0x30;
768 }
769 if ((m_activeKeys & 0xC0) == 0xC0) {
770 m_inactiveKeys |= mappedKey ^ 0xC0;
771 m_activeKeys ^= mappedKey ^ 0xC0;
772 }
773 }
774 updateKeys();
775}
776
777void GameController::keyReleased(int key) {
778 int mappedKey = 1 << key;
779 m_activeKeys &= ~mappedKey;
780 if (!m_inputController->allowOpposing()) {
781 if (mappedKey & 0x30) {
782 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
783 m_inactiveKeys &= ~0x30;
784 }
785 if (mappedKey & 0xC0) {
786 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
787 m_inactiveKeys &= ~0xC0;
788 }
789 }
790 updateKeys();
791}
792
793void GameController::clearKeys() {
794 m_activeKeys = 0;
795 m_inactiveKeys = 0;
796 updateKeys();
797}
798
799void GameController::setAutofire(int key, bool enable) {
800 if (key >= GBA_KEY_MAX || key < 0) {
801 return;
802 }
803
804 if (!enable && m_autofireStatus[key]) {
805 keyReleased(key);
806 }
807
808 m_autofire[key] = enable;
809 m_autofireStatus[key] = 0;
810}
811
812void GameController::setAudioBufferSamples(int samples) {
813 if (m_audioProcessor) {
814 threadInterrupt();
815 redoSamples(samples);
816 threadContinue();
817 m_audioProcessor->setBufferSamples(samples);
818 }
819}
820
821void GameController::setAudioSampleRate(unsigned rate) {
822 if (!rate) {
823 return;
824 }
825 if (m_audioProcessor) {
826 threadInterrupt();
827 redoSamples(m_audioProcessor->getBufferSamples());
828 threadContinue();
829 m_audioProcessor->requestSampleRate(rate);
830 }
831}
832
833void GameController::setAudioChannelEnabled(int channel, bool enable) {
834 if (channel > 5 || channel < 0) {
835 return;
836 }
837 m_audioChannels.reserve(channel + 1);
838 while (m_audioChannels.size() <= channel) {
839 m_audioChannels.append(true);
840 }
841 m_audioChannels[channel] = enable;
842 if (isLoaded()) {
843 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
844 }
845}
846
847void GameController::startAudio() {
848 if (!m_audioProcessor->start()) {
849 LOG(QT, ERROR) << tr("Failed to start audio processor");
850 // Don't freeze!
851 m_audioSync = false;
852 m_videoSync = true;
853 m_threadContext.sync.audioWait = false;
854 m_threadContext.sync.videoFrameWait = true;
855 }
856}
857
858void GameController::setVideoLayerEnabled(int layer, bool enable) {
859 if (layer > 4 || layer < 0) {
860 return;
861 }
862 m_videoLayers.reserve(layer + 1);
863 while (m_videoLayers.size() <= layer) {
864 m_videoLayers.append(true);
865 }
866 m_videoLayers[layer] = enable;
867 if (isLoaded()) {
868 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
869 }
870}
871
872void GameController::setFPSTarget(float fps) {
873 Interrupter interrupter(this);
874 m_fpsTarget = fps;
875 m_threadContext.sync.fpsTarget = fps;
876 if (m_turbo && m_turboSpeed > 0) {
877 m_threadContext.sync.fpsTarget *= m_turboSpeed;
878 }
879 if (m_audioProcessor) {
880 redoSamples(m_audioProcessor->getBufferSamples());
881 }
882}
883
884void GameController::setUseBIOS(bool use) {
885 if (use == m_useBios) {
886 return;
887 }
888 m_useBios = use;
889 if (m_gameOpen) {
890 closeGame();
891 openGame();
892 }
893}
894
895void GameController::loadState(int slot) {
896 if (m_fname.isEmpty()) {
897 // We're in the BIOS
898 return;
899 }
900 if (slot > 0 && slot != m_stateSlot) {
901 m_stateSlot = slot;
902 m_backupSaveState.clear();
903 }
904 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
905 GameController* controller = static_cast<GameController*>(context->userData);
906 if (!controller->m_backupLoadState) {
907 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
908 }
909 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
910 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
911 emit controller->frameAvailable(controller->m_drawContext);
912 emit controller->stateLoaded(context);
913 }
914 });
915}
916
917void GameController::saveState(int slot) {
918 if (m_fname.isEmpty()) {
919 // We're in the BIOS
920 return;
921 }
922 if (slot > 0) {
923 m_stateSlot = slot;
924 }
925 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
926 GameController* controller = static_cast<GameController*>(context->userData);
927 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
928 if (vf) {
929 controller->m_backupSaveState.resize(vf->size(vf));
930 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
931 vf->close(vf);
932 }
933 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
934 });
935}
936
937void GameController::loadBackupState() {
938 if (!m_backupLoadState) {
939 return;
940 }
941
942 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
943 GameController* controller = static_cast<GameController*>(context->userData);
944 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
945 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
946 mLOG(STATUS, INFO, "Undid state load");
947 controller->frameAvailable(controller->m_drawContext);
948 controller->stateLoaded(context);
949 }
950 controller->m_backupLoadState->close(controller->m_backupLoadState);
951 controller->m_backupLoadState = nullptr;
952 });
953}
954
955void GameController::saveBackupState() {
956 if (m_backupSaveState.isEmpty()) {
957 return;
958 }
959
960 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
961 GameController* controller = static_cast<GameController*>(context->userData);
962 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
963 if (vf) {
964 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
965 vf->close(vf);
966 mLOG(STATUS, INFO, "Undid state save");
967 }
968 controller->m_backupSaveState.clear();
969 });
970}
971
972void GameController::setTurbo(bool set, bool forced) {
973 if (m_turboForced && !forced) {
974 return;
975 }
976 if (m_turbo == set && m_turboForced == (set && forced)) {
977 // Don't interrupt the thread if we don't need to
978 return;
979 }
980 if (!m_sync) {
981 return;
982 }
983 m_turbo = set;
984 m_turboForced = set && forced;
985 enableTurbo();
986}
987
988void GameController::setTurboSpeed(float ratio) {
989 m_turboSpeed = ratio;
990 enableTurbo();
991}
992
993void GameController::enableTurbo() {
994 Interrupter interrupter(this);
995 bool shouldRedoSamples = false;
996 if (!m_turbo) {
997 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
998 m_threadContext.sync.fpsTarget = m_fpsTarget;
999 m_threadContext.sync.audioWait = m_audioSync;
1000 m_threadContext.sync.videoFrameWait = m_videoSync;
1001 } else if (m_turboSpeed <= 0) {
1002 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1003 m_threadContext.sync.fpsTarget = m_fpsTarget;
1004 m_threadContext.sync.audioWait = false;
1005 m_threadContext.sync.videoFrameWait = false;
1006 } else {
1007 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1008 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1009 m_threadContext.sync.audioWait = true;
1010 m_threadContext.sync.videoFrameWait = false;
1011 }
1012 if (m_audioProcessor && shouldRedoSamples) {
1013 redoSamples(m_audioProcessor->getBufferSamples());
1014 }
1015}
1016
1017void GameController::setSync(bool enable) {
1018 m_turbo = false;
1019 m_turboForced = false;
1020 if (!enable) {
1021 m_threadContext.sync.audioWait = false;
1022 m_threadContext.sync.videoFrameWait = false;
1023 } else {
1024 m_threadContext.sync.audioWait = m_audioSync;
1025 m_threadContext.sync.videoFrameWait = m_videoSync;
1026 }
1027 m_sync = enable;
1028}
1029
1030void GameController::setAudioSync(bool enable) {
1031 m_audioSync = enable;
1032 m_threadContext.sync.audioWait = enable;
1033}
1034
1035void GameController::setVideoSync(bool enable) {
1036 m_videoSync = enable;
1037 m_threadContext.sync.videoFrameWait = enable;
1038}
1039
1040void GameController::setAVStream(mAVStream* stream) {
1041 Interrupter interrupter(this);
1042 m_stream = stream;
1043 if (isLoaded()) {
1044 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1045 }
1046}
1047
1048void GameController::clearAVStream() {
1049 Interrupter interrupter(this);
1050 m_stream = nullptr;
1051 if (isLoaded()) {
1052 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1053 }
1054}
1055
1056#ifdef USE_PNG
1057void GameController::screenshot() {
1058 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1059 mCoreTakeScreenshot(context->core);
1060 });
1061}
1062#endif
1063
1064void GameController::reloadAudioDriver() {
1065 int samples = 0;
1066 unsigned sampleRate = 0;
1067 if (m_audioProcessor) {
1068 m_audioProcessor->pause();
1069 samples = m_audioProcessor->getBufferSamples();
1070 sampleRate = m_audioProcessor->sampleRate();
1071 delete m_audioProcessor;
1072 }
1073 m_audioProcessor = AudioProcessor::create();
1074 if (samples) {
1075 m_audioProcessor->setBufferSamples(samples);
1076 }
1077 if (sampleRate) {
1078 m_audioProcessor->requestSampleRate(sampleRate);
1079 }
1080 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
1081 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
1082 if (isLoaded()) {
1083 m_audioProcessor->setInput(&m_threadContext);
1084 startAudio();
1085 }
1086}
1087
1088void GameController::setSaveStateExtdata(int flags) {
1089 m_saveStateFlags = flags;
1090}
1091
1092void GameController::setLoadStateExtdata(int flags) {
1093 m_loadStateFlags = flags;
1094}
1095
1096void GameController::setPreload(bool preload) {
1097 m_preload = preload;
1098}
1099
1100void GameController::setLuminanceValue(uint8_t value) {
1101 m_luxValue = value;
1102 value = std::max<int>(value - 0x16, 0);
1103 m_luxLevel = 10;
1104 for (int i = 0; i < 10; ++i) {
1105 if (value < GBA_LUX_LEVELS[i]) {
1106 m_luxLevel = i;
1107 break;
1108 }
1109 }
1110 emit luminanceValueChanged(m_luxValue);
1111}
1112
1113void GameController::setLuminanceLevel(int level) {
1114 int value = 0x16;
1115 level = std::max(0, std::min(10, level));
1116 if (level > 0) {
1117 value += GBA_LUX_LEVELS[level - 1];
1118 }
1119 setLuminanceValue(value);
1120}
1121
1122void GameController::setRealTime() {
1123 if (!isLoaded()) {
1124 return;
1125 }
1126 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1127}
1128
1129void GameController::setFixedTime(const QDateTime& time) {
1130 if (!isLoaded()) {
1131 return;
1132 }
1133 m_threadContext.core->rtc.override = RTC_FIXED;
1134 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1135}
1136
1137void GameController::setFakeEpoch(const QDateTime& time) {
1138 if (!isLoaded()) {
1139 return;
1140 }
1141 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1142 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1143}
1144
1145void GameController::updateKeys() {
1146 int activeKeys = m_activeKeys;
1147 activeKeys |= m_activeButtons;
1148 activeKeys &= ~m_inactiveKeys;
1149 if (isLoaded()) {
1150 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1151 }
1152}
1153
1154void GameController::redoSamples(int samples) {
1155 if (m_gameOpen && m_threadContext.core) {
1156 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1157 }
1158 m_audioProcessor->inputParametersChanged();
1159}
1160
1161void GameController::setLogLevel(int levels) {
1162 Interrupter interrupter(this);
1163 m_logLevels = levels;
1164}
1165
1166void GameController::enableLogLevel(int levels) {
1167 Interrupter interrupter(this);
1168 m_logLevels |= levels;
1169}
1170
1171void GameController::disableLogLevel(int levels) {
1172 Interrupter interrupter(this);
1173 m_logLevels &= ~levels;
1174}
1175
1176void GameController::startVideoLog(const QString& path) {
1177 if (!isLoaded() || m_vl) {
1178 return;
1179 }
1180
1181 Interrupter interrupter(this);
1182 m_vl = mVideoLogContextCreate(m_threadContext.core);
1183 m_vlVf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
1184 mVideoLogContextSetOutput(m_vl, m_vlVf);
1185 mVideoLogContextWriteHeader(m_vl, m_threadContext.core);
1186}
1187
1188void GameController::endVideoLog() {
1189 if (!m_vl) {
1190 return;
1191 }
1192
1193 Interrupter interrupter(this);
1194 mVideoLogContextDestroy(m_threadContext.core, m_vl);
1195 if (m_vlVf) {
1196 m_vlVf->close(m_vlVf);
1197 m_vlVf = nullptr;
1198 }
1199 m_vl = nullptr;
1200}
1201
1202void GameController::pollEvents() {
1203 if (!m_inputController) {
1204 return;
1205 }
1206
1207 m_activeButtons = m_inputController->pollEvents();
1208 updateKeys();
1209}
1210
1211void GameController::updateAutofire() {
1212 // TODO: Move all key events onto the CPU thread...somehow
1213 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1214 if (!m_autofire[k]) {
1215 continue;
1216 }
1217 m_autofireStatus[k] ^= 1;
1218 if (m_autofireStatus[k]) {
1219 keyPressed(k);
1220 } else {
1221 keyReleased(k);
1222 }
1223 }
1224}
1225
1226std::shared_ptr<mTileCache> GameController::tileCache() {
1227 if (m_tileCache) {
1228 return m_tileCache;
1229 }
1230 Interrupter interrupter(this);
1231 switch (platform()) {
1232#ifdef M_CORE_GBA
1233 case PLATFORM_GBA: {
1234 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1235 m_tileCache = std::make_shared<mTileCache>();
1236 GBAVideoTileCacheInit(m_tileCache.get());
1237 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1238 mTileCacheSetPalette(m_tileCache.get(), 0);
1239 break;
1240 }
1241#endif
1242#ifdef M_CORE_GB
1243 case PLATFORM_GB: {
1244 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1245 m_tileCache = std::make_shared<mTileCache>();
1246 GBVideoTileCacheInit(m_tileCache.get());
1247 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1248 mTileCacheSetPalette(m_tileCache.get(), 0);
1249 break;
1250 }
1251#endif
1252 default:
1253 return nullptr;
1254 }
1255 return m_tileCache;
1256}
1257
1258GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1259 : m_parent(parent)
1260 , m_fromThread(fromThread)
1261{
1262 if (!m_fromThread) {
1263 m_parent->threadInterrupt();
1264 } else {
1265 mCoreThreadInterruptFromThread(m_parent->thread());
1266 }
1267}
1268
1269GameController::Interrupter::~Interrupter() {
1270 if (!m_fromThread) {
1271 m_parent->threadContinue();
1272 } else {
1273 mCoreThreadContinue(m_parent->thread());
1274 }
1275}