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 <QDateTime>
15#include <QThread>
16
17#include <ctime>
18
19extern "C" {
20#include "gba/audio.h"
21#include "gba/gba.h"
22#include "gba/serialize.h"
23#include "gba/sharkport.h"
24#include "gba/renderers/video-software.h"
25#include "gba/supervisor/config.h"
26#include "util/vfs.h"
27}
28
29using namespace QGBA;
30using namespace std;
31
32GameController::GameController(QObject* parent)
33 : QObject(parent)
34 , m_drawContext(new uint32_t[256 * 256])
35 , m_threadContext()
36 , m_activeKeys(0)
37 , m_inactiveKeys(0)
38 , m_logLevels(0)
39 , m_gameOpen(false)
40 , m_audioThread(new QThread(this))
41 , m_audioProcessor(AudioProcessor::create())
42 , m_pauseAfterFrame(false)
43 , m_videoSync(VIDEO_SYNC)
44 , m_audioSync(AUDIO_SYNC)
45 , m_fpsTarget(-1)
46 , m_turbo(false)
47 , m_turboForced(false)
48 , m_turboSpeed(-1)
49 , m_wasPaused(false)
50 , m_inputController(nullptr)
51 , m_multiplayer(nullptr)
52 , m_stateSlot(1)
53 , m_backupLoadState(nullptr)
54 , m_backupSaveState(nullptr)
55{
56 m_renderer = new GBAVideoSoftwareRenderer;
57 GBAVideoSoftwareRendererCreate(m_renderer);
58 m_renderer->outputBuffer = (color_t*) m_drawContext;
59 m_renderer->outputBufferStride = 256;
60
61 GBACheatDeviceCreate(&m_cheatDevice);
62
63 m_threadContext.state = THREAD_INITIALIZED;
64 m_threadContext.debugger = 0;
65 m_threadContext.frameskip = 0;
66 m_threadContext.bios = 0;
67 m_threadContext.renderer = &m_renderer->d;
68 m_threadContext.userData = this;
69 m_threadContext.rewindBufferCapacity = 0;
70 m_threadContext.cheats = &m_cheatDevice;
71 m_threadContext.logLevel = GBA_LOG_ALL;
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 = [](GBAThread* context) {
86 GameController* controller = static_cast<GameController*>(context->userData);
87 controller->m_audioProcessor->setInput(context);
88 context->gba->luminanceSource = &controller->m_lux;
89 GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
90 context->gba->rtcSource = &controller->m_rtc.d;
91 context->gba->rumble = controller->m_inputController->rumble();
92 context->gba->rotationSource = controller->m_inputController->rotationSource();
93 controller->m_fpsTarget = context->fpsTarget;
94
95 if (GBALoadState(context, context->stateDir, 0)) {
96 VFile* vf = GBAGetState(context->gba, context->stateDir, 0, true);
97 if (vf) {
98 vf->truncate(vf, 0);
99 }
100 }
101 controller->gameStarted(context);
102 };
103
104 m_threadContext.cleanCallback = [](GBAThread* context) {
105 GameController* controller = static_cast<GameController*>(context->userData);
106 controller->gameStopped(context);
107 };
108
109 m_threadContext.frameCallback = [](GBAThread* context) {
110 GameController* controller = static_cast<GameController*>(context->userData);
111 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
112 GBAThreadPauseFromThread(context);
113 controller->gamePaused(&controller->m_threadContext);
114 }
115 if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
116 controller->frameAvailable(controller->m_drawContext);
117 } else {
118 controller->frameAvailable(nullptr);
119 }
120 };
121
122 m_threadContext.stopCallback = [](GBAThread* context) {
123 if (!context) {
124 return false;
125 }
126 GameController* controller = static_cast<GameController*>(context->userData);
127 if (!GBASaveState(context, context->stateDir, 0, true)) {
128 return false;
129 }
130 QMetaObject::invokeMethod(controller, "closeGame");
131 return true;
132 };
133
134 m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
135 static const char* stubMessage = "Stub software interrupt: %02X";
136 static const char* savestateMessage = "State %i loaded";
137 static const char* savestateFailedMessage = "State %i failed to load";
138 if (!context) {
139 return;
140 }
141 GameController* controller = static_cast<GameController*>(context->userData);
142 if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
143 va_list argc;
144 va_copy(argc, args);
145 int immediate = va_arg(argc, int);
146 va_end(argc);
147 controller->unimplementedBiosCall(immediate);
148 } else if (level == GBA_LOG_STATUS) {
149 // Slot 0 is reserved for suspend points
150 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
151 va_list argc;
152 va_copy(argc, args);
153 int slot = va_arg(argc, int);
154 va_end(argc);
155 if (slot == 0) {
156 format = "Loaded suspend state";
157 }
158 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
159 va_list argc;
160 va_copy(argc, args);
161 int slot = va_arg(argc, int);
162 va_end(argc);
163 if (slot == 0) {
164 return;
165 }
166 }
167 }
168 if (level == GBA_LOG_FATAL) {
169 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
170 } else if (!(controller->m_logLevels & level)) {
171 return;
172 }
173 QString message(QString().vsprintf(format, args));
174 if (level == GBA_LOG_STATUS) {
175 controller->statusPosted(message);
176 }
177 controller->postLog(level, message);
178 };
179
180 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
181 GBARewind(&m_threadContext, 1);
182 emit frameAvailable(m_drawContext);
183 emit rewound(&m_threadContext);
184 });
185 m_rewindTimer.setInterval(100);
186
187 m_audioThread->setObjectName("Audio Thread");
188 m_audioThread->start(QThread::TimeCriticalPriority);
189 m_audioProcessor->moveToThread(m_audioThread);
190 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
191 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
192 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
193 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
194 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
195}
196
197GameController::~GameController() {
198 m_audioThread->quit();
199 m_audioThread->wait();
200 disconnect();
201 clearMultiplayerController();
202 closeGame();
203 GBACheatDeviceDestroy(&m_cheatDevice);
204 delete m_renderer;
205 delete[] m_drawContext;
206 delete m_backupLoadState;
207}
208
209void GameController::setMultiplayerController(MultiplayerController* controller) {
210 if (controller == m_multiplayer) {
211 return;
212 }
213 clearMultiplayerController();
214 m_multiplayer = controller;
215 controller->attachGame(this);
216}
217
218void GameController::clearMultiplayerController() {
219 if (!m_multiplayer) {
220 return;
221 }
222 m_multiplayer->detachGame(this);
223 m_multiplayer = nullptr;
224}
225
226void GameController::setOverride(const GBACartridgeOverride& override) {
227 m_threadContext.override = override;
228 m_threadContext.hasOverride = true;
229}
230
231void GameController::setOptions(const GBAOptions* opts) {
232 setFrameskip(opts->frameskip);
233 setAudioSync(opts->audioSync);
234 setVideoSync(opts->videoSync);
235 setSkipBIOS(opts->skipBios);
236 setUseBIOS(opts->useBios);
237 setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
238 setVolume(opts->volume);
239 setMute(opts->mute);
240
241 threadInterrupt();
242 m_threadContext.idleOptimization = opts->idleOptimization;
243 threadContinue();
244}
245
246#ifdef USE_GDB_STUB
247ARMDebugger* GameController::debugger() {
248 return m_threadContext.debugger;
249}
250
251void GameController::setDebugger(ARMDebugger* debugger) {
252 threadInterrupt();
253 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
254 GBADetachDebugger(m_threadContext.gba);
255 }
256 m_threadContext.debugger = debugger;
257 if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
258 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
259 }
260 threadContinue();
261}
262#endif
263
264void GameController::loadGame(const QString& path, bool dirmode) {
265 closeGame();
266 if (!dirmode) {
267 QFile file(path);
268 if (!file.open(QIODevice::ReadOnly)) {
269 postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
270 return;
271 }
272 file.close();
273 }
274
275 m_fname = path;
276 m_dirmode = dirmode;
277 openGame();
278}
279
280void GameController::bootBIOS() {
281 closeGame();
282 m_fname = QString();
283 m_dirmode = false;
284 openGame(true);
285}
286
287void GameController::openGame(bool biosOnly) {
288 if (biosOnly && (!m_useBios || m_bios.isNull())) {
289 return;
290 }
291
292 m_gameOpen = true;
293
294 m_pauseAfterFrame = false;
295
296 if (m_turbo) {
297 m_threadContext.sync.videoFrameWait = false;
298 m_threadContext.sync.audioWait = false;
299 } else {
300 m_threadContext.sync.videoFrameWait = m_videoSync;
301 m_threadContext.sync.audioWait = m_audioSync;
302 }
303
304 m_threadContext.gameDir = 0;
305 m_threadContext.bootBios = biosOnly;
306 if (biosOnly) {
307 m_threadContext.fname = nullptr;
308 } else {
309 m_threadContext.fname = strdup(m_fname.toUtf8().constData());
310 if (m_dirmode) {
311 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
312 m_threadContext.stateDir = m_threadContext.gameDir;
313 } else {
314 GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
315 }
316 }
317
318 if (!m_bios.isNull() && m_useBios) {
319 m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
320 } else {
321 m_threadContext.bios = nullptr;
322 }
323
324 if (!m_patch.isNull()) {
325 m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
326 }
327
328 m_inputController->recalibrateAxes();
329
330 if (!GBAThreadStart(&m_threadContext)) {
331 m_gameOpen = false;
332 emit gameFailed();
333 }
334}
335
336void GameController::loadBIOS(const QString& path) {
337 if (m_bios == path) {
338 return;
339 }
340 m_bios = path;
341 if (m_gameOpen) {
342 closeGame();
343 openGame();
344 }
345}
346
347void GameController::yankPak() {
348 if (!m_gameOpen) {
349 return;
350 }
351 threadInterrupt();
352 GBAYankROM(m_threadContext.gba);
353 threadContinue();
354}
355
356void GameController::replaceGame(const QString& path) {
357 if (!m_gameOpen) {
358 return;
359 }
360
361 m_fname = path;
362 threadInterrupt();
363 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
364 GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
365 threadContinue();
366}
367
368void GameController::loadPatch(const QString& path) {
369 if (m_gameOpen) {
370 closeGame();
371 m_patch = path;
372 openGame();
373 } else {
374 m_patch = path;
375 }
376}
377
378void GameController::importSharkport(const QString& path) {
379 if (!m_gameOpen) {
380 return;
381 }
382 VFile* vf = VFileDevice::open(path, O_RDONLY);
383 if (!vf) {
384 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
385 return;
386 }
387 threadInterrupt();
388 GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
389 threadContinue();
390 vf->close(vf);
391}
392
393void GameController::exportSharkport(const QString& path) {
394 if (!m_gameOpen) {
395 return;
396 }
397 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
398 if (!vf) {
399 postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
400 return;
401 }
402 threadInterrupt();
403 GBASavedataExportSharkPort(m_threadContext.gba, vf);
404 threadContinue();
405 vf->close(vf);
406}
407
408void GameController::closeGame() {
409 if (!m_gameOpen) {
410 return;
411 }
412 m_rewindTimer.stop();
413 if (GBAThreadIsPaused(&m_threadContext)) {
414 GBAThreadUnpause(&m_threadContext);
415 }
416 GBAThreadEnd(&m_threadContext);
417 GBAThreadJoin(&m_threadContext);
418 if (m_threadContext.fname) {
419 free(const_cast<char*>(m_threadContext.fname));
420 m_threadContext.fname = nullptr;
421 }
422
423 m_patch = QString();
424
425 for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
426 GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
427 GBACheatSetDeinit(set);
428 delete set;
429 }
430 GBACheatSetsClear(&m_cheatDevice.cheats);
431
432 m_gameOpen = false;
433 emit gameStopped(&m_threadContext);
434}
435
436void GameController::crashGame(const QString& crashMessage) {
437 closeGame();
438 emit gameCrashed(crashMessage);
439 emit gameStopped(&m_threadContext);
440}
441
442bool GameController::isPaused() {
443 if (!m_gameOpen) {
444 return false;
445 }
446 return GBAThreadIsPaused(&m_threadContext);
447}
448
449void GameController::setPaused(bool paused) {
450 if (!m_gameOpen || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
451 return;
452 }
453 if (paused) {
454 GBAThreadPause(&m_threadContext);
455 emit gamePaused(&m_threadContext);
456 } else {
457 GBAThreadUnpause(&m_threadContext);
458 emit gameUnpaused(&m_threadContext);
459 }
460}
461
462void GameController::reset() {
463 GBAThreadReset(&m_threadContext);
464}
465
466void GameController::threadInterrupt() {
467 if (m_gameOpen) {
468 GBAThreadInterrupt(&m_threadContext);
469 }
470}
471
472void GameController::threadContinue() {
473 if (m_gameOpen) {
474 GBAThreadContinue(&m_threadContext);
475 }
476}
477
478void GameController::frameAdvance() {
479 if (m_rewindTimer.isActive()) {
480 return;
481 }
482 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
483 setPaused(false);
484 }
485}
486
487void GameController::setRewind(bool enable, int capacity, int interval) {
488 if (m_gameOpen) {
489 threadInterrupt();
490 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
491 threadContinue();
492 } else {
493 if (enable) {
494 m_threadContext.rewindBufferInterval = interval;
495 m_threadContext.rewindBufferCapacity = capacity;
496 } else {
497 m_threadContext.rewindBufferInterval = 0;
498 m_threadContext.rewindBufferCapacity = 0;
499 }
500 }
501}
502
503void GameController::rewind(int states) {
504 threadInterrupt();
505 if (!states) {
506 GBARewindAll(&m_threadContext);
507 } else {
508 GBARewind(&m_threadContext, states);
509 }
510 threadContinue();
511 emit frameAvailable(m_drawContext);
512 emit rewound(&m_threadContext);
513}
514
515void GameController::startRewinding() {
516 if (!m_gameOpen || m_rewindTimer.isActive()) {
517 return;
518 }
519 m_wasPaused = isPaused();
520 bool signalsBlocked = blockSignals(true);
521 setPaused(true);
522 blockSignals(signalsBlocked);
523 m_rewindTimer.start();
524}
525
526void GameController::stopRewinding() {
527 if (!m_rewindTimer.isActive()) {
528 return;
529 }
530 m_rewindTimer.stop();
531 bool signalsBlocked = blockSignals(true);
532 setPaused(m_wasPaused);
533 blockSignals(signalsBlocked);
534}
535
536void GameController::keyPressed(int key) {
537 int mappedKey = 1 << key;
538 m_activeKeys |= mappedKey;
539 if (!m_inputController->allowOpposing()) {
540 if ((m_activeKeys & 0x30) == 0x30) {
541 m_inactiveKeys |= mappedKey ^ 0x30;
542 m_activeKeys ^= mappedKey ^ 0x30;
543 }
544 if ((m_activeKeys & 0xC0) == 0xC0) {
545 m_inactiveKeys |= mappedKey ^ 0xC0;
546 m_activeKeys ^= mappedKey ^ 0xC0;
547 }
548 }
549 updateKeys();
550}
551
552void GameController::keyReleased(int key) {
553 int mappedKey = 1 << key;
554 m_activeKeys &= ~mappedKey;
555 if (!m_inputController->allowOpposing()) {
556 if (mappedKey & 0x30) {
557 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
558 m_inactiveKeys &= ~0x30;
559 }
560 if (mappedKey & 0xC0) {
561 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
562 m_inactiveKeys &= ~0xC0;
563 }
564 }
565 updateKeys();
566}
567
568void GameController::clearKeys() {
569 m_activeKeys = 0;
570 m_inactiveKeys = 0;
571 updateKeys();
572}
573
574void GameController::setAudioBufferSamples(int samples) {
575 threadInterrupt();
576 redoSamples(samples);
577 threadContinue();
578 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
579}
580
581void GameController::setFPSTarget(float fps) {
582 threadInterrupt();
583 m_fpsTarget = fps;
584 m_threadContext.fpsTarget = fps;
585 if (m_turbo && m_turboSpeed > 0) {
586 m_threadContext.fpsTarget *= m_turboSpeed;
587 }
588 redoSamples(m_audioProcessor->getBufferSamples());
589 threadContinue();
590}
591
592void GameController::setSkipBIOS(bool set) {
593 threadInterrupt();
594 m_threadContext.skipBios = set;
595 threadContinue();
596}
597
598void GameController::setUseBIOS(bool use) {
599 threadInterrupt();
600 m_useBios = use;
601 threadContinue();
602}
603
604void GameController::loadState(int slot) {
605 if (slot > 0 && slot != m_stateSlot) {
606 m_stateSlot = slot;
607 m_backupSaveState.clear();
608 }
609 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
610 GameController* controller = static_cast<GameController*>(context->userData);
611 if (!controller->m_backupLoadState) {
612 controller->m_backupLoadState = new GBASerializedState;
613 }
614 GBASerialize(context->gba, controller->m_backupLoadState);
615 if (GBALoadState(context, context->stateDir, controller->m_stateSlot)) {
616 controller->frameAvailable(controller->m_drawContext);
617 controller->stateLoaded(context);
618 }
619 });
620}
621
622void GameController::saveState(int slot) {
623 if (slot > 0) {
624 m_stateSlot = slot;
625 }
626 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
627 GameController* controller = static_cast<GameController*>(context->userData);
628 VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, false);
629 if (vf) {
630 controller->m_backupSaveState.resize(vf->size(vf));
631 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
632 vf->close(vf);
633 }
634 GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
635 });
636}
637
638void GameController::loadBackupState() {
639 if (!m_backupLoadState) {
640 return;
641 }
642
643 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
644 GameController* controller = static_cast<GameController*>(context->userData);
645 if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
646 GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
647 controller->frameAvailable(controller->m_drawContext);
648 controller->stateLoaded(context);
649 }
650 delete controller->m_backupLoadState;
651 controller->m_backupLoadState = nullptr;
652 });
653}
654
655void GameController::saveBackupState() {
656 if (m_backupSaveState.isEmpty()) {
657 return;
658 }
659
660 GBARunOnThread(&m_threadContext, [](GBAThread* context) {
661 GameController* controller = static_cast<GameController*>(context->userData);
662 VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, true);
663 if (vf) {
664 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
665 vf->close(vf);
666 GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
667 }
668 controller->m_backupSaveState.clear();
669 });
670}
671
672void GameController::setVideoSync(bool set) {
673 m_videoSync = set;
674 if (!m_turbo) {
675 threadInterrupt();
676 m_threadContext.sync.videoFrameWait = set;
677 threadContinue();
678 }
679}
680
681void GameController::setAudioSync(bool set) {
682 m_audioSync = set;
683 if (!m_turbo) {
684 threadInterrupt();
685 m_threadContext.sync.audioWait = set;
686 threadContinue();
687 }
688}
689
690void GameController::setFrameskip(int skip) {
691 m_threadContext.frameskip = skip;
692}
693
694void GameController::setVolume(int volume) {
695 threadInterrupt();
696 m_threadContext.volume = volume;
697 if (m_gameOpen) {
698 m_threadContext.gba->audio.masterVolume = volume;
699 }
700 threadContinue();
701}
702
703void GameController::setMute(bool mute) {
704 threadInterrupt();
705 m_threadContext.mute = mute;
706 if (m_gameOpen) {
707 m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
708 }
709 threadContinue();
710}
711
712void GameController::setTurbo(bool set, bool forced) {
713 if (m_turboForced && !forced) {
714 return;
715 }
716 if (m_turbo == set && m_turboForced == forced) {
717 // Don't interrupt the thread if we don't need to
718 return;
719 }
720 m_turbo = set;
721 m_turboForced = set && forced;
722 enableTurbo();
723}
724
725void GameController::setTurboSpeed(float ratio) {
726 m_turboSpeed = ratio;
727 enableTurbo();
728}
729
730void GameController::enableTurbo() {
731 threadInterrupt();
732 if (!m_turbo) {
733 m_threadContext.fpsTarget = m_fpsTarget;
734 m_threadContext.sync.audioWait = m_audioSync;
735 m_threadContext.sync.videoFrameWait = m_videoSync;
736 } else if (m_turboSpeed <= 0) {
737 m_threadContext.fpsTarget = m_fpsTarget;
738 m_threadContext.sync.audioWait = false;
739 m_threadContext.sync.videoFrameWait = false;
740 } else {
741 m_threadContext.fpsTarget = m_fpsTarget * m_turboSpeed;
742 m_threadContext.sync.audioWait = true;
743 m_threadContext.sync.videoFrameWait = false;
744 }
745 redoSamples(m_audioProcessor->getBufferSamples());
746 threadContinue();
747}
748
749void GameController::setAVStream(GBAAVStream* stream) {
750 threadInterrupt();
751 m_threadContext.stream = stream;
752 if (m_gameOpen) {
753 m_threadContext.gba->stream = stream;
754 }
755 threadContinue();
756}
757
758void GameController::clearAVStream() {
759 threadInterrupt();
760 m_threadContext.stream = nullptr;
761 if (m_gameOpen) {
762 m_threadContext.gba->stream = nullptr;
763 }
764 threadContinue();
765}
766
767#ifdef USE_PNG
768void GameController::screenshot() {
769 GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
770}
771#endif
772
773void GameController::reloadAudioDriver() {
774 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
775 int samples = m_audioProcessor->getBufferSamples();
776 delete m_audioProcessor;
777 m_audioProcessor = AudioProcessor::create();
778 m_audioProcessor->setBufferSamples(samples);
779 m_audioProcessor->moveToThread(m_audioThread);
780 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
781 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
782 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
783 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
784 if (isLoaded()) {
785 m_audioProcessor->setInput(&m_threadContext);
786 QMetaObject::invokeMethod(m_audioProcessor, "start");
787 }
788}
789
790void GameController::setLuminanceValue(uint8_t value) {
791 m_luxValue = value;
792 value = std::max<int>(value - 0x16, 0);
793 m_luxLevel = 10;
794 for (int i = 0; i < 10; ++i) {
795 if (value < GBA_LUX_LEVELS[i]) {
796 m_luxLevel = i;
797 break;
798 }
799 }
800 emit luminanceValueChanged(m_luxValue);
801}
802
803void GameController::setLuminanceLevel(int level) {
804 int value = 0x16;
805 level = std::max(0, std::min(10, level));
806 if (level > 0) {
807 value += GBA_LUX_LEVELS[level - 1];
808 }
809 setLuminanceValue(value);
810}
811
812void GameController::setRealTime() {
813 m_rtc.override = GBARTCGenericSource::RTC_NO_OVERRIDE;
814}
815
816void GameController::setFixedTime(const QDateTime& time) {
817 m_rtc.override = GBARTCGenericSource::RTC_FIXED;
818 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
819}
820
821void GameController::setFakeEpoch(const QDateTime& time) {
822 m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
823 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
824}
825
826void GameController::updateKeys() {
827 int activeKeys = m_activeKeys;
828 activeKeys |= m_activeButtons;
829 activeKeys &= ~m_inactiveKeys;
830 m_threadContext.activeKeys = activeKeys;
831}
832
833void GameController::redoSamples(int samples) {
834#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
835 float sampleRate = 0x8000;
836 float ratio;
837 if (m_threadContext.gba) {
838 sampleRate = m_threadContext.gba->audio.sampleRate;
839 }
840 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
841 m_threadContext.audioBuffers = ceil(samples / ratio);
842#else
843 m_threadContext.audioBuffers = samples;
844#endif
845 if (m_threadContext.gba) {
846 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
847 }
848 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
849}
850
851void GameController::setLogLevel(int levels) {
852 threadInterrupt();
853 m_logLevels = levels;
854 threadContinue();
855}
856
857void GameController::enableLogLevel(int levels) {
858 threadInterrupt();
859 m_logLevels |= levels;
860 threadContinue();
861}
862
863void GameController::disableLogLevel(int levels) {
864 threadInterrupt();
865 m_logLevels &= ~levels;
866 threadContinue();
867}
868
869void GameController::pollEvents() {
870 if (!m_inputController) {
871 return;
872 }
873
874 m_activeButtons = m_inputController->pollEvents();
875 updateKeys();
876}