src/platform/qt/GameController.h (view raw)
1/* Copyright (c) 2013-2015 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#ifndef QGBA_GAME_CONTROLLER
7#define QGBA_GAME_CONTROLLER
8
9#include <QAtomicInt>
10#include <QFile>
11#include <QImage>
12#include <QObject>
13#include <QString>
14#include <QTimer>
15
16#include <memory>
17
18extern "C" {
19#include "gba/cheats.h"
20#include "gba/hardware.h"
21#include "gba/supervisor/thread.h"
22#ifdef BUILD_SDL
23#include "sdl-events.h"
24#endif
25}
26
27struct GBAAudio;
28struct GBAOptions;
29struct GBAVideoSoftwareRenderer;
30struct Configuration;
31
32class QThread;
33
34namespace QGBA {
35
36class AudioProcessor;
37class InputController;
38class MultiplayerController;
39
40class GameController : public QObject {
41Q_OBJECT
42
43public:
44 static const bool VIDEO_SYNC = false;
45 static const bool AUDIO_SYNC = true;
46
47 GameController(QObject* parent = nullptr);
48 ~GameController();
49
50 const uint32_t* drawContext() const { return m_drawContext; }
51 GBAThread* thread() { return &m_threadContext; }
52 GBACheatDevice* cheatDevice() { return &m_cheatDevice; }
53
54 void threadInterrupt();
55 void threadContinue();
56
57 bool isPaused();
58 bool isLoaded() { return m_gameOpen && GBAThreadIsActive(&m_threadContext); }
59
60 bool audioSync() const { return m_audioSync; }
61 bool videoSync() const { return m_videoSync; }
62
63 void setInputController(InputController* controller) { m_inputController = controller; }
64 void setOverrides(Configuration* overrides) { m_threadContext.overrides = overrides; }
65
66 void setMultiplayerController(MultiplayerController* controller);
67 MultiplayerController* multiplayerController() { return m_multiplayer; }
68 void clearMultiplayerController();
69
70 void setOverride(const GBACartridgeOverride& override);
71 void clearOverride() { m_threadContext.hasOverride = false; }
72
73 void setOptions(const GBAOptions*);
74
75#ifdef USE_GDB_STUB
76 ARMDebugger* debugger();
77 void setDebugger(ARMDebugger*);
78#endif
79
80signals:
81 void frameAvailable(const uint32_t*);
82 void gameStarted(GBAThread*);
83 void gameStopped(GBAThread*);
84 void gamePaused(GBAThread*);
85 void gameUnpaused(GBAThread*);
86 void gameCrashed(const QString& errorMessage);
87 void gameFailed();
88 void stateLoaded(GBAThread*);
89 void rewound(GBAThread*);
90 void unimplementedBiosCall(int);
91
92 void luminanceValueChanged(int);
93
94 void statusPosted(const QString& message);
95 void postLog(int level, const QString& log);
96
97public slots:
98 void loadGame(const QString& path, bool dirmode = false);
99 void loadBIOS(const QString& path);
100 void yankPak();
101 void replaceGame(const QString& path);
102 void setSkipBIOS(bool);
103 void setUseBIOS(bool);
104 void loadPatch(const QString& path);
105 void importSharkport(const QString& path);
106 void exportSharkport(const QString& path);
107 void bootBIOS();
108 void closeGame();
109 void setPaused(bool paused);
110 void reset();
111 void frameAdvance();
112 void setRewind(bool enable, int capacity, int interval);
113 void rewind(int states = 0);
114 void startRewinding();
115 void stopRewinding();
116 void keyPressed(int key);
117 void keyReleased(int key);
118 void clearKeys();
119 void setAudioBufferSamples(int samples);
120 void setFPSTarget(float fps);
121 void loadState(int slot = 0);
122 void saveState(int slot = 0);
123 void loadBackupState();
124 void saveBackupState();
125 void setVideoSync(bool);
126 void setAudioSync(bool);
127 void setFrameskip(int);
128 void setVolume(int);
129 void setMute(bool);
130 void setTurbo(bool, bool forced = true);
131 void setTurboSpeed(float ratio = -1);
132 void setAVStream(GBAAVStream*);
133 void clearAVStream();
134 void reloadAudioDriver();
135
136#ifdef USE_PNG
137 void screenshot();
138#endif
139
140 void setLuminanceValue(uint8_t value);
141 uint8_t luminanceValue() const { return m_luxValue; }
142 void setLuminanceLevel(int level);
143 void increaseLuminanceLevel() { setLuminanceLevel(m_luxLevel + 1); }
144 void decreaseLuminanceLevel() { setLuminanceLevel(m_luxLevel - 1); }
145
146 void setRealTime();
147 void setFixedTime(const QDateTime& time);
148 void setFakeEpoch(const QDateTime& time);
149
150 void setLogLevel(int);
151 void enableLogLevel(int);
152 void disableLogLevel(int);
153
154private slots:
155 void openGame(bool bios = false);
156 void crashGame(const QString& crashMessage);
157
158 void pollEvents();
159
160private:
161 void updateKeys();
162 void redoSamples(int samples);
163 void enableTurbo();
164
165 uint32_t* m_drawContext;
166 GBAThread m_threadContext;
167 GBAVideoSoftwareRenderer* m_renderer;
168 GBACheatDevice m_cheatDevice;
169 int m_activeKeys;
170 int m_activeButtons;
171 int m_inactiveKeys;
172 int m_logLevels;
173
174 bool m_gameOpen;
175 bool m_dirmode;
176
177 QString m_fname;
178 QString m_bios;
179 bool m_useBios;
180 QString m_patch;
181
182 QThread* m_audioThread;
183 AudioProcessor* m_audioProcessor;
184
185 QAtomicInt m_pauseAfterFrame;
186
187 bool m_videoSync;
188 bool m_audioSync;
189 float m_fpsTarget;
190 bool m_turbo;
191 bool m_turboForced;
192 float m_turboSpeed;
193 QTimer m_rewindTimer;
194 bool m_wasPaused;
195
196 int m_stateSlot;
197 GBASerializedState* m_backupLoadState;
198 QByteArray m_backupSaveState;
199
200 InputController* m_inputController;
201 MultiplayerController* m_multiplayer;
202
203 struct GameControllerLux : GBALuminanceSource {
204 GameController* p;
205 uint8_t value;
206 } m_lux;
207 uint8_t m_luxValue;
208 int m_luxLevel;
209
210 GBARTCGenericSource m_rtc;
211};
212
213}
214
215#endif