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
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
35
36using namespace QGBA;
37using namespace std;
38
39GameController::GameController(QObject* parent)
40 : QObject(parent)
41 , m_drawContext(nullptr)
42 , m_frontBuffer(nullptr)
43 , m_threadContext()
44 , m_activeKeys(0)
45 , m_inactiveKeys(0)
46 , m_logLevels(0)
47 , m_gameOpen(false)
48 , m_vf(nullptr)
49 , m_useBios(false)
50 , m_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_sync(true)
53 , m_videoSync(VIDEO_SYNC)
54 , m_audioSync(AUDIO_SYNC)
55 , m_fpsTarget(-1)
56 , m_turbo(false)
57 , m_turboForced(false)
58 , m_turboSpeed(-1)
59 , m_wasPaused(false)
60 , m_audioChannels()
61 , m_videoLayers()
62 , m_autofire{}
63 , m_autofireStatus{}
64 , m_inputController(nullptr)
65 , m_multiplayer(nullptr)
66 , m_stream(nullptr)
67 , m_stateSlot(1)
68 , m_backupLoadState(nullptr)
69 , m_backupSaveState(nullptr)
70 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
71 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
72 , m_preload(false)
73 , m_override(nullptr)
74{
75#ifdef M_CORE_GBA
76 m_lux.p = this;
77 m_lux.sample = [](GBALuminanceSource* context) {
78 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
79 lux->value = 0xFF - lux->p->m_luxValue;
80 };
81
82 m_lux.readLuminance = [](GBALuminanceSource* context) {
83 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
84 return lux->value;
85 };
86 setLuminanceLevel(0);
87#endif
88
89 m_threadContext.startCallback = [](mCoreThread* context) {
90 GameController* controller = static_cast<GameController*>(context->userData);
91 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
92 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
93
94 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
95 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
96 }
97 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
98 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
99 }
100
101 switch (context->core->platform(context->core)) {
102#ifdef M_CORE_GBA
103 case PLATFORM_GBA:
104 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
105 break;
106#endif
107 default:
108 break;
109 }
110 controller->m_fpsTarget = context->sync.fpsTarget;
111
112 if (controller->m_override) {
113 controller->m_override->identify(context->core);
114 controller->m_override->apply(context->core);
115 }
116
117 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
118 mCoreDeleteState(context->core, 0);
119 }
120
121 controller->m_gameOpen = true;
122 if (controller->m_multiplayer) {
123 controller->m_multiplayer->attachGame(controller);
124 }
125
126 QString path = controller->m_fname;
127 if (!controller->m_fsub.isEmpty()) {
128 path += QDir::separator() + controller->m_fsub;
129 }
130 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
131 QMetaObject::invokeMethod(controller, "startAudio");
132 };
133
134 m_threadContext.resetCallback = [](mCoreThread* context) {
135 GameController* controller = static_cast<GameController*>(context->userData);
136 for (auto action : controller->m_resetActions) {
137 action();
138 }
139 controller->m_resetActions.clear();
140
141 unsigned width, height;
142 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
143 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
144 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
145 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
146 mCoreThreadPauseFromThread(context);
147 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
148 }
149 };
150
151 m_threadContext.cleanCallback = [](mCoreThread* context) {
152 GameController* controller = static_cast<GameController*>(context->userData);
153
154 if (controller->m_multiplayer) {
155 controller->m_multiplayer->detachGame(controller);
156 }
157 controller->m_patch = QString();
158 controller->clearOverride();
159
160 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
161
162 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
163 QMetaObject::invokeMethod(controller, "cleanGame");
164 };
165
166 m_threadContext.frameCallback = [](mCoreThread* context) {
167 GameController* controller = static_cast<GameController*>(context->userData);
168 unsigned width, height;
169 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
170 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
171 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
172
173 // If no one is using the tile cache, disable it
174 if (controller->m_tileCache && controller->m_tileCache.unique()) {
175 switch (controller->platform()) {
176#ifdef M_CORE_GBA
177 case PLATFORM_GBA: {
178 GBA* gba = static_cast<GBA*>(context->core->board);
179 gba->video.renderer->cache = nullptr;
180 break;
181 }
182#endif
183#ifdef M_CORE_GB
184 case PLATFORM_GB: {
185 GB* gb = static_cast<GB*>(context->core->board);
186 gb->video.renderer->cache = nullptr;
187 break;
188 }
189#endif
190 default:
191 break;
192 }
193 controller->m_tileCache.reset();
194 }
195
196
197 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
198 mCoreThreadPauseFromThread(context);
199 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
200 }
201 };
202
203 m_threadContext.sleepCallback = [](mCoreThread* context) {
204 if (!context) {
205 return;
206 }
207 GameController* controller = static_cast<GameController*>(context->userData);
208 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
209 return;
210 }
211 QMetaObject::invokeMethod(controller, "closeGame");
212 };
213
214 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
215 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
216 mCoreThread* context = logContext->p;
217
218 static const char* savestateMessage = "State %i loaded";
219 static const char* savestateFailedMessage = "State %i failed to load";
220 static int biosCat = -1;
221 static int statusCat = -1;
222 if (!context) {
223 return;
224 }
225 GameController* controller = static_cast<GameController*>(context->userData);
226 QString message;
227 if (biosCat < 0) {
228 biosCat = mLogCategoryById("gba.bios");
229 }
230 if (statusCat < 0) {
231 statusCat = mLogCategoryById("core.status");
232 }
233#ifdef M_CORE_GBA
234 if (level == mLOG_STUB && category == biosCat) {
235 va_list argc;
236 va_copy(argc, args);
237 int immediate = va_arg(argc, int);
238 va_end(argc);
239 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
240 } else
241#endif
242 if (category == statusCat) {
243 // Slot 0 is reserved for suspend points
244 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
245 va_list argc;
246 va_copy(argc, args);
247 int slot = va_arg(argc, int);
248 va_end(argc);
249 if (slot == 0) {
250 format = "Loaded suspend state";
251 }
252 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
253 va_list argc;
254 va_copy(argc, args);
255 int slot = va_arg(argc, int);
256 va_end(argc);
257 if (slot == 0) {
258 return;
259 }
260 }
261 message = QString().vsprintf(format, args);
262 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
263 }
264 if (level == mLOG_FATAL) {
265 mCoreThreadMarkCrashed(controller->thread());
266 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
267 } else if (!(controller->m_logLevels & level)) {
268 return;
269 }
270 message = QString().vsprintf(format, args);
271 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
272 };
273
274 m_threadContext.userData = this;
275
276 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
277 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
278 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
279 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
280}
281
282GameController::~GameController() {
283 disconnect();
284 closeGame();
285 clearMultiplayerController();
286 delete m_backupLoadState;
287}
288
289void GameController::setMultiplayerController(MultiplayerController* controller) {
290 if (controller == m_multiplayer) {
291 return;
292 }
293 clearMultiplayerController();
294 m_multiplayer = controller;
295 if (isLoaded()) {
296 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
297 GameController* controller = static_cast<GameController*>(thread->userData);
298 controller->m_multiplayer->attachGame(controller);
299 });
300 }
301}
302
303void GameController::clearMultiplayerController() {
304 if (!m_multiplayer) {
305 return;
306 }
307 m_multiplayer->detachGame(this);
308 m_multiplayer = nullptr;
309}
310
311void GameController::setOverride(Override* override) {
312 m_override = override;
313 if (isLoaded()) {
314 Interrupter interrupter(this);
315 m_override->identify(m_threadContext.core);
316 }
317}
318
319void GameController::clearOverride() {
320 delete m_override;
321 m_override = nullptr;
322}
323
324void GameController::setConfig(const mCoreConfig* config) {
325 m_config = config;
326 if (isLoaded()) {
327 Interrupter interrupter(this);
328 mCoreLoadForeignConfig(m_threadContext.core, config);
329 m_audioSync = m_threadContext.sync.audioWait;
330 m_videoSync = m_threadContext.sync.videoFrameWait;
331 m_audioProcessor->setInput(&m_threadContext);
332 }
333}
334
335#ifdef USE_DEBUGGERS
336mDebugger* GameController::debugger() {
337 if (!isLoaded()) {
338 return nullptr;
339 }
340 return m_threadContext.core->debugger;
341}
342
343void GameController::setDebugger(mDebugger* debugger) {
344 Interrupter interrupter(this);
345 if (debugger) {
346 mDebuggerAttach(debugger, m_threadContext.core);
347 } else {
348 m_threadContext.core->detachDebugger(m_threadContext.core);
349 }
350}
351#endif
352
353void GameController::loadGame(const QString& path) {
354 closeGame();
355 QFileInfo info(path);
356 if (!info.isReadable()) {
357 QString fname = info.fileName();
358 QString base = info.path();
359 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
360 base.chop(1);
361 }
362 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
363 if (dir) {
364 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
365 if (vf) {
366 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
367 uint8_t buffer[2048];
368 ssize_t read;
369 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
370 vfclone->write(vfclone, buffer, read);
371 }
372 vf->close(vf);
373 vf = vfclone;
374 }
375 dir->close(dir);
376 loadGame(vf, fname, base);
377 } else {
378 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
379 }
380 return;
381 } else {
382 m_fname = info.canonicalFilePath();
383 m_fsub = QString();
384 }
385 m_vf = nullptr;
386 openGame();
387}
388
389void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
390 closeGame();
391 QFileInfo info(base);
392 if (info.isDir()) {
393 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
394 m_fsub = QString();
395 } else {
396 m_fname = info.canonicalFilePath();
397 m_fsub = path;
398 }
399 m_vf = vf;
400 openGame();
401}
402
403void GameController::bootBIOS() {
404 closeGame();
405 m_fname = QString();
406 openGame(true);
407}
408
409void GameController::openGame(bool biosOnly) {
410 if (m_fname.isEmpty()) {
411 biosOnly = true;
412 }
413 if (isLoaded()) {
414 // We need to delay if the game is still cleaning up
415 QTimer::singleShot(10, this, SLOT(openGame()));
416 return;
417 } else if(m_gameOpen) {
418 cleanGame();
419 }
420
421 m_threadContext.core = nullptr;
422 if (!biosOnly) {
423 if (m_vf) {
424 m_threadContext.core = mCoreFindVF(m_vf);
425 } else {
426 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
427 }
428#ifdef M_CORE_GBA
429 } else {
430 m_threadContext.core = GBACoreCreate();
431#endif
432 }
433
434 if (!m_threadContext.core) {
435 return;
436 }
437
438 m_pauseAfterFrame = false;
439
440 if (m_turbo) {
441 m_threadContext.sync.videoFrameWait = false;
442 m_threadContext.sync.audioWait = false;
443 } else {
444 m_threadContext.sync.videoFrameWait = m_videoSync;
445 m_threadContext.sync.audioWait = m_audioSync;
446 }
447 m_threadContext.core->init(m_threadContext.core);
448 mCoreInitConfig(m_threadContext.core, nullptr);
449
450 unsigned width, height;
451 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
452 m_drawContext = new uint32_t[width * height];
453 m_frontBuffer = new uint32_t[width * height];
454
455 if (m_config) {
456 mCoreLoadForeignConfig(m_threadContext.core, m_config);
457 }
458
459 QByteArray bytes;
460 if (!biosOnly) {
461 bytes = m_fname.toUtf8();
462 if (m_preload) {
463 if (m_vf) {
464 mCorePreloadVF(m_threadContext.core, m_vf);
465 } else {
466 mCorePreloadFile(m_threadContext.core, bytes.constData());
467 mDirectorySetDetachBase(&m_threadContext.core->dirs);
468 }
469 } else {
470 if (m_vf) {
471 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
472 } else {
473 mCoreLoadFile(m_threadContext.core, bytes.constData());
474 mDirectorySetDetachBase(&m_threadContext.core->dirs);
475 }
476 }
477 } else {
478 bytes = m_bios.toUtf8();
479 }
480 if (bytes.isNull()) {
481 return;
482 }
483
484 char dirname[PATH_MAX];
485 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
486 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
487
488 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
489
490 m_inputController->recalibrateAxes();
491 memset(m_drawContext, 0xF8, width * height * 4);
492
493 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
494
495 if (!biosOnly) {
496 mCoreAutoloadSave(m_threadContext.core);
497 if (!m_patch.isNull()) {
498 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
499 if (patch) {
500 m_threadContext.core->loadPatch(m_threadContext.core, patch);
501 }
502 patch->close(patch);
503 } else {
504 mCoreAutoloadPatch(m_threadContext.core);
505 }
506 }
507 m_vf = nullptr;
508
509 if (!mCoreThreadStart(&m_threadContext)) {
510 emit gameFailed();
511 }
512}
513
514void GameController::loadBIOS(int platform, const QString& path) {
515 if (m_bios == path) {
516 return;
517 }
518 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
519 closeGame();
520 m_bios = path;
521 openGame();
522 } else if (!m_gameOpen || m_bios.isNull()) {
523 m_bios = path;
524 }
525}
526
527void GameController::loadSave(const QString& path, bool temporary) {
528 if (!isLoaded()) {
529 return;
530 }
531 m_resetActions.append([this, path, temporary]() {
532 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
533 if (!vf) {
534 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
535 return;
536 }
537
538 if (temporary) {
539 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
540 } else {
541 m_threadContext.core->loadSave(m_threadContext.core, vf);
542 }
543 });
544 reset();
545}
546
547void GameController::yankPak() {
548 if (!m_gameOpen) {
549 return;
550 }
551 Interrupter interrupter(this);
552 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
553}
554
555void GameController::replaceGame(const QString& path) {
556 if (!m_gameOpen) {
557 return;
558 }
559
560 QFileInfo info(path);
561 if (!info.isReadable()) {
562 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
563 return;
564 }
565 m_fname = info.canonicalFilePath();
566 Interrupter interrupter(this);
567 mDirectorySetDetachBase(&m_threadContext.core->dirs);
568 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
569}
570
571void GameController::loadPatch(const QString& path) {
572 if (m_gameOpen) {
573 closeGame();
574 m_patch = path;
575 openGame();
576 } else {
577 m_patch = path;
578 }
579}
580
581void GameController::importSharkport(const QString& path) {
582 if (!isLoaded()) {
583 return;
584 }
585#ifdef M_CORE_GBA
586 if (platform() != PLATFORM_GBA) {
587 return;
588 }
589 VFile* vf = VFileDevice::open(path, O_RDONLY);
590 if (!vf) {
591 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
592 return;
593 }
594 threadInterrupt();
595 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
596 threadContinue();
597 vf->close(vf);
598#endif
599}
600
601void GameController::exportSharkport(const QString& path) {
602 if (!isLoaded()) {
603 return;
604 }
605#ifdef M_CORE_GBA
606 if (platform() != PLATFORM_GBA) {
607 return;
608 }
609 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
610 if (!vf) {
611 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
612 return;
613 }
614 threadInterrupt();
615 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
616 threadContinue();
617 vf->close(vf);
618#endif
619}
620
621void GameController::closeGame() {
622 if (!m_gameOpen) {
623 return;
624 }
625#ifdef USE_DEBUGGERS
626 setDebugger(nullptr);
627#endif
628 if (mCoreThreadIsPaused(&m_threadContext)) {
629 mCoreThreadUnpause(&m_threadContext);
630 }
631 mCoreThreadEnd(&m_threadContext);
632}
633
634void GameController::cleanGame() {
635 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
636 return;
637 }
638
639 m_audioProcessor->pause();
640 mCoreThreadJoin(&m_threadContext);
641
642 if (m_tileCache) {
643 mTileCacheDeinit(m_tileCache.get());
644 m_tileCache.reset();
645 }
646
647 delete[] m_drawContext;
648 delete[] m_frontBuffer;
649
650 m_threadContext.core->deinit(m_threadContext.core);
651 m_threadContext.core = nullptr;
652 m_gameOpen = false;
653}
654
655void GameController::crashGame(const QString& crashMessage) {
656 closeGame();
657 emit gameCrashed(crashMessage);
658}
659
660bool GameController::isPaused() {
661 if (!m_gameOpen) {
662 return false;
663 }
664 return mCoreThreadIsPaused(&m_threadContext);
665}
666
667mPlatform GameController::platform() const {
668 if (!m_gameOpen) {
669 return PLATFORM_NONE;
670 }
671 return m_threadContext.core->platform(m_threadContext.core);
672}
673
674QSize GameController::screenDimensions() const {
675 if (!m_gameOpen) {
676 return QSize();
677 }
678 unsigned width, height;
679 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
680
681 return QSize(width, height);
682}
683
684void GameController::setPaused(bool paused) {
685 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
686 return;
687 }
688 m_wasPaused = paused;
689 if (paused) {
690 m_pauseAfterFrame.testAndSetRelaxed(false, true);
691 } else {
692 mCoreThreadUnpause(&m_threadContext);
693 startAudio();
694 emit gameUnpaused(&m_threadContext);
695 }
696}
697
698void GameController::reset() {
699 if (!m_gameOpen) {
700 return;
701 }
702 bool wasPaused = isPaused();
703 setPaused(false);
704 Interrupter interrupter(this);
705 mCoreThreadReset(&m_threadContext);
706 if (wasPaused) {
707 setPaused(true);
708 }
709}
710
711void GameController::threadInterrupt() {
712 if (m_gameOpen) {
713 mCoreThreadInterrupt(&m_threadContext);
714 }
715}
716
717void GameController::threadContinue() {
718 if (m_gameOpen) {
719 mCoreThreadContinue(&m_threadContext);
720 }
721}
722
723void GameController::frameAdvance() {
724 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
725 setPaused(false);
726 }
727}
728
729void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
730 if (m_gameOpen) {
731 Interrupter interrupter(this);
732 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
733 mCoreRewindContextDeinit(&m_threadContext.rewind);
734 }
735 m_threadContext.core->opts.rewindEnable = enable;
736 m_threadContext.core->opts.rewindBufferCapacity = capacity;
737 m_threadContext.core->opts.rewindSave = rewindSave;
738 if (enable && capacity > 0) {
739 mCoreRewindContextInit(&m_threadContext.rewind, capacity);
740 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
741 }
742 }
743}
744
745void GameController::rewind(int states) {
746 threadInterrupt();
747 if (!states) {
748 states = INT_MAX;
749 }
750 for (int i = 0; i < states; ++i) {
751 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
752 break;
753 }
754 }
755 threadContinue();
756 emit frameAvailable(m_drawContext);
757 emit rewound(&m_threadContext);
758}
759
760void GameController::startRewinding() {
761 if (!isLoaded()) {
762 return;
763 }
764 if (!m_threadContext.core->opts.rewindEnable) {
765 return;
766 }
767 if (m_multiplayer && m_multiplayer->attached() > 1) {
768 return;
769 }
770 if (m_wasPaused) {
771 setPaused(false);
772 m_wasPaused = true;
773 }
774 mCoreThreadSetRewinding(&m_threadContext, true);
775}
776
777void GameController::stopRewinding() {
778 if (!isLoaded()) {
779 return;
780 }
781 mCoreThreadSetRewinding(&m_threadContext, false);
782 bool signalsBlocked = blockSignals(true);
783 setPaused(m_wasPaused);
784 blockSignals(signalsBlocked);
785}
786
787void GameController::keyPressed(int key) {
788 int mappedKey = 1 << key;
789 m_activeKeys |= mappedKey;
790 if (!m_inputController->allowOpposing()) {
791 if ((m_activeKeys & 0x30) == 0x30) {
792 m_inactiveKeys |= mappedKey ^ 0x30;
793 m_activeKeys ^= mappedKey ^ 0x30;
794 }
795 if ((m_activeKeys & 0xC0) == 0xC0) {
796 m_inactiveKeys |= mappedKey ^ 0xC0;
797 m_activeKeys ^= mappedKey ^ 0xC0;
798 }
799 }
800 updateKeys();
801}
802
803void GameController::keyReleased(int key) {
804 int mappedKey = 1 << key;
805 m_activeKeys &= ~mappedKey;
806 if (!m_inputController->allowOpposing()) {
807 if (mappedKey & 0x30) {
808 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
809 m_inactiveKeys &= ~0x30;
810 }
811 if (mappedKey & 0xC0) {
812 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
813 m_inactiveKeys &= ~0xC0;
814 }
815 }
816 updateKeys();
817}
818
819void GameController::clearKeys() {
820 m_activeKeys = 0;
821 m_inactiveKeys = 0;
822 updateKeys();
823}
824
825void GameController::setAutofire(int key, bool enable) {
826 if (key >= GBA_KEY_MAX || key < 0) {
827 return;
828 }
829
830 if (!enable && m_autofireStatus[key]) {
831 keyReleased(key);
832 }
833
834 m_autofire[key] = enable;
835 m_autofireStatus[key] = 0;
836}
837
838void GameController::setAudioBufferSamples(int samples) {
839 if (m_audioProcessor) {
840 threadInterrupt();
841 redoSamples(samples);
842 threadContinue();
843 m_audioProcessor->setBufferSamples(samples);
844 }
845}
846
847void GameController::setAudioSampleRate(unsigned rate) {
848 if (!rate) {
849 return;
850 }
851 if (m_audioProcessor) {
852 threadInterrupt();
853 redoSamples(m_audioProcessor->getBufferSamples());
854 threadContinue();
855 m_audioProcessor->requestSampleRate(rate);
856 }
857}
858
859void GameController::setAudioChannelEnabled(int channel, bool enable) {
860 if (channel > 5 || channel < 0) {
861 return;
862 }
863 m_audioChannels.reserve(channel + 1);
864 while (m_audioChannels.size() <= channel) {
865 m_audioChannels.append(true);
866 }
867 m_audioChannels[channel] = enable;
868 if (isLoaded()) {
869 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
870 }
871}
872
873void GameController::startAudio() {
874 if (!m_audioProcessor->start()) {
875 LOG(QT, ERROR) << tr("Failed to start audio processor");
876 // Don't freeze!
877 m_audioSync = false;
878 m_videoSync = true;
879 m_threadContext.sync.audioWait = false;
880 m_threadContext.sync.videoFrameWait = true;
881 }
882}
883
884void GameController::setVideoLayerEnabled(int layer, bool enable) {
885 if (layer > 4 || layer < 0) {
886 return;
887 }
888 m_videoLayers.reserve(layer + 1);
889 while (m_videoLayers.size() <= layer) {
890 m_videoLayers.append(true);
891 }
892 m_videoLayers[layer] = enable;
893 if (isLoaded()) {
894 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
895 }
896}
897
898void GameController::setFPSTarget(float fps) {
899 Interrupter interrupter(this);
900 m_fpsTarget = fps;
901 m_threadContext.sync.fpsTarget = fps;
902 if (m_turbo && m_turboSpeed > 0) {
903 m_threadContext.sync.fpsTarget *= m_turboSpeed;
904 }
905 if (m_audioProcessor) {
906 redoSamples(m_audioProcessor->getBufferSamples());
907 }
908}
909
910void GameController::setUseBIOS(bool use) {
911 if (use == m_useBios) {
912 return;
913 }
914 m_useBios = use;
915 if (m_gameOpen) {
916 closeGame();
917 openGame();
918 }
919}
920
921void GameController::loadState(int slot) {
922 if (m_fname.isEmpty()) {
923 // We're in the BIOS
924 return;
925 }
926 if (slot > 0 && slot != m_stateSlot) {
927 m_stateSlot = slot;
928 m_backupSaveState.clear();
929 }
930 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
931 GameController* controller = static_cast<GameController*>(context->userData);
932 if (!controller->m_backupLoadState) {
933 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
934 }
935 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
936 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
937 controller->frameAvailable(controller->m_drawContext);
938 controller->stateLoaded(context);
939 }
940 });
941}
942
943void GameController::saveState(int slot) {
944 if (m_fname.isEmpty()) {
945 // We're in the BIOS
946 return;
947 }
948 if (slot > 0) {
949 m_stateSlot = slot;
950 }
951 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
952 GameController* controller = static_cast<GameController*>(context->userData);
953 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
954 if (vf) {
955 controller->m_backupSaveState.resize(vf->size(vf));
956 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
957 vf->close(vf);
958 }
959 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
960 });
961}
962
963void GameController::loadBackupState() {
964 if (!m_backupLoadState) {
965 return;
966 }
967
968 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
969 GameController* controller = static_cast<GameController*>(context->userData);
970 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
971 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
972 mLOG(STATUS, INFO, "Undid state load");
973 controller->frameAvailable(controller->m_drawContext);
974 controller->stateLoaded(context);
975 }
976 controller->m_backupLoadState->close(controller->m_backupLoadState);
977 controller->m_backupLoadState = nullptr;
978 });
979}
980
981void GameController::saveBackupState() {
982 if (m_backupSaveState.isEmpty()) {
983 return;
984 }
985
986 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
987 GameController* controller = static_cast<GameController*>(context->userData);
988 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
989 if (vf) {
990 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
991 vf->close(vf);
992 mLOG(STATUS, INFO, "Undid state save");
993 }
994 controller->m_backupSaveState.clear();
995 });
996}
997
998void GameController::setTurbo(bool set, bool forced) {
999 if (m_turboForced && !forced) {
1000 return;
1001 }
1002 if (m_turbo == set && m_turboForced == (set && forced)) {
1003 // Don't interrupt the thread if we don't need to
1004 return;
1005 }
1006 if (!m_sync) {
1007 return;
1008 }
1009 m_turbo = set;
1010 m_turboForced = set && forced;
1011 enableTurbo();
1012}
1013
1014void GameController::setTurboSpeed(float ratio) {
1015 m_turboSpeed = ratio;
1016 enableTurbo();
1017}
1018
1019void GameController::enableTurbo() {
1020 Interrupter interrupter(this);
1021 bool shouldRedoSamples = false;
1022 if (!m_turbo) {
1023 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1024 m_threadContext.sync.fpsTarget = m_fpsTarget;
1025 m_threadContext.sync.audioWait = m_audioSync;
1026 m_threadContext.sync.videoFrameWait = m_videoSync;
1027 } else if (m_turboSpeed <= 0) {
1028 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1029 m_threadContext.sync.fpsTarget = m_fpsTarget;
1030 m_threadContext.sync.audioWait = false;
1031 m_threadContext.sync.videoFrameWait = false;
1032 } else {
1033 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1034 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1035 m_threadContext.sync.audioWait = true;
1036 m_threadContext.sync.videoFrameWait = false;
1037 }
1038 if (m_audioProcessor && shouldRedoSamples) {
1039 redoSamples(m_audioProcessor->getBufferSamples());
1040 }
1041}
1042
1043void GameController::setSync(bool enable) {
1044 m_turbo = false;
1045 m_turboForced = false;
1046 if (!enable) {
1047 m_threadContext.sync.audioWait = false;
1048 m_threadContext.sync.videoFrameWait = false;
1049 } else {
1050 m_threadContext.sync.audioWait = m_audioSync;
1051 m_threadContext.sync.videoFrameWait = m_videoSync;
1052 }
1053 m_sync = enable;
1054}
1055
1056void GameController::setAudioSync(bool enable) {
1057 m_audioSync = enable;
1058 m_threadContext.sync.audioWait = enable;
1059}
1060
1061void GameController::setVideoSync(bool enable) {
1062 m_videoSync = enable;
1063 m_threadContext.sync.videoFrameWait = enable;
1064}
1065
1066void GameController::setAVStream(mAVStream* stream) {
1067 Interrupter interrupter(this);
1068 m_stream = stream;
1069 if (isLoaded()) {
1070 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1071 }
1072}
1073
1074void GameController::clearAVStream() {
1075 Interrupter interrupter(this);
1076 m_stream = nullptr;
1077 if (isLoaded()) {
1078 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1079 }
1080}
1081
1082#ifdef USE_PNG
1083void GameController::screenshot() {
1084 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1085 mCoreTakeScreenshot(context->core);
1086 });
1087}
1088#endif
1089
1090void GameController::reloadAudioDriver() {
1091 int samples = 0;
1092 unsigned sampleRate = 0;
1093 if (m_audioProcessor) {
1094 m_audioProcessor->pause();
1095 samples = m_audioProcessor->getBufferSamples();
1096 sampleRate = m_audioProcessor->sampleRate();
1097 delete m_audioProcessor;
1098 }
1099 m_audioProcessor = AudioProcessor::create();
1100 if (samples) {
1101 m_audioProcessor->setBufferSamples(samples);
1102 }
1103 if (sampleRate) {
1104 m_audioProcessor->requestSampleRate(sampleRate);
1105 }
1106 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
1107 connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
1108 if (isLoaded()) {
1109 m_audioProcessor->setInput(&m_threadContext);
1110 startAudio();
1111 }
1112}
1113
1114void GameController::setSaveStateExtdata(int flags) {
1115 m_saveStateFlags = flags;
1116}
1117
1118void GameController::setLoadStateExtdata(int flags) {
1119 m_loadStateFlags = flags;
1120}
1121
1122void GameController::setPreload(bool preload) {
1123 m_preload = preload;
1124}
1125
1126void GameController::setLuminanceValue(uint8_t value) {
1127 m_luxValue = value;
1128 value = std::max<int>(value - 0x16, 0);
1129 m_luxLevel = 10;
1130 for (int i = 0; i < 10; ++i) {
1131 if (value < GBA_LUX_LEVELS[i]) {
1132 m_luxLevel = i;
1133 break;
1134 }
1135 }
1136 emit luminanceValueChanged(m_luxValue);
1137}
1138
1139void GameController::setLuminanceLevel(int level) {
1140 int value = 0x16;
1141 level = std::max(0, std::min(10, level));
1142 if (level > 0) {
1143 value += GBA_LUX_LEVELS[level - 1];
1144 }
1145 setLuminanceValue(value);
1146}
1147
1148void GameController::setRealTime() {
1149 if (!isLoaded()) {
1150 return;
1151 }
1152 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1153}
1154
1155void GameController::setFixedTime(const QDateTime& time) {
1156 if (!isLoaded()) {
1157 return;
1158 }
1159 m_threadContext.core->rtc.override = RTC_FIXED;
1160 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1161}
1162
1163void GameController::setFakeEpoch(const QDateTime& time) {
1164 if (!isLoaded()) {
1165 return;
1166 }
1167 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1168 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1169}
1170
1171void GameController::updateKeys() {
1172 int activeKeys = m_activeKeys;
1173 activeKeys |= m_activeButtons;
1174 activeKeys &= ~m_inactiveKeys;
1175 if (isLoaded()) {
1176 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1177 }
1178}
1179
1180void GameController::redoSamples(int samples) {
1181 if (m_gameOpen && m_threadContext.core) {
1182 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1183 }
1184 m_audioProcessor->inputParametersChanged();
1185}
1186
1187void GameController::setLogLevel(int levels) {
1188 Interrupter interrupter(this);
1189 m_logLevels = levels;
1190}
1191
1192void GameController::enableLogLevel(int levels) {
1193 Interrupter interrupter(this);
1194 m_logLevels |= levels;
1195}
1196
1197void GameController::disableLogLevel(int levels) {
1198 Interrupter interrupter(this);
1199 m_logLevels &= ~levels;
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 switch (platform()) {
1231#ifdef M_CORE_GBA
1232 case PLATFORM_GBA: {
1233 Interrupter interrupter(this);
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 Interrupter interrupter(this);
1245 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1246 m_tileCache = std::make_shared<mTileCache>();
1247 GBVideoTileCacheInit(m_tileCache.get());
1248 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1249 mTileCacheSetPalette(m_tileCache.get(), 0);
1250 break;
1251 }
1252#endif
1253 default:
1254 return nullptr;
1255 }
1256 return m_tileCache;
1257}
1258
1259GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1260 : m_parent(parent)
1261 , m_fromThread(fromThread)
1262{
1263 if (!m_fromThread) {
1264 m_parent->threadInterrupt();
1265 } else {
1266 mCoreThreadInterruptFromThread(m_parent->thread());
1267 }
1268}
1269
1270GameController::Interrupter::~Interrupter() {
1271 if (!m_fromThread) {
1272 m_parent->threadContinue();
1273 } else {
1274 mCoreThreadContinue(m_parent->thread());
1275 }
1276}