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