all repos — mgba @ eefdcb649034ae17c83f8564a00fbb8d9242a0ee

mGBA Game Boy Advance Emulator

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 "core/thread.h"
 20#include "gba/cheats.h"
 21#include "gba/context/overrides.h"
 22#include "gba/hardware.h"
 23#include "gba/input.h"
 24#ifdef BUILD_SDL
 25#include "sdl-events.h"
 26#endif
 27}
 28
 29struct GBAAudio;
 30struct mCoreConfig;
 31struct Configuration;
 32struct Debugger;
 33
 34class QThread;
 35
 36namespace QGBA {
 37
 38class AudioProcessor;
 39class InputController;
 40class MultiplayerController;
 41
 42class GameController : public QObject {
 43Q_OBJECT
 44
 45public:
 46	static const bool VIDEO_SYNC = false;
 47	static const bool AUDIO_SYNC = true;
 48
 49	GameController(QObject* parent = nullptr);
 50	~GameController();
 51
 52	const uint32_t* drawContext() const { return m_drawContext; }
 53	mCoreThread* thread() { return &m_threadContext; }
 54	GBACheatDevice* cheatDevice() { return &m_cheatDevice; }
 55
 56	void threadInterrupt();
 57	void threadContinue();
 58
 59	bool isPaused();
 60	bool isLoaded() { return m_gameOpen && mCoreThreadIsActive(&m_threadContext); }
 61
 62	bool audioSync() const { return m_audioSync; }
 63	bool videoSync() const { return m_videoSync; }
 64
 65	void setInputController(InputController* controller) { m_inputController = controller; }
 66
 67	void setMultiplayerController(MultiplayerController* controller);
 68	MultiplayerController* multiplayerController() { return m_multiplayer; }
 69	void clearMultiplayerController();
 70
 71	void setOverride(const GBACartridgeOverride& override);
 72	void clearOverride() { /* TODO: Put back overrides */ }
 73
 74	void setConfig(const mCoreConfig*);
 75
 76	int stateSlot() const { return m_stateSlot; }
 77
 78#ifdef USE_GDB_STUB
 79	Debugger* debugger();
 80	void setDebugger(Debugger*);
 81#endif
 82
 83signals:
 84	void frameAvailable(const uint32_t*);
 85	void gameStarted(mCoreThread*, const QString& fname);
 86	void gameStopped(mCoreThread*);
 87	void gamePaused(mCoreThread*);
 88	void gameUnpaused(mCoreThread*);
 89	void gameCrashed(const QString& errorMessage);
 90	void gameFailed();
 91	void stateLoaded(mCoreThread*);
 92	void rewound(mCoreThread*);
 93	void unimplementedBiosCall(int);
 94
 95	void luminanceValueChanged(int);
 96
 97	void statusPosted(const QString& message);
 98	void postLog(int level, int category, const QString& log);
 99
100public slots:
101	void loadGame(const QString& path);
102	void loadBIOS(const QString& path);
103	void yankPak();
104	void replaceGame(const QString& path);
105	void setUseBIOS(bool);
106	void loadPatch(const QString& path);
107	void importSharkport(const QString& path);
108	void exportSharkport(const QString& path);
109	void bootBIOS();
110	void closeGame();
111	void setPaused(bool paused);
112	void reset();
113	void frameAdvance();
114	void setRewind(bool enable, int capacity, int interval);
115	void rewind(int states = 0);
116	void startRewinding();
117	void stopRewinding();
118	void keyPressed(int key);
119	void keyReleased(int key);
120	void clearKeys();
121	void setAutofire(int key, bool enable);
122	void setAudioBufferSamples(int samples);
123	void setAudioSampleRate(unsigned rate);
124	void setAudioChannelEnabled(int channel, bool enable = true);
125	void startAudio();
126	void setVideoLayerEnabled(int layer, bool enable = true);
127	void setFPSTarget(float fps);
128	void loadState(int slot = 0);
129	void saveState(int slot = 0);
130	void loadBackupState();
131	void saveBackupState();
132	void setMute(bool);
133	void setTurbo(bool, bool forced = true);
134	void setTurboSpeed(float ratio = -1);
135	void setAVStream(mAVStream*);
136	void clearAVStream();
137	void reloadAudioDriver();
138	void setSaveStateExtdata(int flags);
139	void setLoadStateExtdata(int flags);
140
141#ifdef USE_PNG
142	void screenshot();
143#endif
144
145	void setLuminanceValue(uint8_t value);
146	uint8_t luminanceValue() const { return m_luxValue; }
147	void setLuminanceLevel(int level);
148	void increaseLuminanceLevel() { setLuminanceLevel(m_luxLevel + 1); }
149	void decreaseLuminanceLevel() { setLuminanceLevel(m_luxLevel - 1); }
150
151	void setRealTime();
152	void setFixedTime(const QDateTime& time);
153	void setFakeEpoch(const QDateTime& time);
154
155	void setLogLevel(int);
156	void enableLogLevel(int);
157	void disableLogLevel(int);
158
159private slots:
160	void openGame(bool bios = false);
161	void crashGame(const QString& crashMessage);
162
163	void pollEvents();
164	void updateAutofire();
165
166private:
167	void updateKeys();
168	void redoSamples(int samples);
169	void enableTurbo();
170
171	uint32_t* m_drawContext;
172	uint32_t* m_frontBuffer;
173	mCoreThread m_threadContext;
174	const mCoreConfig* m_config;
175	GBACheatDevice m_cheatDevice;
176	int m_activeKeys;
177	int m_activeButtons;
178	int m_inactiveKeys;
179	int m_logLevels;
180
181	bool m_gameOpen;
182
183	QString m_fname;
184	QString m_bios;
185	bool m_useBios;
186	QString m_patch;
187
188	QThread* m_audioThread;
189	AudioProcessor* m_audioProcessor;
190
191	QAtomicInt m_pauseAfterFrame;
192
193	bool m_videoSync;
194	bool m_audioSync;
195	float m_fpsTarget;
196	bool m_turbo;
197	bool m_turboForced;
198	float m_turboSpeed;
199	QTimer m_rewindTimer;
200	bool m_wasPaused;
201
202	bool m_audioChannels[6];
203	bool m_videoLayers[5];
204
205	bool m_autofire[GBA_KEY_MAX];
206	int m_autofireStatus[GBA_KEY_MAX];
207
208	int m_stateSlot;
209	struct VFile* m_backupLoadState;
210	QByteArray m_backupSaveState;
211	int m_saveStateFlags;
212	int m_loadStateFlags;
213
214	InputController* m_inputController;
215	MultiplayerController* m_multiplayer;
216
217	mAVStream* m_stream;
218
219	struct GameControllerLux : GBALuminanceSource {
220		GameController* p;
221		uint8_t value;
222	} m_lux;
223	uint8_t m_luxValue;
224	int m_luxLevel;
225
226	mRTCGenericSource m_rtc;
227};
228
229}
230
231#endif