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 <QDateTime>
12#include <QThread>
13
14#include <ctime>
15
16extern "C" {
17#include "gba.h"
18#include "gba-audio.h"
19#include "gba-serialize.h"
20#include "renderers/video-software.h"
21#include "util/vfs.h"
22}
23
24using namespace QGBA;
25using namespace std;
26
27const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
28
29GameController::GameController(QObject* parent)
30 : QObject(parent)
31 , m_drawContext(new uint32_t[256 * 256])
32 , m_threadContext()
33 , m_activeKeys(0)
34 , m_logLevels(0)
35 , m_gameOpen(false)
36 , m_audioThread(new QThread(this))
37 , m_audioProcessor(AudioProcessor::create())
38 , m_videoSync(VIDEO_SYNC)
39 , m_audioSync(AUDIO_SYNC)
40 , m_turbo(false)
41 , m_turboForced(false)
42 , m_inputController(nullptr)
43{
44 m_renderer = new GBAVideoSoftwareRenderer;
45 GBAVideoSoftwareRendererCreate(m_renderer);
46 m_renderer->outputBuffer = (color_t*) m_drawContext;
47 m_renderer->outputBufferStride = 256;
48 m_threadContext.state = THREAD_INITIALIZED;
49 m_threadContext.debugger = 0;
50 m_threadContext.frameskip = 0;
51 m_threadContext.bios = 0;
52 m_threadContext.renderer = &m_renderer->d;
53 m_threadContext.userData = this;
54 m_threadContext.rewindBufferCapacity = 0;
55 m_threadContext.logLevel = -1;
56
57 m_lux.p = this;
58 m_lux.sample = [] (GBALuminanceSource* context) {
59 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
60 lux->value = 0xFF - lux->p->m_luxValue;
61 };
62
63 m_lux.readLuminance = [] (GBALuminanceSource* context) {
64 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
65 return lux->value;
66 };
67 setLuminanceLevel(0);
68
69 m_rtc.p = this;
70 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
71 m_rtc.sample = [] (GBARTCSource* context) { };
72 m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
73 GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
74 switch (rtc->override) {
75 case GameControllerRTC::NO_OVERRIDE:
76 default:
77 return time(nullptr);
78 case GameControllerRTC::FIXED:
79 return rtc->value;
80 case GameControllerRTC::FAKE_EPOCH:
81 return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
82 }
83 };
84
85 m_threadContext.startCallback = [] (GBAThread* context) {
86 GameController* controller = static_cast<GameController*>(context->userData);
87 controller->m_audioProcessor->setInput(context);
88 // Override the GBA object's log level to prevent stdout spew
89 context->gba->logLevel = GBA_LOG_FATAL;
90 context->gba->luminanceSource = &controller->m_lux;
91 context->gba->rtcSource = &controller->m_rtc;
92 controller->gameStarted(context);
93 };
94
95 m_threadContext.cleanCallback = [] (GBAThread* context) {
96 GameController* controller = static_cast<GameController*>(context->userData);
97 controller->gameStopped(context);
98 };
99
100 m_threadContext.frameCallback = [] (GBAThread* context) {
101 GameController* controller = static_cast<GameController*>(context->userData);
102 controller->m_pauseMutex.lock();
103 if (controller->m_pauseAfterFrame) {
104 GBAThreadPauseFromThread(context);
105 controller->m_pauseAfterFrame = false;
106 controller->gamePaused(&controller->m_threadContext);
107 }
108 controller->m_pauseMutex.unlock();
109 controller->frameAvailable(controller->m_drawContext);
110 };
111
112 m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
113 GameController* controller = static_cast<GameController*>(context->userData);
114 if (level == GBA_LOG_FATAL) {
115 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
116 } else if (!(controller->m_logLevels & level)) {
117 return;
118 }
119 controller->postLog(level, QString().vsprintf(format, args));
120 };
121
122 m_audioThread->start(QThread::TimeCriticalPriority);
123 m_audioProcessor->moveToThread(m_audioThread);
124 connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
125 connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
126 connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
127 connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
128
129#ifdef BUILD_SDL
130 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
131#endif
132}
133
134GameController::~GameController() {
135 m_audioThread->quit();
136 m_audioThread->wait();
137 disconnect();
138 closeGame();
139 delete m_renderer;
140 delete[] m_drawContext;
141}
142
143void GameController::setOverride(const GBACartridgeOverride& override) {
144 m_threadContext.override = override;
145 m_threadContext.hasOverride = true;
146}
147
148#ifdef USE_GDB_STUB
149ARMDebugger* GameController::debugger() {
150 return m_threadContext.debugger;
151}
152
153void GameController::setDebugger(ARMDebugger* debugger) {
154 threadInterrupt();
155 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
156 GBADetachDebugger(m_threadContext.gba);
157 }
158 m_threadContext.debugger = debugger;
159 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
160 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
161 }
162 threadContinue();
163}
164#endif
165
166void GameController::loadGame(const QString& path, bool dirmode) {
167 closeGame();
168 if (!dirmode) {
169 QFile file(path);
170 if (!file.open(QIODevice::ReadOnly)) {
171 return;
172 }
173 file.close();
174 }
175
176 m_fname = path;
177 m_dirmode = dirmode;
178 openGame();
179}
180
181void GameController::openGame() {
182 m_gameOpen = true;
183
184 m_pauseAfterFrame = false;
185
186 if (m_turbo) {
187 m_threadContext.sync.videoFrameWait = false;
188 m_threadContext.sync.audioWait = false;
189 } else {
190 m_threadContext.sync.videoFrameWait = m_videoSync;
191 m_threadContext.sync.audioWait = m_audioSync;
192 }
193
194 m_threadContext.gameDir = 0;
195 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
196 if (m_dirmode) {
197 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
198 m_threadContext.stateDir = m_threadContext.gameDir;
199 } else {
200 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
201#if ENABLE_LIBZIP
202 if (!m_threadContext.gameDir) {
203 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
204 }
205#endif
206#if ENABLE_LZMA
207 if (!m_threadContext.gameDir) {
208 m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
209 }
210#endif
211 }
212
213 if (!m_bios.isNull()) {
214 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
215 }
216
217 if (!m_patch.isNull()) {
218 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
219 }
220
221 if (!GBAThreadStart(&m_threadContext)) {
222 m_gameOpen = false;
223 emit gameFailed();
224 }
225}
226
227void GameController::loadBIOS(const QString& path) {
228 if (m_bios == path) {
229 return;
230 }
231 m_bios = path;
232 if (m_gameOpen) {
233 closeGame();
234 openGame();
235 }
236}
237
238void GameController::loadPatch(const QString& path) {
239 m_patch = path;
240 if (m_gameOpen) {
241 closeGame();
242 openGame();
243 }
244}
245
246void GameController::closeGame() {
247 if (!m_gameOpen) {
248 return;
249 }
250 if (GBAThreadIsPaused(&m_threadContext)) {
251 GBAThreadUnpause(&m_threadContext);
252 }
253 GBAThreadEnd(&m_threadContext);
254 GBAThreadJoin(&m_threadContext);
255 if (m_threadContext.fname) {
256 free(const_cast<char*>(m_threadContext.fname));
257 m_threadContext.fname = nullptr;
258 }
259
260 m_patch = QString();
261
262 m_gameOpen = false;
263 emit gameStopped(&m_threadContext);
264}
265
266void GameController::crashGame(const QString& crashMessage) {
267 closeGame();
268 emit gameCrashed(crashMessage);
269}
270
271bool GameController::isPaused() {
272 if (!m_gameOpen) {
273 return false;
274 }
275 return GBAThreadIsPaused(&m_threadContext);
276}
277
278void GameController::setPaused(bool paused) {
279 if (paused == GBAThreadIsPaused(&m_threadContext)) {
280 return;
281 }
282 if (paused) {
283 GBAThreadPause(&m_threadContext);
284 emit gamePaused(&m_threadContext);
285 } else {
286 GBAThreadUnpause(&m_threadContext);
287 emit gameUnpaused(&m_threadContext);
288 }
289}
290
291void GameController::reset() {
292 GBAThreadReset(&m_threadContext);
293}
294
295void GameController::threadInterrupt() {
296 if (m_gameOpen) {
297 GBAThreadInterrupt(&m_threadContext);
298 }
299}
300
301void GameController::threadContinue() {
302 if (m_gameOpen) {
303 GBAThreadContinue(&m_threadContext);
304 }
305}
306
307void GameController::frameAdvance() {
308 m_pauseMutex.lock();
309 m_pauseAfterFrame = true;
310 setPaused(false);
311 m_pauseMutex.unlock();
312}
313
314void GameController::setRewind(bool enable, int capacity, int interval) {
315 if (m_gameOpen) {
316 threadInterrupt();
317 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
318 threadContinue();
319 } else {
320 if (enable) {
321 m_threadContext.rewindBufferInterval = interval;
322 m_threadContext.rewindBufferCapacity = capacity;
323 } else {
324 m_threadContext.rewindBufferInterval = 0;
325 m_threadContext.rewindBufferCapacity = 0;
326 }
327 }
328}
329
330void GameController::rewind(int states) {
331 threadInterrupt();
332 if (!states) {
333 GBARewindAll(&m_threadContext);
334 } else {
335 GBARewind(&m_threadContext, states);
336 }
337 threadContinue();
338}
339
340void GameController::keyPressed(int key) {
341 int mappedKey = 1 << key;
342 m_activeKeys |= mappedKey;
343 updateKeys();
344}
345
346void GameController::keyReleased(int key) {
347 int mappedKey = 1 << key;
348 m_activeKeys &= ~mappedKey;
349 updateKeys();
350}
351
352void GameController::clearKeys() {
353 m_activeKeys = 0;
354 updateKeys();
355}
356
357void GameController::setAudioBufferSamples(int samples) {
358 threadInterrupt();
359 redoSamples(samples);
360 threadContinue();
361 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
362}
363
364void GameController::setFPSTarget(float fps) {
365 threadInterrupt();
366 m_threadContext.fpsTarget = fps;
367 redoSamples(m_audioProcessor->getBufferSamples());
368 threadContinue();
369 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
370}
371
372void GameController::setSkipBIOS(bool set) {
373 threadInterrupt();
374 m_threadContext.skipBios = set;
375 threadContinue();
376}
377
378void GameController::loadState(int slot) {
379 threadInterrupt();
380 GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
381 threadContinue();
382 emit stateLoaded(&m_threadContext);
383 emit frameAvailable(m_drawContext);
384}
385
386void GameController::saveState(int slot) {
387 threadInterrupt();
388 GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
389 threadContinue();
390}
391
392void GameController::setVideoSync(bool set) {
393 m_videoSync = set;
394 if (!m_turbo) {
395 threadInterrupt();
396 m_threadContext.sync.videoFrameWait = set;
397 threadContinue();
398 }
399}
400
401void GameController::setAudioSync(bool set) {
402 m_audioSync = set;
403 if (!m_turbo) {
404 threadInterrupt();
405 m_threadContext.sync.audioWait = set;
406 threadContinue();
407 }
408}
409
410void GameController::setFrameskip(int skip) {
411 m_threadContext.frameskip = skip;
412}
413
414void GameController::setTurbo(bool set, bool forced) {
415 if (m_turboForced && !forced) {
416 return;
417 }
418 m_turbo = set;
419 m_turboForced = set && forced;
420 threadInterrupt();
421 m_threadContext.sync.audioWait = set ? false : m_audioSync;
422 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
423 threadContinue();
424}
425
426void GameController::setAVStream(GBAAVStream* stream) {
427 threadInterrupt();
428 m_threadContext.stream = stream;
429 threadContinue();
430}
431
432void GameController::clearAVStream() {
433 threadInterrupt();
434 m_threadContext.stream = nullptr;
435 threadContinue();
436}
437
438void GameController::setLuminanceValue(uint8_t value) {
439 m_luxValue = value;
440 value = std::max<int>(value - 0x16, 0);
441 m_luxLevel = 10;
442 for (int i = 0; i < 10; ++i) {
443 if (value < LUX_LEVELS[i]) {
444 m_luxLevel = i;
445 break;
446 }
447 }
448}
449
450void GameController::setLuminanceLevel(int level) {
451 int value = 0x16;
452 level = std::max(0, std::min(10, level));
453 if (level > 0) {
454 value += LUX_LEVELS[level - 1];
455 }
456 setLuminanceValue(value);
457}
458
459void GameController::setRealTime() {
460 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
461}
462
463void GameController::setFixedTime(const QDateTime& time) {
464 m_rtc.override = GameControllerRTC::FIXED;
465 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
466}
467
468void GameController::setFakeEpoch(const QDateTime& time) {
469 m_rtc.override = GameControllerRTC::FAKE_EPOCH;
470 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
471}
472
473void GameController::updateKeys() {
474 int activeKeys = m_activeKeys;
475#ifdef BUILD_SDL
476 activeKeys |= m_activeButtons;
477#endif
478 m_threadContext.activeKeys = activeKeys;
479}
480
481void GameController::redoSamples(int samples) {
482#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
483 float sampleRate = 0x8000;
484 float ratio;
485 if (m_threadContext.gba) {
486 sampleRate = m_threadContext.gba->audio.sampleRate;
487 }
488 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
489 m_threadContext.audioBuffers = ceil(samples / ratio);
490#else
491 m_threadContext.audioBuffers = samples;
492#endif
493 if (m_threadContext.gba) {
494 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
495 }
496}
497
498void GameController::setLogLevel(int levels) {
499 threadInterrupt();
500 m_logLevels = levels;
501 threadContinue();
502}
503
504void GameController::enableLogLevel(int levels) {
505 threadInterrupt();
506 m_logLevels |= levels;
507 threadContinue();
508}
509
510void GameController::disableLogLevel(int levels) {
511 threadInterrupt();
512 m_logLevels &= ~levels;
513 threadContinue();
514}
515
516#ifdef BUILD_SDL
517void GameController::testSDLEvents() {
518 if (!m_inputController) {
519 return;
520 }
521
522 m_activeButtons = m_inputController->testSDLEvents();
523 updateKeys();
524}
525#endif