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#include <QThread>
17
18#include <ctime>
19
20extern "C" {
21#include "core/config.h"
22#include "core/directories.h"
23#include "core/serialize.h"
24#ifdef M_CORE_GBA
25#include "gba/bios.h"
26#include "gba/core.h"
27#include "gba/gba.h"
28#include "gba/extra/sharkport.h"
29#endif
30#ifdef M_CORE_GB
31#include "gb/gb.h"
32#endif
33#include "util/vfs.h"
34}
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_useBios(false)
49 , m_audioThread(new QThread(this))
50 , m_audioProcessor(AudioProcessor::create())
51 , m_pauseAfterFrame(false)
52 , m_videoSync(VIDEO_SYNC)
53 , m_audioSync(AUDIO_SYNC)
54 , m_fpsTarget(-1)
55 , m_turbo(false)
56 , m_turboForced(false)
57 , m_turboSpeed(-1)
58 , m_wasPaused(false)
59 , m_audioChannels{ true, true, true, true, true, true }
60 , m_videoLayers{ true, true, true, true, true }
61 , m_autofire{}
62 , m_autofireStatus{}
63 , m_inputController(nullptr)
64 , m_multiplayer(nullptr)
65 , m_stream(nullptr)
66 , m_stateSlot(1)
67 , m_backupLoadState(nullptr)
68 , m_backupSaveState(nullptr)
69 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
70 , m_loadStateFlags(SAVESTATE_SCREENSHOT)
71{
72 m_lux.p = this;
73 m_lux.sample = [](GBALuminanceSource* context) {
74 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
75 lux->value = 0xFF - lux->p->m_luxValue;
76 };
77
78 m_lux.readLuminance = [](GBALuminanceSource* context) {
79 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
80 return lux->value;
81 };
82 setLuminanceLevel(0);
83
84 m_threadContext.startCallback = [](mCoreThread* context) {
85 GameController* controller = static_cast<GameController*>(context->userData);
86 if (controller->m_audioProcessor) {
87 controller->m_audioProcessor->setInput(context);
88 }
89 mRTCGenericSourceInit(&controller->m_rtc, context->core);
90 context->core->setRTC(context->core, &controller->m_rtc.d);
91 context->core->setRotation(context->core, controller->m_inputController->rotationSource());
92 context->core->setRumble(context->core, controller->m_inputController->rumble());
93
94#ifdef M_CORE_GBA
95 GBA* gba = static_cast<GBA*>(context->core->board);
96#endif
97#ifdef M_CORE_GB
98 GB* gb = static_cast<GB*>(context->core->board);
99#endif
100 switch (context->core->platform(context->core)) {
101#ifdef M_CORE_GBA
102 case PLATFORM_GBA:
103 gba->luminanceSource = &controller->m_lux;
104 gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
105 gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
106 gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
107 gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
108 gba->audio.forceDisableChA = !controller->m_audioChannels[4];
109 gba->audio.forceDisableChB = !controller->m_audioChannels[5];
110 gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
111 gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
112 gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
113 gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
114 gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
115 break;
116#endif
117#ifdef M_CORE_GB
118 case PLATFORM_GB:
119 gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
120 gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
121 gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
122 gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
123 break;
124#endif
125 default:
126 break;
127 }
128 controller->m_fpsTarget = context->sync.fpsTarget;
129
130 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
131 mCoreDeleteState(context->core, 0);
132 }
133
134 mCoreThreadInterruptFromThread(context);
135 QMetaObject::invokeMethod(controller, "gameStarted", Qt::BlockingQueuedConnection, Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
136 mCoreThreadContinue(context);
137 };
138
139 m_threadContext.resetCallback = [](mCoreThread* context) {
140 GameController* controller = static_cast<GameController*>(context->userData);
141 for (auto action : controller->m_resetActions) {
142 action();
143 }
144 controller->m_resetActions.clear();
145
146 unsigned width, height;
147 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
148 memset(controller->m_frontBuffer, 0xF8, width * height * BYTES_PER_PIXEL);
149 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
150 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
151 mCoreThreadPauseFromThread(context);
152 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
153 }
154 };
155
156 m_threadContext.cleanCallback = [](mCoreThread* context) {
157 GameController* controller = static_cast<GameController*>(context->userData);
158 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
159 };
160
161 m_threadContext.frameCallback = [](mCoreThread* context) {
162 GameController* controller = static_cast<GameController*>(context->userData);
163 unsigned width, height;
164 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
165 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
166 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
167 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
168 mCoreThreadPauseFromThread(context);
169 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
170 }
171 };
172
173 // TODO: Put back
174 /*m_threadContext.stopCallback = [](mCoreThread* context) {
175 if (!context) {
176 return false;
177 }
178 GameController* controller = static_cast<GameController*>(context->userData);
179 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
180 return false;
181 }
182 QMetaObject::invokeMethod(controller, "closeGame");
183 return true;
184 };*/
185
186 m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
187 mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
188 mCoreThread* context = logContext->p;
189
190 static const char* savestateMessage = "State %i loaded";
191 static const char* savestateFailedMessage = "State %i failed to load";
192 if (!context) {
193 return;
194 }
195 GameController* controller = static_cast<GameController*>(context->userData);
196 if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
197 va_list argc;
198 va_copy(argc, args);
199 int immediate = va_arg(argc, int);
200 va_end(argc);
201 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
202 } else if (category == _mLOG_CAT_STATUS()) {
203 // Slot 0 is reserved for suspend points
204 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
205 va_list argc;
206 va_copy(argc, args);
207 int slot = va_arg(argc, int);
208 va_end(argc);
209 if (slot == 0) {
210 format = "Loaded suspend state";
211 }
212 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
213 va_list argc;
214 va_copy(argc, args);
215 int slot = va_arg(argc, int);
216 va_end(argc);
217 if (slot == 0) {
218 return;
219 }
220 }
221 }
222 if (level == mLOG_FATAL) {
223 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
224 } else if (!(controller->m_logLevels & level)) {
225 return;
226 }
227 QString message(QString().vsprintf(format, args));
228 if (category == _mLOG_CAT_STATUS()) {
229 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
230 }
231 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
232 };
233
234 m_threadContext.userData = this;
235
236 connect(&m_rewindTimer, &QTimer::timeout, [this]() {
237 // TODO: Put rewind back
238 emit frameAvailable(m_drawContext);
239 emit rewound(&m_threadContext);
240 });
241 m_rewindTimer.setInterval(100);
242
243 m_audioThread->setObjectName("Audio Thread");
244 m_audioThread->start(QThread::TimeCriticalPriority);
245 m_audioProcessor->moveToThread(m_audioThread);
246 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
247 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
248 connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
249}
250
251GameController::~GameController() {
252 m_audioThread->quit();
253 m_audioThread->wait();
254 disconnect();
255 clearMultiplayerController();
256 closeGame();
257 delete m_backupLoadState;
258}
259
260void GameController::setMultiplayerController(MultiplayerController* controller) {
261 if (controller == m_multiplayer) {
262 return;
263 }
264 clearMultiplayerController();
265 m_multiplayer = controller;
266 controller->attachGame(this);
267}
268
269void GameController::clearMultiplayerController() {
270 if (!m_multiplayer) {
271 return;
272 }
273 m_multiplayer->detachGame(this);
274 m_multiplayer = nullptr;
275}
276
277void GameController::setOverride(const GBACartridgeOverride& override) {
278 // TODO: Put back overrides
279}
280
281void GameController::setConfig(const mCoreConfig* config) {
282 m_config = config;
283 if (isLoaded()) {
284 threadInterrupt();
285 mCoreLoadForeignConfig(m_threadContext.core, config);
286 m_audioProcessor->setInput(&m_threadContext);
287 threadContinue();
288 }
289}
290
291#ifdef USE_GDB_STUB
292mDebugger* GameController::debugger() {
293 if (!isLoaded()) {
294 return nullptr;
295 }
296 return m_threadContext.core->debugger;
297}
298
299void GameController::setDebugger(mDebugger* debugger) {
300 threadInterrupt();
301 if (debugger) {
302 mDebuggerAttach(debugger, m_threadContext.core);
303 } else {
304 m_threadContext.core->detachDebugger(m_threadContext.core);
305 }
306 threadContinue();
307}
308#endif
309
310void GameController::loadGame(const QString& path) {
311 closeGame();
312 QFileInfo info(path);
313 if (!info.isReadable()) {
314 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
315 return;
316 }
317 m_fname = info.canonicalFilePath();
318 openGame();
319}
320
321void GameController::bootBIOS() {
322 closeGame();
323 m_fname = QString();
324 openGame(true);
325}
326
327void GameController::openGame(bool biosOnly) {
328 if (biosOnly && (!m_useBios || m_bios.isNull())) {
329 return;
330 }
331
332 if (!biosOnly) {
333 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
334 } else {
335 m_threadContext.core = GBACoreCreate();
336 }
337
338 if (!m_threadContext.core) {
339 return;
340 }
341
342 m_gameOpen = true;
343
344 m_pauseAfterFrame = false;
345
346 if (m_turbo) {
347 m_threadContext.sync.videoFrameWait = false;
348 m_threadContext.sync.audioWait = false;
349 } else {
350 m_threadContext.sync.videoFrameWait = m_videoSync;
351 m_threadContext.sync.audioWait = m_audioSync;
352 }
353 m_threadContext.core->init(m_threadContext.core);
354
355 unsigned width, height;
356 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
357 m_drawContext = new uint32_t[width * height];
358 m_frontBuffer = new uint32_t[width * height];
359
360 if (!biosOnly) {
361 mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
362 } else {
363 char dirname[PATH_MAX];
364 separatePath(m_bios.toUtf8().constData(), dirname, m_threadContext.core->dirs.baseName, 0);
365 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
366 }
367
368 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
369
370 if (!m_bios.isNull() && m_useBios) {
371 VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
372 if (bios) {
373 // TODO: Lifetime issues?
374 m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
375 }
376 }
377
378 m_inputController->recalibrateAxes();
379 memset(m_drawContext, 0xF8, width * height * 4);
380
381 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
382
383 if (m_config) {
384 mCoreLoadForeignConfig(m_threadContext.core, m_config);
385 }
386
387 if (!biosOnly) {
388 mCoreAutoloadSave(m_threadContext.core);
389 if (!m_patch.isNull()) {
390 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
391 if (patch) {
392 m_threadContext.core->loadPatch(m_threadContext.core, patch);
393 }
394 patch->close(patch);
395 } else {
396 mCoreAutoloadPatch(m_threadContext.core);
397 }
398 }
399
400 if (!mCoreThreadStart(&m_threadContext)) {
401 m_gameOpen = false;
402 emit gameFailed();
403 } else if (m_audioProcessor) {
404 startAudio();
405 }
406}
407
408void GameController::loadBIOS(const QString& path) {
409 if (m_bios == path) {
410 return;
411 }
412 m_bios = path;
413 if (m_gameOpen) {
414 closeGame();
415 openGame();
416 }
417}
418
419void GameController::loadSave(const QString& path, bool temporary) {
420 if (!isLoaded()) {
421 return;
422 }
423 m_resetActions.append([this, path, temporary]() {
424 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
425 if (!vf) {
426 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
427 return;
428 }
429
430 if (temporary) {
431 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
432 } else {
433 m_threadContext.core->loadSave(m_threadContext.core, vf);
434 }
435 });
436 reset();
437}
438
439void GameController::yankPak() {
440 if (!m_gameOpen) {
441 return;
442 }
443 threadInterrupt();
444 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
445 threadContinue();
446}
447
448void GameController::replaceGame(const QString& path) {
449 if (!m_gameOpen) {
450 return;
451 }
452
453 QFileInfo info(path);
454 if (!info.isReadable()) {
455 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
456 return;
457 }
458 m_fname = info.canonicalFilePath();
459 threadInterrupt();
460 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
461 threadContinue();
462}
463
464void GameController::loadPatch(const QString& path) {
465 if (m_gameOpen) {
466 closeGame();
467 m_patch = path;
468 openGame();
469 } else {
470 m_patch = path;
471 }
472}
473
474void GameController::importSharkport(const QString& path) {
475 if (!isLoaded()) {
476 return;
477 }
478 VFile* vf = VFileDevice::open(path, O_RDONLY);
479 if (!vf) {
480 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
481 return;
482 }
483 threadInterrupt();
484 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
485 threadContinue();
486 vf->close(vf);
487}
488
489void GameController::exportSharkport(const QString& path) {
490 if (!isLoaded()) {
491 return;
492 }
493 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
494 if (!vf) {
495 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
496 return;
497 }
498 threadInterrupt();
499 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
500 threadContinue();
501 vf->close(vf);
502}
503
504void GameController::closeGame() {
505 if (!m_gameOpen) {
506 return;
507 }
508 m_gameOpen = false;
509
510 m_rewindTimer.stop();
511 if (mCoreThreadIsPaused(&m_threadContext)) {
512 mCoreThreadUnpause(&m_threadContext);
513 }
514 m_audioProcessor->pause();
515 mCoreThreadEnd(&m_threadContext);
516 mCoreThreadJoin(&m_threadContext);
517 // Make sure the event queue clears out before the thread is reused
518 QCoreApplication::processEvents();
519
520 delete[] m_drawContext;
521 delete[] m_frontBuffer;
522
523 m_patch = QString();
524
525 m_threadContext.core->deinit(m_threadContext.core);
526}
527
528void GameController::crashGame(const QString& crashMessage) {
529 closeGame();
530 emit gameCrashed(crashMessage);
531 emit gameStopped(&m_threadContext);
532}
533
534bool GameController::isPaused() {
535 if (!m_gameOpen) {
536 return false;
537 }
538 return mCoreThreadIsPaused(&m_threadContext);
539}
540
541mPlatform GameController::platform() const {
542 if (!m_gameOpen) {
543 return PLATFORM_NONE;
544 }
545 return m_threadContext.core->platform(m_threadContext.core);
546}
547
548QSize GameController::screenDimensions() const {
549 if (!m_gameOpen) {
550 return QSize();
551 }
552 unsigned width, height;
553 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
554
555 return QSize(width, height);
556}
557
558void GameController::setPaused(bool paused) {
559 if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
560 return;
561 }
562 if (paused) {
563 m_pauseAfterFrame.testAndSetRelaxed(false, true);
564 } else {
565 mCoreThreadUnpause(&m_threadContext);
566 startAudio();
567 emit gameUnpaused(&m_threadContext);
568 }
569}
570
571void GameController::reset() {
572 if (!m_gameOpen) {
573 return;
574 }
575 bool wasPaused = isPaused();
576 setPaused(false);
577 threadInterrupt();
578 mCoreThreadReset(&m_threadContext);
579 if (wasPaused) {
580 setPaused(true);
581 }
582 threadContinue();
583}
584
585void GameController::threadInterrupt() {
586 if (m_gameOpen) {
587 mCoreThreadInterrupt(&m_threadContext);
588 }
589}
590
591void GameController::threadContinue() {
592 if (m_gameOpen) {
593 mCoreThreadContinue(&m_threadContext);
594 }
595}
596
597void GameController::frameAdvance() {
598 if (m_rewindTimer.isActive()) {
599 return;
600 }
601 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
602 setPaused(false);
603 }
604}
605
606void GameController::setRewind(bool enable, int capacity, int interval) {
607 if (m_gameOpen) {
608 threadInterrupt();
609 // TODO: Put back rewind
610 threadContinue();
611 } else {
612 // TODO: Put back rewind
613 }
614}
615
616void GameController::rewind(int states) {
617 threadInterrupt();
618 if (!states) {
619 // TODO: Put back rewind
620 } else {
621 // TODO: Put back rewind
622 }
623 threadContinue();
624 emit frameAvailable(m_drawContext);
625 emit rewound(&m_threadContext);
626}
627
628void GameController::startRewinding() {
629 if (!m_gameOpen || m_rewindTimer.isActive()) {
630 return;
631 }
632 if (m_multiplayer && m_multiplayer->attached() > 1) {
633 return;
634 }
635 m_wasPaused = isPaused();
636 if (!mCoreThreadIsPaused(&m_threadContext)) {
637 mCoreThreadPause(&m_threadContext);
638 }
639 m_rewindTimer.start();
640}
641
642void GameController::stopRewinding() {
643 if (!m_rewindTimer.isActive()) {
644 return;
645 }
646 m_rewindTimer.stop();
647 bool signalsBlocked = blockSignals(true);
648 setPaused(m_wasPaused);
649 blockSignals(signalsBlocked);
650}
651
652void GameController::keyPressed(int key) {
653 int mappedKey = 1 << key;
654 m_activeKeys |= mappedKey;
655 if (!m_inputController->allowOpposing()) {
656 if ((m_activeKeys & 0x30) == 0x30) {
657 m_inactiveKeys |= mappedKey ^ 0x30;
658 m_activeKeys ^= mappedKey ^ 0x30;
659 }
660 if ((m_activeKeys & 0xC0) == 0xC0) {
661 m_inactiveKeys |= mappedKey ^ 0xC0;
662 m_activeKeys ^= mappedKey ^ 0xC0;
663 }
664 }
665 updateKeys();
666}
667
668void GameController::keyReleased(int key) {
669 int mappedKey = 1 << key;
670 m_activeKeys &= ~mappedKey;
671 if (!m_inputController->allowOpposing()) {
672 if (mappedKey & 0x30) {
673 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
674 m_inactiveKeys &= ~0x30;
675 }
676 if (mappedKey & 0xC0) {
677 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
678 m_inactiveKeys &= ~0xC0;
679 }
680 }
681 updateKeys();
682}
683
684void GameController::clearKeys() {
685 m_activeKeys = 0;
686 m_inactiveKeys = 0;
687 updateKeys();
688}
689
690void GameController::setAutofire(int key, bool enable) {
691 if (key >= GBA_KEY_MAX || key < 0) {
692 return;
693 }
694
695 if (!enable && m_autofireStatus[key]) {
696 keyReleased(key);
697 }
698
699 m_autofire[key] = enable;
700 m_autofireStatus[key] = 0;
701}
702
703void GameController::setAudioBufferSamples(int samples) {
704 if (m_audioProcessor) {
705 threadInterrupt();
706 redoSamples(samples);
707 threadContinue();
708 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
709 }
710}
711
712void GameController::setAudioSampleRate(unsigned rate) {
713 if (!rate) {
714 return;
715 }
716 if (m_audioProcessor) {
717 threadInterrupt();
718 redoSamples(m_audioProcessor->getBufferSamples());
719 threadContinue();
720 QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
721 }
722}
723
724void GameController::setAudioChannelEnabled(int channel, bool enable) {
725 if (channel > 5 || channel < 0) {
726 return;
727 }
728#ifdef M_CORE_GBA
729 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
730#endif
731#ifdef M_CORE_GB
732 GB* gb = static_cast<GB*>(m_threadContext.core->board);
733#endif
734 m_audioChannels[channel] = enable;
735 if (isLoaded()) {
736 switch (channel) {
737 case 0:
738 case 1:
739 case 2:
740 case 3:
741 switch (m_threadContext.core->platform(m_threadContext.core)) {
742#ifdef M_CORE_GBA
743 case PLATFORM_GBA:
744 gba->audio.psg.forceDisableCh[channel] = !enable;
745 break;
746#endif
747#ifdef M_CORE_GB
748 case PLATFORM_GB:
749 gb->audio.forceDisableCh[channel] = !enable;
750 break;
751#endif
752 default:
753 break;
754 }
755 break;
756#ifdef M_CORE_GBA
757 case 4:
758 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
759 gba->audio.forceDisableChA = !enable;
760 }
761 break;
762 case 5:
763 if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
764 gba->audio.forceDisableChB = !enable;
765 }
766 break;
767#endif
768 }
769 }
770}
771
772void GameController::startAudio() {
773 bool started = false;
774 QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
775 if (!started) {
776 LOG(QT, ERROR) << tr("Failed to start audio processor");
777 // Don't freeze!
778 m_audioSync = false;
779 m_videoSync = true;
780 m_threadContext.sync.audioWait = false;
781 m_threadContext.sync.videoFrameWait = true;
782 }
783}
784
785void GameController::setVideoLayerEnabled(int layer, bool enable) {
786 if (layer > 4 || layer < 0) {
787 return;
788 }
789 m_videoLayers[layer] = enable;
790 if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
791 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
792 switch (layer) {
793 case 0:
794 case 1:
795 case 2:
796 case 3:
797 gba->video.renderer->disableBG[layer] = !enable;
798 break;
799 case 4:
800 gba->video.renderer->disableOBJ = !enable;
801 break;
802 }
803 }
804}
805
806void GameController::setFPSTarget(float fps) {
807 threadInterrupt();
808 m_fpsTarget = fps;
809 m_threadContext.sync.fpsTarget = fps;
810 if (m_turbo && m_turboSpeed > 0) {
811 m_threadContext.sync.fpsTarget *= m_turboSpeed;
812 }
813 if (m_audioProcessor) {
814 redoSamples(m_audioProcessor->getBufferSamples());
815 }
816 threadContinue();
817}
818
819void GameController::setUseBIOS(bool use) {
820 if (use == m_useBios) {
821 return;
822 }
823 m_useBios = use;
824 if (m_gameOpen) {
825 closeGame();
826 openGame();
827 }
828}
829
830void GameController::loadState(int slot) {
831 if (m_fname.isEmpty()) {
832 // We're in the BIOS
833 return;
834 }
835 if (slot > 0 && slot != m_stateSlot) {
836 m_stateSlot = slot;
837 m_backupSaveState.clear();
838 }
839 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
840 GameController* controller = static_cast<GameController*>(context->userData);
841 if (!controller->m_backupLoadState) {
842 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
843 }
844 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
845 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
846 controller->frameAvailable(controller->m_drawContext);
847 controller->stateLoaded(context);
848 }
849 });
850}
851
852void GameController::saveState(int slot) {
853 if (m_fname.isEmpty()) {
854 // We're in the BIOS
855 return;
856 }
857 if (slot > 0) {
858 m_stateSlot = slot;
859 }
860 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
861 GameController* controller = static_cast<GameController*>(context->userData);
862 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
863 if (vf) {
864 controller->m_backupSaveState.resize(vf->size(vf));
865 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
866 vf->close(vf);
867 }
868 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
869 });
870}
871
872void GameController::loadBackupState() {
873 if (!m_backupLoadState) {
874 return;
875 }
876
877 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
878 GameController* controller = static_cast<GameController*>(context->userData);
879 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
880 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
881 mLOG(STATUS, INFO, "Undid state load");
882 controller->frameAvailable(controller->m_drawContext);
883 controller->stateLoaded(context);
884 }
885 controller->m_backupLoadState->close(controller->m_backupLoadState);
886 controller->m_backupLoadState = nullptr;
887 });
888}
889
890void GameController::saveBackupState() {
891 if (m_backupSaveState.isEmpty()) {
892 return;
893 }
894
895 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
896 GameController* controller = static_cast<GameController*>(context->userData);
897 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
898 if (vf) {
899 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
900 vf->close(vf);
901 mLOG(STATUS, INFO, "Undid state save");
902 }
903 controller->m_backupSaveState.clear();
904 });
905}
906
907void GameController::setTurbo(bool set, bool forced) {
908 if (m_turboForced && !forced) {
909 return;
910 }
911 if (m_turbo == set && m_turboForced == forced) {
912 // Don't interrupt the thread if we don't need to
913 return;
914 }
915 m_turbo = set;
916 m_turboForced = set && forced;
917 enableTurbo();
918}
919
920void GameController::setTurboSpeed(float ratio) {
921 m_turboSpeed = ratio;
922 enableTurbo();
923}
924
925void GameController::enableTurbo() {
926 threadInterrupt();
927 if (!m_turbo) {
928 m_threadContext.sync.fpsTarget = m_fpsTarget;
929 m_threadContext.sync.audioWait = m_audioSync;
930 m_threadContext.sync.videoFrameWait = m_videoSync;
931 } else if (m_turboSpeed <= 0) {
932 m_threadContext.sync.fpsTarget = m_fpsTarget;
933 m_threadContext.sync.audioWait = false;
934 m_threadContext.sync.videoFrameWait = false;
935 } else {
936 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
937 m_threadContext.sync.audioWait = true;
938 m_threadContext.sync.videoFrameWait = false;
939 }
940 if (m_audioProcessor) {
941 redoSamples(m_audioProcessor->getBufferSamples());
942 }
943 threadContinue();
944}
945
946void GameController::setAVStream(mAVStream* stream) {
947 threadInterrupt();
948 m_stream = stream;
949 if (isLoaded()) {
950 m_threadContext.core->setAVStream(m_threadContext.core, stream);
951 }
952 threadContinue();
953}
954
955void GameController::clearAVStream() {
956 threadInterrupt();
957 m_stream = nullptr;
958 if (isLoaded()) {
959 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
960 }
961 threadContinue();
962}
963
964#ifdef USE_PNG
965void GameController::screenshot() {
966 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
967 mCoreTakeScreenshot(context->core);
968 });
969}
970#endif
971
972void GameController::reloadAudioDriver() {
973 int samples = 0;
974 unsigned sampleRate = 0;
975 if (m_audioProcessor) {
976 QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
977 samples = m_audioProcessor->getBufferSamples();
978 sampleRate = m_audioProcessor->sampleRate();
979 delete m_audioProcessor;
980 }
981 m_audioProcessor = AudioProcessor::create();
982 if (samples) {
983 m_audioProcessor->setBufferSamples(samples);
984 }
985 if (sampleRate) {
986 m_audioProcessor->requestSampleRate(sampleRate);
987 }
988 m_audioProcessor->moveToThread(m_audioThread);
989 connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
990 if (isLoaded()) {
991 m_audioProcessor->setInput(&m_threadContext);
992 startAudio();
993 }
994}
995
996void GameController::setSaveStateExtdata(int flags) {
997 m_saveStateFlags = flags;
998}
999
1000void GameController::setLoadStateExtdata(int flags) {
1001 m_loadStateFlags = flags;
1002}
1003
1004void GameController::setLuminanceValue(uint8_t value) {
1005 m_luxValue = value;
1006 value = std::max<int>(value - 0x16, 0);
1007 m_luxLevel = 10;
1008 for (int i = 0; i < 10; ++i) {
1009 if (value < GBA_LUX_LEVELS[i]) {
1010 m_luxLevel = i;
1011 break;
1012 }
1013 }
1014 emit luminanceValueChanged(m_luxValue);
1015}
1016
1017void GameController::setLuminanceLevel(int level) {
1018 int value = 0x16;
1019 level = std::max(0, std::min(10, level));
1020 if (level > 0) {
1021 value += GBA_LUX_LEVELS[level - 1];
1022 }
1023 setLuminanceValue(value);
1024}
1025
1026void GameController::setRealTime() {
1027 m_rtc.override = RTC_NO_OVERRIDE;
1028}
1029
1030void GameController::setFixedTime(const QDateTime& time) {
1031 m_rtc.override = RTC_FIXED;
1032 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1033}
1034
1035void GameController::setFakeEpoch(const QDateTime& time) {
1036 m_rtc.override = RTC_FAKE_EPOCH;
1037 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
1038}
1039
1040void GameController::updateKeys() {
1041 int activeKeys = m_activeKeys;
1042 activeKeys |= m_activeButtons;
1043 activeKeys &= ~m_inactiveKeys;
1044 if (isLoaded()) {
1045 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1046 }
1047}
1048
1049void GameController::redoSamples(int samples) {
1050 if (m_threadContext.core) {
1051 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1052 }
1053 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
1054}
1055
1056void GameController::setLogLevel(int levels) {
1057 threadInterrupt();
1058 m_logLevels = levels;
1059 threadContinue();
1060}
1061
1062void GameController::enableLogLevel(int levels) {
1063 threadInterrupt();
1064 m_logLevels |= levels;
1065 threadContinue();
1066}
1067
1068void GameController::disableLogLevel(int levels) {
1069 threadInterrupt();
1070 m_logLevels &= ~levels;
1071 threadContinue();
1072}
1073
1074void GameController::pollEvents() {
1075 if (!m_inputController) {
1076 return;
1077 }
1078
1079 m_activeButtons = m_inputController->pollEvents();
1080 updateKeys();
1081}
1082
1083void GameController::updateAutofire() {
1084 // TODO: Move all key events onto the CPU thread...somehow
1085 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1086 if (!m_autofire[k]) {
1087 continue;
1088 }
1089 m_autofireStatus[k] ^= 1;
1090 if (m_autofireStatus[k]) {
1091 keyPressed(k);
1092 } else {
1093 keyReleased(k);
1094 }
1095 }
1096}