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
143#ifdef USE_GDB_STUB
144ARMDebugger* GameController::debugger() {
145 return m_threadContext.debugger;
146}
147
148void GameController::setDebugger(ARMDebugger* debugger) {
149 threadInterrupt();
150 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
151 GBADetachDebugger(m_threadContext.gba);
152 }
153 m_threadContext.debugger = debugger;
154 if (m_threadContext.debugger && GBAThreadHasStarted(&m_threadContext)) {
155 GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
156 }
157 threadContinue();
158}
159#endif
160
161void GameController::loadGame(const QString& path, bool dirmode) {
162 closeGame();
163 if (!dirmode) {
164 QFile file(path);
165 if (!file.open(QIODevice::ReadOnly)) {
166 return;
167 }
168 file.close();
169 }
170
171 m_fname = path;
172 m_dirmode = dirmode;
173 openGame();
174}
175
176void GameController::openGame() {
177 m_gameOpen = true;
178
179 m_pauseAfterFrame = false;
180
181 if (m_turbo) {
182 m_threadContext.sync.videoFrameWait = false;
183 m_threadContext.sync.audioWait = false;
184 } else {
185 m_threadContext.sync.videoFrameWait = m_videoSync;
186 m_threadContext.sync.audioWait = m_audioSync;
187 }
188
189 m_threadContext.gameDir = 0;
190 m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
191 if (m_dirmode) {
192 m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
193 m_threadContext.stateDir = m_threadContext.gameDir;
194 } else {
195 m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
196#if ENABLE_LIBZIP
197 if (!m_threadContext.gameDir) {
198 m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
199 }
200#endif
201#if ENABLE_LZMA
202 if (!m_threadContext.gameDir) {
203 m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
204 }
205#endif
206 }
207
208 if (!m_bios.isNull()) {
209 m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
210 }
211
212 if (!m_patch.isNull()) {
213 m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
214 }
215
216 if (!GBAThreadStart(&m_threadContext)) {
217 m_gameOpen = false;
218 emit gameFailed();
219 }
220}
221
222void GameController::loadBIOS(const QString& path) {
223 if (m_bios == path) {
224 return;
225 }
226 m_bios = path;
227 if (m_gameOpen) {
228 closeGame();
229 openGame();
230 }
231}
232
233void GameController::loadPatch(const QString& path) {
234 m_patch = path;
235 if (m_gameOpen) {
236 closeGame();
237 openGame();
238 }
239}
240
241void GameController::closeGame() {
242 if (!m_gameOpen) {
243 return;
244 }
245 if (GBAThreadIsPaused(&m_threadContext)) {
246 GBAThreadUnpause(&m_threadContext);
247 }
248 GBAThreadEnd(&m_threadContext);
249 GBAThreadJoin(&m_threadContext);
250 if (m_threadContext.fname) {
251 free(const_cast<char*>(m_threadContext.fname));
252 m_threadContext.fname = nullptr;
253 }
254
255 m_patch = QString();
256
257 m_gameOpen = false;
258 emit gameStopped(&m_threadContext);
259}
260
261void GameController::crashGame(const QString& crashMessage) {
262 closeGame();
263 emit gameCrashed(crashMessage);
264}
265
266bool GameController::isPaused() {
267 if (!m_gameOpen) {
268 return false;
269 }
270 return GBAThreadIsPaused(&m_threadContext);
271}
272
273void GameController::setPaused(bool paused) {
274 if (paused == GBAThreadIsPaused(&m_threadContext)) {
275 return;
276 }
277 if (paused) {
278 GBAThreadPause(&m_threadContext);
279 emit gamePaused(&m_threadContext);
280 } else {
281 GBAThreadUnpause(&m_threadContext);
282 emit gameUnpaused(&m_threadContext);
283 }
284}
285
286void GameController::reset() {
287 GBAThreadReset(&m_threadContext);
288}
289
290void GameController::threadInterrupt() {
291 if (m_gameOpen) {
292 GBAThreadInterrupt(&m_threadContext);
293 }
294}
295
296void GameController::threadContinue() {
297 if (m_gameOpen) {
298 GBAThreadContinue(&m_threadContext);
299 }
300}
301
302void GameController::frameAdvance() {
303 m_pauseMutex.lock();
304 m_pauseAfterFrame = true;
305 setPaused(false);
306 m_pauseMutex.unlock();
307}
308
309void GameController::setRewind(bool enable, int capacity, int interval) {
310 if (m_gameOpen) {
311 threadInterrupt();
312 GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
313 threadContinue();
314 } else {
315 if (enable) {
316 m_threadContext.rewindBufferInterval = interval;
317 m_threadContext.rewindBufferCapacity = capacity;
318 } else {
319 m_threadContext.rewindBufferInterval = 0;
320 m_threadContext.rewindBufferCapacity = 0;
321 }
322 }
323}
324
325void GameController::rewind(int states) {
326 threadInterrupt();
327 if (!states) {
328 GBARewindAll(&m_threadContext);
329 } else {
330 GBARewind(&m_threadContext, states);
331 }
332 threadContinue();
333}
334
335void GameController::keyPressed(int key) {
336 int mappedKey = 1 << key;
337 m_activeKeys |= mappedKey;
338 updateKeys();
339}
340
341void GameController::keyReleased(int key) {
342 int mappedKey = 1 << key;
343 m_activeKeys &= ~mappedKey;
344 updateKeys();
345}
346
347void GameController::clearKeys() {
348 m_activeKeys = 0;
349 updateKeys();
350}
351
352void GameController::setAudioBufferSamples(int samples) {
353 threadInterrupt();
354 redoSamples(samples);
355 threadContinue();
356 QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
357}
358
359void GameController::setFPSTarget(float fps) {
360 threadInterrupt();
361 m_threadContext.fpsTarget = fps;
362 redoSamples(m_audioProcessor->getBufferSamples());
363 threadContinue();
364 QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
365}
366
367void GameController::setSkipBIOS(bool set) {
368 threadInterrupt();
369 m_threadContext.skipBios = set;
370 threadContinue();
371}
372
373void GameController::loadState(int slot) {
374 threadInterrupt();
375 GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
376 threadContinue();
377 emit stateLoaded(&m_threadContext);
378 emit frameAvailable(m_drawContext);
379}
380
381void GameController::saveState(int slot) {
382 threadInterrupt();
383 GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
384 threadContinue();
385}
386
387void GameController::setVideoSync(bool set) {
388 m_videoSync = set;
389 if (!m_turbo) {
390 threadInterrupt();
391 m_threadContext.sync.videoFrameWait = set;
392 threadContinue();
393 }
394}
395
396void GameController::setAudioSync(bool set) {
397 m_audioSync = set;
398 if (!m_turbo) {
399 threadInterrupt();
400 m_threadContext.sync.audioWait = set;
401 threadContinue();
402 }
403}
404
405void GameController::setFrameskip(int skip) {
406 m_threadContext.frameskip = skip;
407}
408
409void GameController::setTurbo(bool set, bool forced) {
410 if (m_turboForced && !forced) {
411 return;
412 }
413 m_turbo = set;
414 m_turboForced = set && forced;
415 threadInterrupt();
416 m_threadContext.sync.audioWait = set ? false : m_audioSync;
417 m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
418 threadContinue();
419}
420
421void GameController::setAVStream(GBAAVStream* stream) {
422 threadInterrupt();
423 m_threadContext.stream = stream;
424 threadContinue();
425}
426
427void GameController::clearAVStream() {
428 threadInterrupt();
429 m_threadContext.stream = nullptr;
430 threadContinue();
431}
432
433void GameController::setLuminanceValue(uint8_t value) {
434 m_luxValue = value;
435 value = std::max<int>(value - 0x16, 0);
436 m_luxLevel = 10;
437 for (int i = 0; i < 10; ++i) {
438 if (value < LUX_LEVELS[i]) {
439 m_luxLevel = i;
440 break;
441 }
442 }
443}
444
445void GameController::setLuminanceLevel(int level) {
446 int value = 0x16;
447 level = std::max(0, std::min(10, level));
448 if (level > 0) {
449 value += LUX_LEVELS[level - 1];
450 }
451 setLuminanceValue(value);
452}
453
454void GameController::setRealTime() {
455 m_rtc.override = GameControllerRTC::NO_OVERRIDE;
456}
457
458void GameController::setFixedTime(const QDateTime& time) {
459 m_rtc.override = GameControllerRTC::FIXED;
460 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
461}
462
463void GameController::setFakeEpoch(const QDateTime& time) {
464 m_rtc.override = GameControllerRTC::FAKE_EPOCH;
465 m_rtc.value = time.toMSecsSinceEpoch() / 1000;
466}
467
468void GameController::updateKeys() {
469 int activeKeys = m_activeKeys;
470#ifdef BUILD_SDL
471 activeKeys |= m_activeButtons;
472#endif
473 m_threadContext.activeKeys = activeKeys;
474}
475
476void GameController::redoSamples(int samples) {
477#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
478 float sampleRate = 0x8000;
479 float ratio;
480 if (m_threadContext.gba) {
481 sampleRate = m_threadContext.gba->audio.sampleRate;
482 }
483 ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
484 m_threadContext.audioBuffers = ceil(samples / ratio);
485#else
486 m_threadContext.audioBuffers = samples;
487#endif
488 if (m_threadContext.gba) {
489 GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
490 }
491}
492
493void GameController::setLogLevel(int levels) {
494 threadInterrupt();
495 m_logLevels = levels;
496 threadContinue();
497}
498
499void GameController::enableLogLevel(int levels) {
500 threadInterrupt();
501 m_logLevels |= levels;
502 threadContinue();
503}
504
505void GameController::disableLogLevel(int levels) {
506 threadInterrupt();
507 m_logLevels &= ~levels;
508 threadContinue();
509}
510
511#ifdef BUILD_SDL
512void GameController::testSDLEvents() {
513 if (!m_inputController) {
514 return;
515 }
516
517 m_activeButtons = m_inputController->testSDLEvents();
518 updateKeys();
519}
520#endif