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
17#include <ctime>
18
19#include <mgba/core/config.h>
20#include <mgba/core/directories.h>
21#include <mgba/core/serialize.h>
22#include <mgba/core/tile-cache.h>
23#ifdef M_CORE_GBA
24#include <mgba/gba/interface.h>
25#include <mgba/internal/gba/gba.h>
26#include <mgba/gba/core.h>
27#include <mgba/internal/gba/renderers/tile-cache.h>
28#include <mgba/internal/gba/sharkport.h>
29#endif
30#ifdef M_CORE_GB
31#include <mgba/internal/gb/gb.h>
32#include <mgba/internal/gb/renderers/tile-cache.h>
33#endif
34#include <mgba-util/vfs.h>
35#include <mgba/feature/video-logger.h>
36
37using namespace QGBA;
38using namespace std;
39
40GameController::GameController(QObject* parent)
41 : QObject(parent)
42 , m_audioProcessor(AudioProcessor::create())
43 , m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
44 , m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
45{
46#ifdef M_CORE_GBA
47 m_lux.p = this;
48 m_lux.sample = [](GBALuminanceSource* context) {
49 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
50 lux->value = 0xFF - lux->p->m_luxValue;
51 };
52
53 m_lux.readLuminance = [](GBALuminanceSource* context) {
54 GameControllerLux* lux = static_cast<GameControllerLux*>(context);
55 return lux->value;
56 };
57 setLuminanceLevel(0);
58#endif
59
60 m_threadContext.startCallback = [](mCoreThread* context) {
61 GameController* controller = static_cast<GameController*>(context->userData);
62 context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
63 context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
64
65 for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
66 context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
67 }
68 for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
69 context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
70 }
71
72 switch (context->core->platform(context->core)) {
73#ifdef M_CORE_GBA
74 case PLATFORM_GBA:
75 context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
76 break;
77#endif
78 default:
79 break;
80 }
81 controller->m_fpsTarget = context->sync.fpsTarget;
82
83 if (controller->m_override) {
84 controller->m_override->identify(context->core);
85 controller->m_override->apply(context->core);
86 }
87
88 if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
89 mCoreDeleteState(context->core, 0);
90 }
91
92 controller->m_gameOpen = true;
93 if (controller->m_multiplayer) {
94 controller->m_multiplayer->attachGame(controller);
95 }
96
97 QString path = controller->m_fname;
98 if (!controller->m_fsub.isEmpty()) {
99 path += QDir::separator() + controller->m_fsub;
100 }
101 QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
102 QMetaObject::invokeMethod(controller, "startAudio");
103 };
104
105 m_threadContext.resetCallback = [](mCoreThread* context) {
106 GameController* controller = static_cast<GameController*>(context->userData);
107 for (auto action : controller->m_resetActions) {
108 action();
109 }
110 controller->m_resetActions.clear();
111
112 unsigned width, height;
113 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
114 memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
115 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
116 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
117 mCoreThreadPauseFromThread(context);
118 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
119 }
120 };
121
122 m_threadContext.cleanCallback = [](mCoreThread* context) {
123 GameController* controller = static_cast<GameController*>(context->userData);
124
125 if (controller->m_multiplayer) {
126 controller->m_multiplayer->detachGame(controller);
127 }
128 controller->m_patch = QString();
129 controller->clearOverride();
130 controller->endVideoLog();
131
132 QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
133
134 QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
135 QMetaObject::invokeMethod(controller, "cleanGame");
136 };
137
138 m_threadContext.frameCallback = [](mCoreThread* context) {
139 GameController* controller = static_cast<GameController*>(context->userData);
140 unsigned width, height;
141 controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
142 memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
143 QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
144
145 // If no one is using the tile cache, disable it
146 if (controller->m_tileCache && controller->m_tileCache.unique()) {
147 switch (controller->platform()) {
148#ifdef M_CORE_GBA
149 case PLATFORM_GBA: {
150 GBA* gba = static_cast<GBA*>(context->core->board);
151 gba->video.renderer->cache = nullptr;
152 break;
153 }
154#endif
155#ifdef M_CORE_GB
156 case PLATFORM_GB: {
157 GB* gb = static_cast<GB*>(context->core->board);
158 gb->video.renderer->cache = nullptr;
159 break;
160 }
161#endif
162 default:
163 break;
164 }
165 controller->m_tileCache.reset();
166 }
167
168
169 if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
170 mCoreThreadPauseFromThread(context);
171 QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
172 }
173 };
174
175 m_threadContext.sleepCallback = [](mCoreThread* context) {
176 if (!context) {
177 return;
178 }
179 GameController* controller = static_cast<GameController*>(context->userData);
180 if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
181 return;
182 }
183 QMetaObject::invokeMethod(controller, "closeGame");
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 static int biosCat = -1;
193 static int statusCat = -1;
194 if (!context) {
195 return;
196 }
197 GameController* controller = static_cast<GameController*>(context->userData);
198 QString message;
199 if (biosCat < 0) {
200 biosCat = mLogCategoryById("gba.bios");
201 }
202 if (statusCat < 0) {
203 statusCat = mLogCategoryById("core.status");
204 }
205#ifdef M_CORE_GBA
206 if (level == mLOG_STUB && category == biosCat) {
207 va_list argc;
208 va_copy(argc, args);
209 int immediate = va_arg(argc, int);
210 va_end(argc);
211 QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
212 } else
213#endif
214 if (category == statusCat) {
215 // Slot 0 is reserved for suspend points
216 if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
217 va_list argc;
218 va_copy(argc, args);
219 int slot = va_arg(argc, int);
220 va_end(argc);
221 if (slot == 0) {
222 format = "Loaded suspend state";
223 }
224 } else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
225 va_list argc;
226 va_copy(argc, args);
227 int slot = va_arg(argc, int);
228 va_end(argc);
229 if (slot == 0) {
230 return;
231 }
232 }
233 message = QString().vsprintf(format, args);
234 QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
235 }
236 if (level == mLOG_FATAL) {
237 mCoreThreadMarkCrashed(controller->thread());
238 QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
239 } else if (!(controller->m_logLevels & level)) {
240 return;
241 }
242 message = QString().vsprintf(format, args);
243 QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
244 };
245
246 m_threadContext.userData = this;
247
248 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
249 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
250 connect(this, &GameController::frameAvailable, this, &GameController::pollEvents);
251 connect(this, &GameController::frameAvailable, this, &GameController::updateAutofire);
252}
253
254GameController::~GameController() {
255 disconnect();
256 closeGame();
257 clearMultiplayerController();
258 delete m_backupLoadState;
259}
260
261void GameController::setMultiplayerController(MultiplayerController* controller) {
262 if (controller == m_multiplayer) {
263 return;
264 }
265 clearMultiplayerController();
266 m_multiplayer = controller;
267 if (isLoaded()) {
268 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
269 GameController* controller = static_cast<GameController*>(thread->userData);
270 controller->m_multiplayer->attachGame(controller);
271 });
272 }
273}
274
275void GameController::clearMultiplayerController() {
276 if (!m_multiplayer) {
277 return;
278 }
279 m_multiplayer->detachGame(this);
280 m_multiplayer = nullptr;
281}
282
283void GameController::setOverride(Override* override) {
284 m_override = override;
285 if (isLoaded()) {
286 Interrupter interrupter(this);
287 m_override->identify(m_threadContext.core);
288 }
289}
290
291void GameController::clearOverride() {
292 delete m_override;
293 m_override = nullptr;
294}
295
296void GameController::setConfig(const mCoreConfig* config) {
297 m_config = config;
298 if (isLoaded()) {
299 Interrupter interrupter(this);
300 mCoreLoadForeignConfig(m_threadContext.core, config);
301 m_audioSync = m_threadContext.sync.audioWait;
302 m_videoSync = m_threadContext.sync.videoFrameWait;
303 m_audioProcessor->setInput(&m_threadContext);
304 }
305}
306
307#ifdef USE_DEBUGGERS
308mDebugger* GameController::debugger() {
309 if (!isLoaded()) {
310 return nullptr;
311 }
312 return m_threadContext.core->debugger;
313}
314
315void GameController::setDebugger(mDebugger* debugger) {
316 Interrupter interrupter(this);
317 if (debugger) {
318 mDebuggerAttach(debugger, m_threadContext.core);
319 } else {
320 m_threadContext.core->detachDebugger(m_threadContext.core);
321 }
322}
323#endif
324
325void GameController::loadGame(const QString& path) {
326 closeGame();
327 QFileInfo info(path);
328 if (!info.isReadable()) {
329 QString fname = info.fileName();
330 QString base = info.path();
331 if (base.endsWith("/") || base.endsWith(QDir::separator())) {
332 base.chop(1);
333 }
334 VDir* dir = VDirOpenArchive(base.toUtf8().constData());
335 if (dir) {
336 VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
337 if (vf) {
338 struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
339 uint8_t buffer[2048];
340 ssize_t read;
341 while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
342 vfclone->write(vfclone, buffer, read);
343 }
344 vf->close(vf);
345 vf = vfclone;
346 }
347 dir->close(dir);
348 loadGame(vf, fname, base);
349 } else {
350 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
351 }
352 return;
353 } else {
354 m_fname = info.canonicalFilePath();
355 m_fsub = QString();
356 }
357 m_vf = nullptr;
358 openGame();
359}
360
361void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
362 closeGame();
363 QFileInfo info(base);
364 if (info.isDir()) {
365 m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
366 m_fsub = QString();
367 } else {
368 m_fname = info.canonicalFilePath();
369 m_fsub = path;
370 }
371 m_vf = vf;
372 openGame();
373}
374
375void GameController::bootBIOS() {
376 closeGame();
377 m_fname = QString();
378 openGame(true);
379}
380
381void GameController::openGame(bool biosOnly) {
382 if (m_fname.isEmpty()) {
383 biosOnly = true;
384 }
385 if (isLoaded()) {
386 // We need to delay if the game is still cleaning up
387 QTimer::singleShot(10, this, SLOT(openGame()));
388 return;
389 } else if(m_gameOpen) {
390 cleanGame();
391 }
392
393 m_threadContext.core = nullptr;
394 if (!biosOnly) {
395 if (m_vf) {
396 m_threadContext.core = mCoreFindVF(m_vf);
397 } else {
398 m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
399 }
400#ifdef M_CORE_GBA
401 } else {
402 m_threadContext.core = GBACoreCreate();
403#endif
404 }
405
406 if (!m_threadContext.core) {
407 return;
408 }
409
410 m_pauseAfterFrame = false;
411
412 if (m_turbo) {
413 m_threadContext.sync.videoFrameWait = false;
414 m_threadContext.sync.audioWait = false;
415 } else {
416 m_threadContext.sync.videoFrameWait = m_videoSync;
417 m_threadContext.sync.audioWait = m_audioSync;
418 }
419 m_threadContext.core->init(m_threadContext.core);
420 mCoreInitConfig(m_threadContext.core, nullptr);
421
422 unsigned width, height;
423 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
424 m_drawContext = new uint32_t[width * height];
425 m_frontBuffer = new uint32_t[width * height];
426
427 if (m_config) {
428 mCoreLoadForeignConfig(m_threadContext.core, m_config);
429 }
430
431 QByteArray bytes;
432 if (!biosOnly) {
433 bytes = m_fname.toUtf8();
434 if (m_preload) {
435 if (m_vf) {
436 mCorePreloadVF(m_threadContext.core, m_vf);
437 } else {
438 mCorePreloadFile(m_threadContext.core, bytes.constData());
439 mDirectorySetDetachBase(&m_threadContext.core->dirs);
440 }
441 } else {
442 if (m_vf) {
443 m_threadContext.core->loadROM(m_threadContext.core, m_vf);
444 } else {
445 mCoreLoadFile(m_threadContext.core, bytes.constData());
446 mDirectorySetDetachBase(&m_threadContext.core->dirs);
447 }
448 }
449 } else {
450 bytes = m_bios.toUtf8();
451 }
452 if (bytes.isNull()) {
453 return;
454 }
455
456 char dirname[PATH_MAX];
457 separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
458 mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
459
460 m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
461
462 m_inputController->recalibrateAxes();
463 memset(m_drawContext, 0xF8, width * height * 4);
464
465 m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
466
467 if (!biosOnly) {
468 mCoreAutoloadSave(m_threadContext.core);
469 if (!m_patch.isNull()) {
470 VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
471 if (patch) {
472 m_threadContext.core->loadPatch(m_threadContext.core, patch);
473 }
474 patch->close(patch);
475 } else {
476 mCoreAutoloadPatch(m_threadContext.core);
477 }
478 }
479 m_vf = nullptr;
480
481 if (!mCoreThreadStart(&m_threadContext)) {
482 emit gameFailed();
483 }
484}
485
486void GameController::loadBIOS(int platform, const QString& path) {
487 if (m_bios == path) {
488 return;
489 }
490 if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
491 closeGame();
492 m_bios = path;
493 openGame();
494 } else if (!m_gameOpen || m_bios.isNull()) {
495 m_bios = path;
496 }
497}
498
499void GameController::loadSave(const QString& path, bool temporary) {
500 if (!isLoaded()) {
501 return;
502 }
503 m_resetActions.append([this, path, temporary]() {
504 VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
505 if (!vf) {
506 LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
507 return;
508 }
509
510 if (temporary) {
511 m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
512 } else {
513 m_threadContext.core->loadSave(m_threadContext.core, vf);
514 }
515 });
516 reset();
517}
518
519void GameController::yankPak() {
520 if (!m_gameOpen) {
521 return;
522 }
523 Interrupter interrupter(this);
524 GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
525}
526
527void GameController::replaceGame(const QString& path) {
528 if (!m_gameOpen) {
529 return;
530 }
531
532 QFileInfo info(path);
533 if (!info.isReadable()) {
534 LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
535 return;
536 }
537 m_fname = info.canonicalFilePath();
538 Interrupter interrupter(this);
539 mDirectorySetDetachBase(&m_threadContext.core->dirs);
540 mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
541}
542
543void GameController::loadPatch(const QString& path) {
544 if (m_gameOpen) {
545 closeGame();
546 m_patch = path;
547 openGame();
548 } else {
549 m_patch = path;
550 }
551}
552
553void GameController::importSharkport(const QString& path) {
554 if (!isLoaded()) {
555 return;
556 }
557#ifdef M_CORE_GBA
558 if (platform() != PLATFORM_GBA) {
559 return;
560 }
561 VFile* vf = VFileDevice::open(path, O_RDONLY);
562 if (!vf) {
563 LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
564 return;
565 }
566 threadInterrupt();
567 GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
568 threadContinue();
569 vf->close(vf);
570#endif
571}
572
573void GameController::exportSharkport(const QString& path) {
574 if (!isLoaded()) {
575 return;
576 }
577#ifdef M_CORE_GBA
578 if (platform() != PLATFORM_GBA) {
579 return;
580 }
581 VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
582 if (!vf) {
583 LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
584 return;
585 }
586 threadInterrupt();
587 GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
588 threadContinue();
589 vf->close(vf);
590#endif
591}
592
593void GameController::closeGame() {
594 if (!m_gameOpen) {
595 return;
596 }
597#ifdef USE_DEBUGGERS
598 setDebugger(nullptr);
599#endif
600 if (mCoreThreadIsPaused(&m_threadContext)) {
601 mCoreThreadUnpause(&m_threadContext);
602 }
603 mCoreThreadEnd(&m_threadContext);
604}
605
606void GameController::cleanGame() {
607 if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
608 return;
609 }
610
611 m_audioProcessor->pause();
612 mCoreThreadJoin(&m_threadContext);
613
614 if (m_tileCache) {
615 mTileCacheDeinit(m_tileCache.get());
616 m_tileCache.reset();
617 }
618
619 delete[] m_drawContext;
620 delete[] m_frontBuffer;
621
622 mCoreConfigDeinit(&m_threadContext.core->config);
623 m_threadContext.core->deinit(m_threadContext.core);
624 m_threadContext.core = nullptr;
625 m_gameOpen = false;
626}
627
628void GameController::crashGame(const QString& crashMessage) {
629 closeGame();
630 emit gameCrashed(crashMessage);
631}
632
633bool GameController::isPaused() {
634 if (!m_gameOpen) {
635 return false;
636 }
637 return mCoreThreadIsPaused(&m_threadContext);
638}
639
640mPlatform GameController::platform() const {
641 if (!m_gameOpen) {
642 return PLATFORM_NONE;
643 }
644 return m_threadContext.core->platform(m_threadContext.core);
645}
646
647QSize GameController::screenDimensions() const {
648 if (!m_gameOpen) {
649 return QSize();
650 }
651 unsigned width, height;
652 m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
653
654 return QSize(width, height);
655}
656
657void GameController::setPaused(bool paused) {
658 if (!isLoaded() || paused == mCoreThreadIsPaused(&m_threadContext)) {
659 return;
660 }
661 m_wasPaused = paused;
662 if (paused) {
663 m_pauseAfterFrame.testAndSetRelaxed(false, true);
664 } else {
665 mCoreThreadUnpause(&m_threadContext);
666 startAudio();
667 emit gameUnpaused(&m_threadContext);
668 }
669}
670
671void GameController::reset() {
672 if (!m_gameOpen) {
673 return;
674 }
675 bool wasPaused = isPaused();
676 setPaused(false);
677 Interrupter interrupter(this);
678 mCoreThreadReset(&m_threadContext);
679 if (wasPaused) {
680 setPaused(true);
681 }
682}
683
684void GameController::threadInterrupt() {
685 if (m_gameOpen) {
686 mCoreThreadInterrupt(&m_threadContext);
687 }
688}
689
690void GameController::threadContinue() {
691 if (m_gameOpen) {
692 mCoreThreadContinue(&m_threadContext);
693 }
694}
695
696void GameController::frameAdvance() {
697 if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
698 setPaused(false);
699 }
700}
701
702void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
703 if (m_gameOpen) {
704 Interrupter interrupter(this);
705 if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
706 mCoreRewindContextDeinit(&m_threadContext.rewind);
707 }
708 m_threadContext.core->opts.rewindEnable = enable;
709 m_threadContext.core->opts.rewindBufferCapacity = capacity;
710 m_threadContext.core->opts.rewindSave = rewindSave;
711 if (enable && capacity > 0) {
712 mCoreRewindContextInit(&m_threadContext.rewind, capacity, true);
713 m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
714 }
715 }
716}
717
718void GameController::rewind(int states) {
719 threadInterrupt();
720 if (!states) {
721 states = INT_MAX;
722 }
723 for (int i = 0; i < states; ++i) {
724 if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
725 break;
726 }
727 }
728 threadContinue();
729 emit frameAvailable(m_drawContext);
730 emit rewound(&m_threadContext);
731}
732
733void GameController::startRewinding() {
734 if (!isLoaded()) {
735 return;
736 }
737 if (!m_threadContext.core->opts.rewindEnable) {
738 return;
739 }
740 if (m_multiplayer && m_multiplayer->attached() > 1) {
741 return;
742 }
743 if (m_wasPaused) {
744 setPaused(false);
745 m_wasPaused = true;
746 }
747 mCoreThreadSetRewinding(&m_threadContext, true);
748}
749
750void GameController::stopRewinding() {
751 if (!isLoaded()) {
752 return;
753 }
754 mCoreThreadSetRewinding(&m_threadContext, false);
755 bool signalsBlocked = blockSignals(true);
756 setPaused(m_wasPaused);
757 blockSignals(signalsBlocked);
758}
759
760void GameController::keyPressed(int key) {
761 int mappedKey = 1 << key;
762 m_activeKeys |= mappedKey;
763 if (!m_inputController->allowOpposing()) {
764 if ((m_activeKeys & 0x30) == 0x30) {
765 m_inactiveKeys |= mappedKey ^ 0x30;
766 m_activeKeys ^= mappedKey ^ 0x30;
767 }
768 if ((m_activeKeys & 0xC0) == 0xC0) {
769 m_inactiveKeys |= mappedKey ^ 0xC0;
770 m_activeKeys ^= mappedKey ^ 0xC0;
771 }
772 }
773 updateKeys();
774}
775
776void GameController::keyReleased(int key) {
777 int mappedKey = 1 << key;
778 m_activeKeys &= ~mappedKey;
779 if (!m_inputController->allowOpposing()) {
780 if (mappedKey & 0x30) {
781 m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
782 m_inactiveKeys &= ~0x30;
783 }
784 if (mappedKey & 0xC0) {
785 m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
786 m_inactiveKeys &= ~0xC0;
787 }
788 }
789 updateKeys();
790}
791
792void GameController::clearKeys() {
793 m_activeKeys = 0;
794 m_inactiveKeys = 0;
795 updateKeys();
796}
797
798void GameController::setAutofire(int key, bool enable) {
799 if (key >= GBA_KEY_MAX || key < 0) {
800 return;
801 }
802
803 if (!enable && m_autofireStatus[key]) {
804 keyReleased(key);
805 }
806
807 m_autofire[key] = enable;
808 m_autofireStatus[key] = 0;
809}
810
811void GameController::setAudioBufferSamples(int samples) {
812 if (m_audioProcessor) {
813 threadInterrupt();
814 redoSamples(samples);
815 threadContinue();
816 m_audioProcessor->setBufferSamples(samples);
817 }
818}
819
820void GameController::setAudioSampleRate(unsigned rate) {
821 if (!rate) {
822 return;
823 }
824 if (m_audioProcessor) {
825 threadInterrupt();
826 redoSamples(m_audioProcessor->getBufferSamples());
827 threadContinue();
828 m_audioProcessor->requestSampleRate(rate);
829 }
830}
831
832void GameController::setAudioChannelEnabled(int channel, bool enable) {
833 if (channel > 5 || channel < 0) {
834 return;
835 }
836 m_audioChannels.reserve(channel + 1);
837 while (m_audioChannels.size() <= channel) {
838 m_audioChannels.append(true);
839 }
840 m_audioChannels[channel] = enable;
841 if (isLoaded()) {
842 m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
843 }
844}
845
846void GameController::startAudio() {
847 if (!m_audioProcessor->start()) {
848 LOG(QT, ERROR) << tr("Failed to start audio processor");
849 // Don't freeze!
850 m_audioSync = false;
851 m_videoSync = true;
852 m_threadContext.sync.audioWait = false;
853 m_threadContext.sync.videoFrameWait = true;
854 }
855}
856
857void GameController::setVideoLayerEnabled(int layer, bool enable) {
858 if (layer > 4 || layer < 0) {
859 return;
860 }
861 m_videoLayers.reserve(layer + 1);
862 while (m_videoLayers.size() <= layer) {
863 m_videoLayers.append(true);
864 }
865 m_videoLayers[layer] = enable;
866 if (isLoaded()) {
867 m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
868 }
869}
870
871void GameController::setFPSTarget(float fps) {
872 Interrupter interrupter(this);
873 m_fpsTarget = fps;
874 m_threadContext.sync.fpsTarget = fps;
875 if (m_turbo && m_turboSpeed > 0) {
876 m_threadContext.sync.fpsTarget *= m_turboSpeed;
877 }
878 if (m_audioProcessor) {
879 redoSamples(m_audioProcessor->getBufferSamples());
880 }
881}
882
883void GameController::setUseBIOS(bool use) {
884 if (use == m_useBios) {
885 return;
886 }
887 m_useBios = use;
888 if (m_gameOpen) {
889 closeGame();
890 openGame();
891 }
892}
893
894void GameController::loadState(int slot) {
895 if (m_fname.isEmpty()) {
896 // We're in the BIOS
897 return;
898 }
899 if (slot > 0 && slot != m_stateSlot) {
900 m_stateSlot = slot;
901 m_backupSaveState.clear();
902 }
903 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
904 GameController* controller = static_cast<GameController*>(context->userData);
905 if (!controller->m_backupLoadState) {
906 controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
907 }
908 mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
909 if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
910 emit controller->frameAvailable(controller->m_drawContext);
911 emit controller->stateLoaded(context);
912 }
913 });
914}
915
916void GameController::saveState(int slot) {
917 if (m_fname.isEmpty()) {
918 // We're in the BIOS
919 return;
920 }
921 if (slot > 0) {
922 m_stateSlot = slot;
923 }
924 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
925 GameController* controller = static_cast<GameController*>(context->userData);
926 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
927 if (vf) {
928 controller->m_backupSaveState.resize(vf->size(vf));
929 vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
930 vf->close(vf);
931 }
932 mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
933 });
934}
935
936void GameController::loadBackupState() {
937 if (!m_backupLoadState) {
938 return;
939 }
940
941 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
942 GameController* controller = static_cast<GameController*>(context->userData);
943 controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
944 if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
945 mLOG(STATUS, INFO, "Undid state load");
946 controller->frameAvailable(controller->m_drawContext);
947 controller->stateLoaded(context);
948 }
949 controller->m_backupLoadState->close(controller->m_backupLoadState);
950 controller->m_backupLoadState = nullptr;
951 });
952}
953
954void GameController::saveBackupState() {
955 if (m_backupSaveState.isEmpty()) {
956 return;
957 }
958
959 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
960 GameController* controller = static_cast<GameController*>(context->userData);
961 VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
962 if (vf) {
963 vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
964 vf->close(vf);
965 mLOG(STATUS, INFO, "Undid state save");
966 }
967 controller->m_backupSaveState.clear();
968 });
969}
970
971void GameController::setTurbo(bool set, bool forced) {
972 if (m_turboForced && !forced) {
973 return;
974 }
975 if (m_turbo == set && m_turboForced == (set && forced)) {
976 // Don't interrupt the thread if we don't need to
977 return;
978 }
979 if (!m_sync) {
980 return;
981 }
982 m_turbo = set;
983 m_turboForced = set && forced;
984 enableTurbo();
985}
986
987void GameController::setTurboSpeed(float ratio) {
988 m_turboSpeed = ratio;
989 enableTurbo();
990}
991
992void GameController::enableTurbo() {
993 Interrupter interrupter(this);
994 bool shouldRedoSamples = false;
995 if (!m_turbo) {
996 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
997 m_threadContext.sync.fpsTarget = m_fpsTarget;
998 m_threadContext.sync.audioWait = m_audioSync;
999 m_threadContext.sync.videoFrameWait = m_videoSync;
1000 } else if (m_turboSpeed <= 0) {
1001 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
1002 m_threadContext.sync.fpsTarget = m_fpsTarget;
1003 m_threadContext.sync.audioWait = false;
1004 m_threadContext.sync.videoFrameWait = false;
1005 } else {
1006 shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
1007 m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
1008 m_threadContext.sync.audioWait = true;
1009 m_threadContext.sync.videoFrameWait = false;
1010 }
1011 if (m_audioProcessor && shouldRedoSamples) {
1012 redoSamples(m_audioProcessor->getBufferSamples());
1013 }
1014}
1015
1016void GameController::setSync(bool enable) {
1017 m_turbo = false;
1018 m_turboForced = false;
1019 if (!enable) {
1020 m_threadContext.sync.audioWait = false;
1021 m_threadContext.sync.videoFrameWait = false;
1022 } else {
1023 m_threadContext.sync.audioWait = m_audioSync;
1024 m_threadContext.sync.videoFrameWait = m_videoSync;
1025 }
1026 m_sync = enable;
1027}
1028
1029void GameController::setAudioSync(bool enable) {
1030 m_audioSync = enable;
1031 m_threadContext.sync.audioWait = enable;
1032}
1033
1034void GameController::setVideoSync(bool enable) {
1035 m_videoSync = enable;
1036 m_threadContext.sync.videoFrameWait = enable;
1037}
1038
1039void GameController::setAVStream(mAVStream* stream) {
1040 Interrupter interrupter(this);
1041 m_stream = stream;
1042 if (isLoaded()) {
1043 m_threadContext.core->setAVStream(m_threadContext.core, stream);
1044 }
1045}
1046
1047void GameController::clearAVStream() {
1048 Interrupter interrupter(this);
1049 m_stream = nullptr;
1050 if (isLoaded()) {
1051 m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
1052 }
1053}
1054
1055#ifdef USE_PNG
1056void GameController::screenshot() {
1057 mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
1058 mCoreTakeScreenshot(context->core);
1059 });
1060}
1061#endif
1062
1063void GameController::reloadAudioDriver() {
1064 int samples = 0;
1065 unsigned sampleRate = 0;
1066 if (m_audioProcessor) {
1067 m_audioProcessor->pause();
1068 samples = m_audioProcessor->getBufferSamples();
1069 sampleRate = m_audioProcessor->sampleRate();
1070 delete m_audioProcessor;
1071 }
1072 m_audioProcessor = AudioProcessor::create();
1073 if (samples) {
1074 m_audioProcessor->setBufferSamples(samples);
1075 }
1076 if (sampleRate) {
1077 m_audioProcessor->requestSampleRate(sampleRate);
1078 }
1079 connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
1080 connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
1081 if (isLoaded()) {
1082 m_audioProcessor->setInput(&m_threadContext);
1083 startAudio();
1084 }
1085}
1086
1087void GameController::setSaveStateExtdata(int flags) {
1088 m_saveStateFlags = flags;
1089}
1090
1091void GameController::setLoadStateExtdata(int flags) {
1092 m_loadStateFlags = flags;
1093}
1094
1095void GameController::setPreload(bool preload) {
1096 m_preload = preload;
1097}
1098
1099void GameController::setLuminanceValue(uint8_t value) {
1100 m_luxValue = value;
1101 value = std::max<int>(value - 0x16, 0);
1102 m_luxLevel = 10;
1103 for (int i = 0; i < 10; ++i) {
1104 if (value < GBA_LUX_LEVELS[i]) {
1105 m_luxLevel = i;
1106 break;
1107 }
1108 }
1109 emit luminanceValueChanged(m_luxValue);
1110}
1111
1112void GameController::setLuminanceLevel(int level) {
1113 int value = 0x16;
1114 level = std::max(0, std::min(10, level));
1115 if (level > 0) {
1116 value += GBA_LUX_LEVELS[level - 1];
1117 }
1118 setLuminanceValue(value);
1119}
1120
1121void GameController::setRealTime() {
1122 if (!isLoaded()) {
1123 return;
1124 }
1125 m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
1126}
1127
1128void GameController::setFixedTime(const QDateTime& time) {
1129 if (!isLoaded()) {
1130 return;
1131 }
1132 m_threadContext.core->rtc.override = RTC_FIXED;
1133 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1134}
1135
1136void GameController::setFakeEpoch(const QDateTime& time) {
1137 if (!isLoaded()) {
1138 return;
1139 }
1140 m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
1141 m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
1142}
1143
1144void GameController::updateKeys() {
1145 int activeKeys = m_activeKeys;
1146 activeKeys |= m_activeButtons;
1147 activeKeys &= ~m_inactiveKeys;
1148 if (isLoaded()) {
1149 m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
1150 }
1151}
1152
1153void GameController::redoSamples(int samples) {
1154 if (m_gameOpen && m_threadContext.core) {
1155 m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
1156 }
1157 m_audioProcessor->inputParametersChanged();
1158}
1159
1160void GameController::setLogLevel(int levels) {
1161 Interrupter interrupter(this);
1162 m_logLevels = levels;
1163}
1164
1165void GameController::enableLogLevel(int levels) {
1166 Interrupter interrupter(this);
1167 m_logLevels |= levels;
1168}
1169
1170void GameController::disableLogLevel(int levels) {
1171 Interrupter interrupter(this);
1172 m_logLevels &= ~levels;
1173}
1174
1175void GameController::startVideoLog(const QString& path) {
1176 if (!isLoaded() || m_vl) {
1177 return;
1178 }
1179
1180 Interrupter interrupter(this);
1181 m_vl = mVideoLogContextCreate(m_threadContext.core);
1182 m_vlVf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
1183 mVideoLogContextSetOutput(m_vl, m_vlVf);
1184 mVideoLogContextWriteHeader(m_vl, m_threadContext.core);
1185}
1186
1187void GameController::endVideoLog() {
1188 if (!m_vl) {
1189 return;
1190 }
1191
1192 Interrupter interrupter(this);
1193 mVideoLogContextDestroy(m_threadContext.core, m_vl);
1194 if (m_vlVf) {
1195 m_vlVf->close(m_vlVf);
1196 m_vlVf = nullptr;
1197 }
1198 m_vl = nullptr;
1199}
1200
1201void GameController::pollEvents() {
1202 if (!m_inputController) {
1203 return;
1204 }
1205
1206 m_activeButtons = m_inputController->pollEvents();
1207 updateKeys();
1208}
1209
1210void GameController::updateAutofire() {
1211 // TODO: Move all key events onto the CPU thread...somehow
1212 for (int k = 0; k < GBA_KEY_MAX; ++k) {
1213 if (!m_autofire[k]) {
1214 continue;
1215 }
1216 m_autofireStatus[k] ^= 1;
1217 if (m_autofireStatus[k]) {
1218 keyPressed(k);
1219 } else {
1220 keyReleased(k);
1221 }
1222 }
1223}
1224
1225std::shared_ptr<mTileCache> GameController::tileCache() {
1226 if (m_tileCache) {
1227 return m_tileCache;
1228 }
1229 Interrupter interrupter(this);
1230 switch (platform()) {
1231#ifdef M_CORE_GBA
1232 case PLATFORM_GBA: {
1233 GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
1234 m_tileCache = std::make_shared<mTileCache>();
1235 GBAVideoTileCacheInit(m_tileCache.get());
1236 GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
1237 mTileCacheSetPalette(m_tileCache.get(), 0);
1238 break;
1239 }
1240#endif
1241#ifdef M_CORE_GB
1242 case PLATFORM_GB: {
1243 GB* gb = static_cast<GB*>(m_threadContext.core->board);
1244 m_tileCache = std::make_shared<mTileCache>();
1245 GBVideoTileCacheInit(m_tileCache.get());
1246 GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
1247 mTileCacheSetPalette(m_tileCache.get(), 0);
1248 break;
1249 }
1250#endif
1251 default:
1252 return nullptr;
1253 }
1254 return m_tileCache;
1255}
1256
1257GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
1258 : m_parent(parent)
1259 , m_fromThread(fromThread)
1260{
1261 if (!m_fromThread) {
1262 m_parent->threadInterrupt();
1263 } else {
1264 mCoreThreadInterruptFromThread(m_parent->thread());
1265 }
1266}
1267
1268GameController::Interrupter::~Interrupter() {
1269 if (!m_fromThread) {
1270 m_parent->threadContinue();
1271 } else {
1272 mCoreThreadContinue(m_parent->thread());
1273 }
1274}