all repos — mgba @ f73bc930809e76f01a13cd9c7850667f73a70f3a

mGBA Game Boy Advance Emulator

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