mirror of https://github.com/mgba-emu/mgba.git
1066 lines
28 KiB
C++
1066 lines
28 KiB
C++
/* Copyright (c) 2013-2014 Jeffrey Pfau
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GameController.h"
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#include "AudioProcessor.h"
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#include "InputController.h"
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#include "LogController.h"
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#include "MultiplayerController.h"
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#include "VFileDevice.h"
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#include <QCoreApplication>
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#include <QDateTime>
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#include <QThread>
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#include <ctime>
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extern "C" {
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#include "core/config.h"
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#include "core/directories.h"
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#include "core/serialize.h"
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#ifdef M_CORE_GBA
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#include "gba/bios.h"
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#include "gba/core.h"
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#include "gba/gba.h"
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#include "gba/extra/sharkport.h"
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#endif
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#ifdef M_CORE_GB
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#include "gb/gb.h"
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#endif
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#include "util/vfs.h"
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}
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using namespace QGBA;
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using namespace std;
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GameController::GameController(QObject* parent)
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: QObject(parent)
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, m_drawContext(nullptr)
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, m_frontBuffer(nullptr)
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, m_threadContext()
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, m_activeKeys(0)
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, m_inactiveKeys(0)
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, m_logLevels(0)
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, m_gameOpen(false)
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, m_useBios(false)
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, m_audioThread(new QThread(this))
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, m_audioProcessor(AudioProcessor::create())
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, m_pauseAfterFrame(false)
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, m_videoSync(VIDEO_SYNC)
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, m_audioSync(AUDIO_SYNC)
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, m_fpsTarget(-1)
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, m_turbo(false)
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, m_turboForced(false)
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, m_turboSpeed(-1)
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, m_wasPaused(false)
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, m_audioChannels{ true, true, true, true, true, true }
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, m_videoLayers{ true, true, true, true, true }
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, m_autofire{}
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, m_autofireStatus{}
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, m_inputController(nullptr)
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, m_multiplayer(nullptr)
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, m_stream(nullptr)
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, m_stateSlot(1)
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, m_backupLoadState(nullptr)
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, m_backupSaveState(nullptr)
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, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS)
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, m_loadStateFlags(SAVESTATE_SCREENSHOT)
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{
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m_lux.p = this;
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m_lux.sample = [](GBALuminanceSource* context) {
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GameControllerLux* lux = static_cast<GameControllerLux*>(context);
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lux->value = 0xFF - lux->p->m_luxValue;
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};
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m_lux.readLuminance = [](GBALuminanceSource* context) {
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GameControllerLux* lux = static_cast<GameControllerLux*>(context);
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return lux->value;
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};
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setLuminanceLevel(0);
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m_threadContext.startCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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if (controller->m_audioProcessor) {
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controller->m_audioProcessor->setInput(context);
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}
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mRTCGenericSourceInit(&controller->m_rtc, context->core);
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context->core->setRTC(context->core, &controller->m_rtc.d);
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context->core->setRotation(context->core, controller->m_inputController->rotationSource());
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context->core->setRumble(context->core, controller->m_inputController->rumble());
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#ifdef M_CORE_GBA
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GBA* gba = static_cast<GBA*>(context->core->board);
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#endif
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#ifdef M_CORE_GB
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GB* gb = static_cast<GB*>(context->core->board);
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#endif
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switch (context->core->platform(context->core)) {
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#ifdef M_CORE_GBA
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case PLATFORM_GBA:
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gba->luminanceSource = &controller->m_lux;
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gba->audio.psg.forceDisableCh[0] = !controller->m_audioChannels[0];
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gba->audio.psg.forceDisableCh[1] = !controller->m_audioChannels[1];
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gba->audio.psg.forceDisableCh[2] = !controller->m_audioChannels[2];
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gba->audio.psg.forceDisableCh[3] = !controller->m_audioChannels[3];
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gba->audio.forceDisableChA = !controller->m_audioChannels[4];
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gba->audio.forceDisableChB = !controller->m_audioChannels[5];
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gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
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gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
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gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
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gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
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gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
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break;
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#endif
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#ifdef M_CORE_GB
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case PLATFORM_GB:
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gb->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
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gb->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
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gb->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
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gb->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
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break;
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#endif
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default:
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break;
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}
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controller->m_fpsTarget = context->sync.fpsTarget;
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if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
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mCoreDeleteState(context->core, 0);
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}
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mCoreThreadInterruptFromThread(context);
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QMetaObject::invokeMethod(controller, "gameStarted", Qt::BlockingQueuedConnection, Q_ARG(mCoreThread*, context), Q_ARG(const QString&, controller->m_fname));
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mCoreThreadContinue(context);
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};
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m_threadContext.cleanCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
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};
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m_threadContext.frameCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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unsigned width, height;
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controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
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memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
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QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
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if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
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mCoreThreadPauseFromThread(context);
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QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
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}
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};
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/*m_threadContext.stopCallback = [](mCoreThread* context) {
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if (!context) {
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return false;
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}
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GameController* controller = static_cast<GameController*>(context->userData);
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if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
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return false;
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}
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QMetaObject::invokeMethod(controller, "closeGame");
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return true;
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};*/
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m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
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mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
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mCoreThread* context = logContext->p;
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static const char* savestateMessage = "State %i loaded";
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static const char* savestateFailedMessage = "State %i failed to load";
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if (!context) {
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return;
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}
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GameController* controller = static_cast<GameController*>(context->userData);
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if (level == mLOG_STUB && category == _mLOG_CAT_GBA_BIOS()) {
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va_list argc;
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va_copy(argc, args);
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int immediate = va_arg(argc, int);
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va_end(argc);
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QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
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} else if (category == _mLOG_CAT_STATUS()) {
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// Slot 0 is reserved for suspend points
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if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
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va_list argc;
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va_copy(argc, args);
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int slot = va_arg(argc, int);
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va_end(argc);
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if (slot == 0) {
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format = "Loaded suspend state";
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}
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} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
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va_list argc;
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va_copy(argc, args);
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int slot = va_arg(argc, int);
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va_end(argc);
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if (slot == 0) {
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return;
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}
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}
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}
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if (level == mLOG_FATAL) {
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QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
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} else if (!(controller->m_logLevels & level)) {
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return;
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}
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QString message(QString().vsprintf(format, args));
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if (category == _mLOG_CAT_STATUS()) {
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QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
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}
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QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
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};
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m_threadContext.userData = this;
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connect(&m_rewindTimer, &QTimer::timeout, [this]() {
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// TODO: Put rewind back
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emit frameAvailable(m_drawContext);
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emit rewound(&m_threadContext);
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});
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m_rewindTimer.setInterval(100);
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m_audioThread->setObjectName("Audio Thread");
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m_audioThread->start(QThread::TimeCriticalPriority);
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m_audioProcessor->moveToThread(m_audioThread);
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connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
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connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
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connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(updateAutofire()));
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}
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GameController::~GameController() {
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m_audioThread->quit();
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m_audioThread->wait();
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disconnect();
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clearMultiplayerController();
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closeGame();
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delete m_backupLoadState;
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}
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void GameController::setMultiplayerController(MultiplayerController* controller) {
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if (controller == m_multiplayer) {
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return;
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}
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clearMultiplayerController();
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m_multiplayer = controller;
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controller->attachGame(this);
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}
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void GameController::clearMultiplayerController() {
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if (!m_multiplayer) {
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return;
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}
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m_multiplayer->detachGame(this);
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m_multiplayer = nullptr;
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}
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void GameController::setOverride(const GBACartridgeOverride& override) {
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// TODO: Put back overrides
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}
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void GameController::setConfig(const mCoreConfig* config) {
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m_config = config;
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if (isLoaded()) {
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threadInterrupt();
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mCoreLoadForeignConfig(m_threadContext.core, config);
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m_audioProcessor->setInput(&m_threadContext);
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threadContinue();
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}
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}
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#ifdef USE_GDB_STUB
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mDebugger* GameController::debugger() {
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if (!isLoaded()) {
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return nullptr;
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}
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return m_threadContext.core->debugger;
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}
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void GameController::setDebugger(mDebugger* debugger) {
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threadInterrupt();
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if (debugger) {
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mDebuggerAttach(debugger, m_threadContext.core);
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} else {
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m_threadContext.core->detachDebugger(m_threadContext.core);
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}
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threadContinue();
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}
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#endif
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void GameController::loadGame(const QString& path) {
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closeGame();
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QFileInfo info(path);
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if (!info.isReadable()) {
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LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
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return;
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}
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m_fname = info.canonicalFilePath();
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openGame();
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}
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void GameController::bootBIOS() {
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closeGame();
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m_fname = QString();
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openGame(true);
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}
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void GameController::openGame(bool biosOnly) {
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if (biosOnly && (!m_useBios || m_bios.isNull())) {
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return;
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}
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if (!biosOnly) {
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m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
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} else {
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m_threadContext.core = GBACoreCreate();
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}
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if (!m_threadContext.core) {
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return;
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}
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m_gameOpen = true;
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m_pauseAfterFrame = false;
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if (m_turbo) {
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m_threadContext.sync.videoFrameWait = false;
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m_threadContext.sync.audioWait = false;
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} else {
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m_threadContext.sync.videoFrameWait = m_videoSync;
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m_threadContext.sync.audioWait = m_audioSync;
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}
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m_threadContext.core->init(m_threadContext.core);
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unsigned width, height;
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m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
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m_drawContext = new uint32_t[width * height];
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m_frontBuffer = new uint32_t[width * height];
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if (!biosOnly) {
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mCoreLoadFile(m_threadContext.core, m_fname.toUtf8().constData());
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}
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m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
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if (!m_bios.isNull() && m_useBios) {
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VFile* bios = VFileDevice::open(m_bios, O_RDONLY);
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if (bios) {
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// TODO: Lifetime issues?
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m_threadContext.core->loadBIOS(m_threadContext.core, bios, 0);
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}
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}
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if (!m_patch.isNull()) {
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VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
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if (patch) {
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m_threadContext.core->loadPatch(m_threadContext.core, patch);
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}
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patch->close(patch);
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} else {
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mCoreAutoloadPatch(m_threadContext.core);
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}
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m_inputController->recalibrateAxes();
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memset(m_drawContext, 0xF8, width * height * 4);
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m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
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if (m_config) {
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mCoreLoadForeignConfig(m_threadContext.core, m_config);
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}
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if (!biosOnly) {
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mCoreAutoloadSave(m_threadContext.core);
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}
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if (!mCoreThreadStart(&m_threadContext)) {
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m_gameOpen = false;
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emit gameFailed();
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} else if (m_audioProcessor) {
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startAudio();
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}
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}
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void GameController::loadBIOS(const QString& path) {
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if (m_bios == path) {
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return;
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}
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m_bios = path;
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if (m_gameOpen) {
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closeGame();
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openGame();
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}
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}
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void GameController::loadSave(const QString& path, bool temporary) {
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if (!isLoaded()) {
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return;
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}
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VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
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if (!vf) {
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LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
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return;
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}
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if (temporary) {
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m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
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} else {
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m_threadContext.core->loadSave(m_threadContext.core, vf);
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}
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}
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void GameController::yankPak() {
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if (!m_gameOpen) {
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return;
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}
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threadInterrupt();
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GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
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threadContinue();
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}
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void GameController::replaceGame(const QString& path) {
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if (!m_gameOpen) {
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return;
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}
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QFileInfo info(path);
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if (!info.isReadable()) {
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LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
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return;
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}
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m_fname = info.canonicalFilePath();
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threadInterrupt();
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mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
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threadContinue();
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}
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void GameController::loadPatch(const QString& path) {
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if (m_gameOpen) {
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closeGame();
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m_patch = path;
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openGame();
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} else {
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m_patch = path;
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}
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}
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void GameController::importSharkport(const QString& path) {
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if (!isLoaded()) {
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return;
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}
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VFile* vf = VFileDevice::open(path, O_RDONLY);
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if (!vf) {
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LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
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return;
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}
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threadInterrupt();
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GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
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threadContinue();
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vf->close(vf);
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}
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void GameController::exportSharkport(const QString& path) {
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if (!isLoaded()) {
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return;
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}
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VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
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if (!vf) {
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LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
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return;
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}
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threadInterrupt();
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GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
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threadContinue();
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vf->close(vf);
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}
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void GameController::closeGame() {
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if (!m_gameOpen) {
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return;
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}
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m_gameOpen = false;
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m_rewindTimer.stop();
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if (mCoreThreadIsPaused(&m_threadContext)) {
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mCoreThreadUnpause(&m_threadContext);
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}
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m_audioProcessor->pause();
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mCoreThreadEnd(&m_threadContext);
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mCoreThreadJoin(&m_threadContext);
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// Make sure the event queue clears out before the thread is reused
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QCoreApplication::processEvents();
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|
delete[] m_drawContext;
|
|
delete[] m_frontBuffer;
|
|
|
|
m_patch = QString();
|
|
|
|
m_threadContext.core->deinit(m_threadContext.core);
|
|
}
|
|
|
|
void GameController::crashGame(const QString& crashMessage) {
|
|
closeGame();
|
|
emit gameCrashed(crashMessage);
|
|
emit gameStopped(&m_threadContext);
|
|
}
|
|
|
|
bool GameController::isPaused() {
|
|
if (!m_gameOpen) {
|
|
return false;
|
|
}
|
|
return mCoreThreadIsPaused(&m_threadContext);
|
|
}
|
|
|
|
mPlatform GameController::platform() const {
|
|
if (!m_gameOpen) {
|
|
return PLATFORM_NONE;
|
|
}
|
|
return m_threadContext.core->platform(m_threadContext.core);
|
|
}
|
|
|
|
QSize GameController::screenDimensions() const {
|
|
if (!m_gameOpen) {
|
|
return QSize();
|
|
}
|
|
unsigned width, height;
|
|
m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
|
|
|
|
return QSize(width, height);
|
|
}
|
|
|
|
void GameController::setPaused(bool paused) {
|
|
if (!isLoaded() || m_rewindTimer.isActive() || paused == mCoreThreadIsPaused(&m_threadContext)) {
|
|
return;
|
|
}
|
|
if (paused) {
|
|
m_pauseAfterFrame.testAndSetRelaxed(false, true);
|
|
} else {
|
|
mCoreThreadUnpause(&m_threadContext);
|
|
startAudio();
|
|
emit gameUnpaused(&m_threadContext);
|
|
}
|
|
}
|
|
|
|
void GameController::reset() {
|
|
if (!m_gameOpen) {
|
|
return;
|
|
}
|
|
bool wasPaused = isPaused();
|
|
setPaused(false);
|
|
mCoreThreadReset(&m_threadContext);
|
|
if (wasPaused) {
|
|
setPaused(true);
|
|
}
|
|
}
|
|
|
|
void GameController::threadInterrupt() {
|
|
if (m_gameOpen) {
|
|
mCoreThreadInterrupt(&m_threadContext);
|
|
}
|
|
}
|
|
|
|
void GameController::threadContinue() {
|
|
if (m_gameOpen) {
|
|
mCoreThreadContinue(&m_threadContext);
|
|
}
|
|
}
|
|
|
|
void GameController::frameAdvance() {
|
|
if (m_rewindTimer.isActive()) {
|
|
return;
|
|
}
|
|
if (m_pauseAfterFrame.testAndSetRelaxed(false, true)) {
|
|
setPaused(false);
|
|
}
|
|
}
|
|
|
|
void GameController::setRewind(bool enable, int capacity, int interval) {
|
|
if (m_gameOpen) {
|
|
threadInterrupt();
|
|
// TODO: Put back rewind
|
|
threadContinue();
|
|
} else {
|
|
// TODO: Put back rewind
|
|
}
|
|
}
|
|
|
|
void GameController::rewind(int states) {
|
|
threadInterrupt();
|
|
if (!states) {
|
|
// TODO: Put back rewind
|
|
} else {
|
|
// TODO: Put back rewind
|
|
}
|
|
threadContinue();
|
|
emit frameAvailable(m_drawContext);
|
|
emit rewound(&m_threadContext);
|
|
}
|
|
|
|
void GameController::startRewinding() {
|
|
if (!m_gameOpen || m_rewindTimer.isActive()) {
|
|
return;
|
|
}
|
|
if (m_multiplayer && m_multiplayer->attached() > 1) {
|
|
return;
|
|
}
|
|
m_wasPaused = isPaused();
|
|
if (!mCoreThreadIsPaused(&m_threadContext)) {
|
|
mCoreThreadPause(&m_threadContext);
|
|
}
|
|
m_rewindTimer.start();
|
|
}
|
|
|
|
void GameController::stopRewinding() {
|
|
if (!m_rewindTimer.isActive()) {
|
|
return;
|
|
}
|
|
m_rewindTimer.stop();
|
|
bool signalsBlocked = blockSignals(true);
|
|
setPaused(m_wasPaused);
|
|
blockSignals(signalsBlocked);
|
|
}
|
|
|
|
void GameController::keyPressed(int key) {
|
|
int mappedKey = 1 << key;
|
|
m_activeKeys |= mappedKey;
|
|
if (!m_inputController->allowOpposing()) {
|
|
if ((m_activeKeys & 0x30) == 0x30) {
|
|
m_inactiveKeys |= mappedKey ^ 0x30;
|
|
m_activeKeys ^= mappedKey ^ 0x30;
|
|
}
|
|
if ((m_activeKeys & 0xC0) == 0xC0) {
|
|
m_inactiveKeys |= mappedKey ^ 0xC0;
|
|
m_activeKeys ^= mappedKey ^ 0xC0;
|
|
}
|
|
}
|
|
updateKeys();
|
|
}
|
|
|
|
void GameController::keyReleased(int key) {
|
|
int mappedKey = 1 << key;
|
|
m_activeKeys &= ~mappedKey;
|
|
if (!m_inputController->allowOpposing()) {
|
|
if (mappedKey & 0x30) {
|
|
m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
|
|
m_inactiveKeys &= ~0x30;
|
|
}
|
|
if (mappedKey & 0xC0) {
|
|
m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
|
|
m_inactiveKeys &= ~0xC0;
|
|
}
|
|
}
|
|
updateKeys();
|
|
}
|
|
|
|
void GameController::clearKeys() {
|
|
m_activeKeys = 0;
|
|
m_inactiveKeys = 0;
|
|
updateKeys();
|
|
}
|
|
|
|
void GameController::setAutofire(int key, bool enable) {
|
|
if (key >= GBA_KEY_MAX || key < 0) {
|
|
return;
|
|
}
|
|
m_autofire[key] = enable;
|
|
m_autofireStatus[key] = 0;
|
|
}
|
|
|
|
void GameController::setAudioBufferSamples(int samples) {
|
|
if (m_audioProcessor) {
|
|
threadInterrupt();
|
|
redoSamples(samples);
|
|
threadContinue();
|
|
QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
|
|
}
|
|
}
|
|
|
|
void GameController::setAudioSampleRate(unsigned rate) {
|
|
if (!rate) {
|
|
return;
|
|
}
|
|
if (m_audioProcessor) {
|
|
threadInterrupt();
|
|
redoSamples(m_audioProcessor->getBufferSamples());
|
|
threadContinue();
|
|
QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
|
|
}
|
|
}
|
|
|
|
void GameController::setAudioChannelEnabled(int channel, bool enable) {
|
|
if (channel > 5 || channel < 0) {
|
|
return;
|
|
}
|
|
#ifdef M_CORE_GBA
|
|
GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
|
|
#endif
|
|
#ifdef M_CORE_GB
|
|
GB* gb = static_cast<GB*>(m_threadContext.core->board);
|
|
#endif
|
|
m_audioChannels[channel] = enable;
|
|
if (isLoaded()) {
|
|
switch (channel) {
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
switch (m_threadContext.core->platform(m_threadContext.core)) {
|
|
#ifdef M_CORE_GBA
|
|
case PLATFORM_GBA:
|
|
gba->audio.psg.forceDisableCh[channel] = !enable;
|
|
break;
|
|
#endif
|
|
#ifdef M_CORE_GB
|
|
case PLATFORM_GB:
|
|
gb->audio.forceDisableCh[channel] = !enable;
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
#ifdef M_CORE_GBA
|
|
case 4:
|
|
if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
|
|
gba->audio.forceDisableChA = !enable;
|
|
}
|
|
break;
|
|
case 5:
|
|
if (m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
|
|
gba->audio.forceDisableChB = !enable;
|
|
}
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameController::startAudio() {
|
|
bool started = false;
|
|
QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
|
|
if (!started) {
|
|
LOG(QT, ERROR) << tr("Failed to start audio processor");
|
|
// Don't freeze!
|
|
m_audioSync = false;
|
|
m_videoSync = true;
|
|
m_threadContext.sync.audioWait = false;
|
|
m_threadContext.sync.videoFrameWait = true;
|
|
}
|
|
}
|
|
|
|
void GameController::setVideoLayerEnabled(int layer, bool enable) {
|
|
if (layer > 4 || layer < 0) {
|
|
return;
|
|
}
|
|
m_videoLayers[layer] = enable;
|
|
if (isLoaded() && m_threadContext.core->platform(m_threadContext.core) == PLATFORM_GBA) {
|
|
GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
|
|
switch (layer) {
|
|
case 0:
|
|
case 1:
|
|
case 2:
|
|
case 3:
|
|
gba->video.renderer->disableBG[layer] = !enable;
|
|
break;
|
|
case 4:
|
|
gba->video.renderer->disableOBJ = !enable;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameController::setFPSTarget(float fps) {
|
|
threadInterrupt();
|
|
m_fpsTarget = fps;
|
|
m_threadContext.sync.fpsTarget = fps;
|
|
if (m_turbo && m_turboSpeed > 0) {
|
|
m_threadContext.sync.fpsTarget *= m_turboSpeed;
|
|
}
|
|
if (m_audioProcessor) {
|
|
redoSamples(m_audioProcessor->getBufferSamples());
|
|
}
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::setUseBIOS(bool use) {
|
|
if (use == m_useBios) {
|
|
return;
|
|
}
|
|
m_useBios = use;
|
|
if (m_gameOpen) {
|
|
closeGame();
|
|
openGame();
|
|
}
|
|
}
|
|
|
|
void GameController::loadState(int slot) {
|
|
if (m_fname.isEmpty()) {
|
|
// We're in the BIOS
|
|
return;
|
|
}
|
|
if (slot > 0 && slot != m_stateSlot) {
|
|
m_stateSlot = slot;
|
|
m_backupSaveState.clear();
|
|
}
|
|
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
|
|
GameController* controller = static_cast<GameController*>(context->userData);
|
|
if (!controller->m_backupLoadState) {
|
|
controller->m_backupLoadState = VFileMemChunk(nullptr, 0);
|
|
}
|
|
mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_saveStateFlags);
|
|
if (mCoreLoadState(context->core, controller->m_stateSlot, controller->m_loadStateFlags)) {
|
|
controller->frameAvailable(controller->m_drawContext);
|
|
controller->stateLoaded(context);
|
|
}
|
|
});
|
|
}
|
|
|
|
void GameController::saveState(int slot) {
|
|
if (m_fname.isEmpty()) {
|
|
// We're in the BIOS
|
|
return;
|
|
}
|
|
if (slot > 0) {
|
|
m_stateSlot = slot;
|
|
}
|
|
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
|
|
GameController* controller = static_cast<GameController*>(context->userData);
|
|
VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, false);
|
|
if (vf) {
|
|
controller->m_backupSaveState.resize(vf->size(vf));
|
|
vf->read(vf, controller->m_backupSaveState.data(), controller->m_backupSaveState.size());
|
|
vf->close(vf);
|
|
}
|
|
mCoreSaveState(context->core, controller->m_stateSlot, controller->m_saveStateFlags);
|
|
});
|
|
}
|
|
|
|
void GameController::loadBackupState() {
|
|
if (!m_backupLoadState) {
|
|
return;
|
|
}
|
|
|
|
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
|
|
GameController* controller = static_cast<GameController*>(context->userData);
|
|
controller->m_backupLoadState->seek(controller->m_backupLoadState, 0, SEEK_SET);
|
|
if (mCoreLoadStateNamed(context->core, controller->m_backupLoadState, controller->m_loadStateFlags)) {
|
|
mLOG(STATUS, INFO, "Undid state load");
|
|
controller->frameAvailable(controller->m_drawContext);
|
|
controller->stateLoaded(context);
|
|
}
|
|
controller->m_backupLoadState->close(controller->m_backupLoadState);
|
|
controller->m_backupLoadState = nullptr;
|
|
});
|
|
}
|
|
|
|
void GameController::saveBackupState() {
|
|
if (m_backupSaveState.isEmpty()) {
|
|
return;
|
|
}
|
|
|
|
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
|
|
GameController* controller = static_cast<GameController*>(context->userData);
|
|
VFile* vf = mCoreGetState(context->core, controller->m_stateSlot, true);
|
|
if (vf) {
|
|
vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
|
|
vf->close(vf);
|
|
mLOG(STATUS, INFO, "Undid state save");
|
|
}
|
|
controller->m_backupSaveState.clear();
|
|
});
|
|
}
|
|
|
|
void GameController::setTurbo(bool set, bool forced) {
|
|
if (m_turboForced && !forced) {
|
|
return;
|
|
}
|
|
if (m_turbo == set && m_turboForced == forced) {
|
|
// Don't interrupt the thread if we don't need to
|
|
return;
|
|
}
|
|
m_turbo = set;
|
|
m_turboForced = set && forced;
|
|
enableTurbo();
|
|
}
|
|
|
|
void GameController::setTurboSpeed(float ratio) {
|
|
m_turboSpeed = ratio;
|
|
enableTurbo();
|
|
}
|
|
|
|
void GameController::enableTurbo() {
|
|
threadInterrupt();
|
|
if (!m_turbo) {
|
|
m_threadContext.sync.fpsTarget = m_fpsTarget;
|
|
m_threadContext.sync.audioWait = m_audioSync;
|
|
m_threadContext.sync.videoFrameWait = m_videoSync;
|
|
} else if (m_turboSpeed <= 0) {
|
|
m_threadContext.sync.fpsTarget = m_fpsTarget;
|
|
m_threadContext.sync.audioWait = false;
|
|
m_threadContext.sync.videoFrameWait = false;
|
|
} else {
|
|
m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
|
|
m_threadContext.sync.audioWait = true;
|
|
m_threadContext.sync.videoFrameWait = false;
|
|
}
|
|
if (m_audioProcessor) {
|
|
redoSamples(m_audioProcessor->getBufferSamples());
|
|
}
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::setAVStream(mAVStream* stream) {
|
|
threadInterrupt();
|
|
m_stream = stream;
|
|
if (isLoaded()) {
|
|
m_threadContext.core->setAVStream(m_threadContext.core, stream);
|
|
}
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::clearAVStream() {
|
|
threadInterrupt();
|
|
m_stream = nullptr;
|
|
if (isLoaded()) {
|
|
m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
|
|
}
|
|
threadContinue();
|
|
}
|
|
|
|
#ifdef USE_PNG
|
|
void GameController::screenshot() {
|
|
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* context) {
|
|
mCoreTakeScreenshot(context->core);
|
|
});
|
|
}
|
|
#endif
|
|
|
|
void GameController::reloadAudioDriver() {
|
|
int samples = 0;
|
|
unsigned sampleRate = 0;
|
|
if (m_audioProcessor) {
|
|
QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
|
|
samples = m_audioProcessor->getBufferSamples();
|
|
sampleRate = m_audioProcessor->sampleRate();
|
|
delete m_audioProcessor;
|
|
}
|
|
m_audioProcessor = AudioProcessor::create();
|
|
if (samples) {
|
|
m_audioProcessor->setBufferSamples(samples);
|
|
}
|
|
if (sampleRate) {
|
|
m_audioProcessor->requestSampleRate(sampleRate);
|
|
}
|
|
m_audioProcessor->moveToThread(m_audioThread);
|
|
connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
|
|
if (isLoaded()) {
|
|
m_audioProcessor->setInput(&m_threadContext);
|
|
startAudio();
|
|
}
|
|
}
|
|
|
|
void GameController::setSaveStateExtdata(int flags) {
|
|
m_saveStateFlags = flags;
|
|
}
|
|
|
|
void GameController::setLoadStateExtdata(int flags) {
|
|
m_loadStateFlags = flags;
|
|
}
|
|
|
|
void GameController::setLuminanceValue(uint8_t value) {
|
|
m_luxValue = value;
|
|
value = std::max<int>(value - 0x16, 0);
|
|
m_luxLevel = 10;
|
|
for (int i = 0; i < 10; ++i) {
|
|
if (value < GBA_LUX_LEVELS[i]) {
|
|
m_luxLevel = i;
|
|
break;
|
|
}
|
|
}
|
|
emit luminanceValueChanged(m_luxValue);
|
|
}
|
|
|
|
void GameController::setLuminanceLevel(int level) {
|
|
int value = 0x16;
|
|
level = std::max(0, std::min(10, level));
|
|
if (level > 0) {
|
|
value += GBA_LUX_LEVELS[level - 1];
|
|
}
|
|
setLuminanceValue(value);
|
|
}
|
|
|
|
void GameController::setRealTime() {
|
|
m_rtc.override = RTC_NO_OVERRIDE;
|
|
}
|
|
|
|
void GameController::setFixedTime(const QDateTime& time) {
|
|
m_rtc.override = RTC_FIXED;
|
|
m_rtc.value = time.toMSecsSinceEpoch() / 1000;
|
|
}
|
|
|
|
void GameController::setFakeEpoch(const QDateTime& time) {
|
|
m_rtc.override = RTC_FAKE_EPOCH;
|
|
m_rtc.value = time.toMSecsSinceEpoch() / 1000;
|
|
}
|
|
|
|
void GameController::updateKeys() {
|
|
int activeKeys = m_activeKeys;
|
|
activeKeys |= m_activeButtons;
|
|
activeKeys &= ~m_inactiveKeys;
|
|
if (isLoaded()) {
|
|
m_threadContext.core->setKeys(m_threadContext.core, activeKeys);
|
|
}
|
|
}
|
|
|
|
void GameController::redoSamples(int samples) {
|
|
if (m_threadContext.core) {
|
|
m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
|
|
}
|
|
QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
|
|
}
|
|
|
|
void GameController::setLogLevel(int levels) {
|
|
threadInterrupt();
|
|
m_logLevels = levels;
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::enableLogLevel(int levels) {
|
|
threadInterrupt();
|
|
m_logLevels |= levels;
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::disableLogLevel(int levels) {
|
|
threadInterrupt();
|
|
m_logLevels &= ~levels;
|
|
threadContinue();
|
|
}
|
|
|
|
void GameController::pollEvents() {
|
|
if (!m_inputController) {
|
|
return;
|
|
}
|
|
|
|
m_activeButtons = m_inputController->pollEvents();
|
|
updateKeys();
|
|
}
|
|
|
|
void GameController::updateAutofire() {
|
|
// TODO: Move all key events onto the CPU thread...somehow
|
|
for (int k = 0; k < GBA_KEY_MAX; ++k) {
|
|
if (!m_autofire[k]) {
|
|
continue;
|
|
}
|
|
m_autofireStatus[k] ^= 1;
|
|
if (m_autofireStatus[k]) {
|
|
keyPressed(k);
|
|
} else {
|
|
keyReleased(k);
|
|
}
|
|
}
|
|
}
|