mgba/src/platform/qt/GameController.cpp

971 lines
26 KiB
C++

/* Copyright (c) 2013-2014 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "GameController.h"
#include "AudioProcessor.h"
#include "InputController.h"
#include "LogController.h"
#include "MultiplayerController.h"
#include "VFileDevice.h"
#include <QDateTime>
#include <QThread>
#include <ctime>
extern "C" {
#include "gba/audio.h"
#include "gba/gba.h"
#include "gba/serialize.h"
#include "gba/sharkport.h"
#include "gba/renderers/video-software.h"
#include "gba/supervisor/config.h"
#include "util/vfs.h"
}
using namespace QGBA;
using namespace std;
GameController::GameController(QObject* parent)
: QObject(parent)
, m_drawContext(new uint32_t[256 * VIDEO_HORIZONTAL_PIXELS])
, m_frontBuffer(new uint32_t[256 * 256])
, m_threadContext()
, m_activeKeys(0)
, m_inactiveKeys(0)
, m_logLevels(0)
, m_gameOpen(false)
, m_audioThread(new QThread(this))
, m_audioProcessor(AudioProcessor::create())
, m_pauseAfterFrame(false)
, m_videoSync(VIDEO_SYNC)
, m_audioSync(AUDIO_SYNC)
, m_fpsTarget(-1)
, m_turbo(false)
, m_turboForced(false)
, m_turboSpeed(-1)
, m_wasPaused(false)
, m_audioChannels{ true, true, true, true, true, true }
, m_videoLayers{ true, true, true, true, true }
, m_inputController(nullptr)
, m_multiplayer(nullptr)
, m_stateSlot(1)
, m_backupLoadState(nullptr)
, m_backupSaveState(nullptr)
{
m_renderer = new GBAVideoSoftwareRenderer;
GBAVideoSoftwareRendererCreate(m_renderer);
m_renderer->outputBuffer = (color_t*) m_drawContext;
m_renderer->outputBufferStride = 256;
GBACheatDeviceCreate(&m_cheatDevice);
m_threadContext.state = THREAD_INITIALIZED;
m_threadContext.debugger = 0;
m_threadContext.frameskip = 0;
m_threadContext.bios = 0;
m_threadContext.renderer = &m_renderer->d;
m_threadContext.userData = this;
m_threadContext.rewindBufferCapacity = 0;
m_threadContext.cheats = &m_cheatDevice;
m_threadContext.logLevel = GBA_LOG_ALL;
m_lux.p = this;
m_lux.sample = [](GBALuminanceSource* context) {
GameControllerLux* lux = static_cast<GameControllerLux*>(context);
lux->value = 0xFF - lux->p->m_luxValue;
};
m_lux.readLuminance = [](GBALuminanceSource* context) {
GameControllerLux* lux = static_cast<GameControllerLux*>(context);
return lux->value;
};
setLuminanceLevel(0);
m_threadContext.startCallback = [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
if (controller->m_audioProcessor) {
controller->m_audioProcessor->setInput(context);
}
context->gba->luminanceSource = &controller->m_lux;
GBARTCGenericSourceInit(&controller->m_rtc, context->gba);
context->gba->rtcSource = &controller->m_rtc.d;
context->gba->rumble = controller->m_inputController->rumble();
context->gba->rotationSource = controller->m_inputController->rotationSource();
context->gba->audio.forceDisableCh[0] = !controller->m_audioChannels[0];
context->gba->audio.forceDisableCh[1] = !controller->m_audioChannels[1];
context->gba->audio.forceDisableCh[2] = !controller->m_audioChannels[2];
context->gba->audio.forceDisableCh[3] = !controller->m_audioChannels[3];
context->gba->audio.forceDisableChA = !controller->m_audioChannels[4];
context->gba->audio.forceDisableChB = !controller->m_audioChannels[5];
context->gba->video.renderer->disableBG[0] = !controller->m_videoLayers[0];
context->gba->video.renderer->disableBG[1] = !controller->m_videoLayers[1];
context->gba->video.renderer->disableBG[2] = !controller->m_videoLayers[2];
context->gba->video.renderer->disableBG[3] = !controller->m_videoLayers[3];
context->gba->video.renderer->disableOBJ = !controller->m_videoLayers[4];
controller->m_fpsTarget = context->fpsTarget;
if (GBALoadState(context, context->stateDir, 0)) {
VFile* vf = GBAGetState(context->gba, context->stateDir, 0, true);
if (vf) {
vf->truncate(vf, 0);
}
}
QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(GBAThread*, context));
};
m_threadContext.cleanCallback = [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(GBAThread*, context));
};
m_threadContext.frameCallback = [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
memcpy(controller->m_frontBuffer, controller->m_drawContext, 256 * VIDEO_HORIZONTAL_PIXELS * BYTES_PER_PIXEL);
QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
} else {
QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, nullptr));
}
if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
GBAThreadPauseFromThread(context);
QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(GBAThread*, context));
}
};
m_threadContext.stopCallback = [](GBAThread* context) {
if (!context) {
return false;
}
GameController* controller = static_cast<GameController*>(context->userData);
if (!GBASaveState(context, context->stateDir, 0, true)) {
return false;
}
QMetaObject::invokeMethod(controller, "closeGame");
return true;
};
m_threadContext.logHandler = [](GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
static const char* stubMessage = "Stub software interrupt: %02X";
static const char* savestateMessage = "State %i loaded";
static const char* savestateFailedMessage = "State %i failed to load";
if (!context) {
return;
}
GameController* controller = static_cast<GameController*>(context->userData);
if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
va_list argc;
va_copy(argc, args);
int immediate = va_arg(argc, int);
va_end(argc);
QMetaObject::invokeMethod(controller, "unimplementedBiosCall", Q_ARG(int, immediate));
} else if (level == GBA_LOG_STATUS) {
// Slot 0 is reserved for suspend points
if (strncmp(savestateMessage, format, strlen(savestateMessage)) == 0) {
va_list argc;
va_copy(argc, args);
int slot = va_arg(argc, int);
va_end(argc);
if (slot == 0) {
format = "Loaded suspend state";
}
} else if (strncmp(savestateFailedMessage, format, strlen(savestateFailedMessage)) == 0) {
va_list argc;
va_copy(argc, args);
int slot = va_arg(argc, int);
va_end(argc);
if (slot == 0) {
return;
}
}
}
if (level == GBA_LOG_FATAL) {
QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
} else if (!(controller->m_logLevels & level)) {
return;
}
QString message(QString().vsprintf(format, args));
if (level == GBA_LOG_STATUS) {
QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
}
QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(const QString&, message));
};
connect(&m_rewindTimer, &QTimer::timeout, [this]() {
GBARewind(&m_threadContext, 1);
emit frameAvailable(m_drawContext);
emit rewound(&m_threadContext);
});
m_rewindTimer.setInterval(100);
m_audioThread->setObjectName("Audio Thread");
m_audioThread->start(QThread::TimeCriticalPriority);
m_audioProcessor->moveToThread(m_audioThread);
connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
}
GameController::~GameController() {
m_audioThread->quit();
m_audioThread->wait();
disconnect();
clearMultiplayerController();
closeGame();
GBACheatDeviceDestroy(&m_cheatDevice);
delete m_renderer;
delete[] m_drawContext;
delete[] m_frontBuffer;
delete m_backupLoadState;
}
void GameController::setMultiplayerController(MultiplayerController* controller) {
if (controller == m_multiplayer) {
return;
}
clearMultiplayerController();
m_multiplayer = controller;
controller->attachGame(this);
}
void GameController::clearMultiplayerController() {
if (!m_multiplayer) {
return;
}
m_multiplayer->detachGame(this);
m_multiplayer = nullptr;
}
void GameController::setOverride(const GBACartridgeOverride& override) {
m_threadContext.override = override;
m_threadContext.hasOverride = true;
}
void GameController::setOptions(const GBAOptions* opts) {
setFrameskip(opts->frameskip);
setAudioSync(opts->audioSync);
setVideoSync(opts->videoSync);
setSkipBIOS(opts->skipBios);
setUseBIOS(opts->useBios);
setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
setVolume(opts->volume);
setMute(opts->mute);
threadInterrupt();
m_threadContext.idleOptimization = opts->idleOptimization;
threadContinue();
}
#ifdef USE_GDB_STUB
ARMDebugger* GameController::debugger() {
return m_threadContext.debugger;
}
void GameController::setDebugger(ARMDebugger* debugger) {
threadInterrupt();
if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
GBADetachDebugger(m_threadContext.gba);
}
m_threadContext.debugger = debugger;
if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
}
threadContinue();
}
#endif
void GameController::loadGame(const QString& path, bool dirmode) {
closeGame();
if (!dirmode) {
QFile file(path);
if (!file.open(QIODevice::ReadOnly)) {
postLog(GBA_LOG_ERROR, tr("Failed to open game file: %1").arg(path));
return;
}
file.close();
}
m_fname = path;
m_dirmode = dirmode;
openGame();
}
void GameController::bootBIOS() {
closeGame();
m_fname = QString();
m_dirmode = false;
openGame(true);
}
void GameController::openGame(bool biosOnly) {
if (biosOnly && (!m_useBios || m_bios.isNull())) {
return;
}
m_gameOpen = true;
m_pauseAfterFrame = false;
if (m_turbo) {
m_threadContext.sync.videoFrameWait = false;
m_threadContext.sync.audioWait = false;
} else {
m_threadContext.sync.videoFrameWait = m_videoSync;
m_threadContext.sync.audioWait = m_audioSync;
}
m_threadContext.gameDir = 0;
m_threadContext.bootBios = biosOnly;
if (biosOnly) {
m_threadContext.fname = nullptr;
} else {
m_threadContext.fname = strdup(m_fname.toUtf8().constData());
if (m_dirmode) {
m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
m_threadContext.stateDir = m_threadContext.gameDir;
} else {
GBAThreadLoadROM(&m_threadContext, m_threadContext.fname);
}
}
if (!m_bios.isNull() && m_useBios) {
m_threadContext.bios = VFileDevice::open(m_bios, O_RDONLY);
} else {
m_threadContext.bios = nullptr;
}
if (!m_patch.isNull()) {
m_threadContext.patch = VFileDevice::open(m_patch, O_RDONLY);
}
m_inputController->recalibrateAxes();
memset(m_drawContext, 0xF8, 1024 * VIDEO_HORIZONTAL_PIXELS);
if (!GBAThreadStart(&m_threadContext)) {
m_gameOpen = false;
emit gameFailed();
}
}
void GameController::loadBIOS(const QString& path) {
if (m_bios == path) {
return;
}
m_bios = path;
if (m_gameOpen) {
closeGame();
openGame();
}
}
void GameController::yankPak() {
if (!m_gameOpen) {
return;
}
threadInterrupt();
GBAYankROM(m_threadContext.gba);
threadContinue();
}
void GameController::replaceGame(const QString& path) {
if (!m_gameOpen) {
return;
}
m_fname = path;
threadInterrupt();
m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
GBAThreadReplaceROM(&m_threadContext, m_threadContext.fname);
threadContinue();
}
void GameController::loadPatch(const QString& path) {
if (m_gameOpen) {
closeGame();
m_patch = path;
openGame();
} else {
m_patch = path;
}
}
void GameController::importSharkport(const QString& path) {
if (!m_gameOpen) {
return;
}
VFile* vf = VFileDevice::open(path, O_RDONLY);
if (!vf) {
postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for reading: %1").arg(path));
return;
}
threadInterrupt();
GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
threadContinue();
vf->close(vf);
}
void GameController::exportSharkport(const QString& path) {
if (!m_gameOpen) {
return;
}
VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
if (!vf) {
postLog(GBA_LOG_ERROR, tr("Failed to open snapshot file for writing: %1").arg(path));
return;
}
threadInterrupt();
GBASavedataExportSharkPort(m_threadContext.gba, vf);
threadContinue();
vf->close(vf);
}
void GameController::closeGame() {
if (!m_gameOpen) {
return;
}
m_rewindTimer.stop();
if (GBAThreadIsPaused(&m_threadContext)) {
GBAThreadUnpause(&m_threadContext);
}
GBAThreadEnd(&m_threadContext);
GBAThreadJoin(&m_threadContext);
if (m_threadContext.fname) {
free(const_cast<char*>(m_threadContext.fname));
m_threadContext.fname = nullptr;
}
m_patch = QString();
for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
GBACheatSetDeinit(set);
delete set;
}
GBACheatSetsClear(&m_cheatDevice.cheats);
m_gameOpen = false;
emit gameStopped(&m_threadContext);
}
void GameController::crashGame(const QString& crashMessage) {
closeGame();
emit gameCrashed(crashMessage);
emit gameStopped(&m_threadContext);
}
bool GameController::isPaused() {
if (!m_gameOpen) {
return false;
}
return GBAThreadIsPaused(&m_threadContext);
}
void GameController::setPaused(bool paused) {
if (!m_gameOpen || m_rewindTimer.isActive() || paused == GBAThreadIsPaused(&m_threadContext)) {
return;
}
if (paused) {
m_pauseAfterFrame.testAndSetRelaxed(false, true);
} else {
GBAThreadUnpause(&m_threadContext);
emit gameUnpaused(&m_threadContext);
}
}
void GameController::reset() {
GBAThreadReset(&m_threadContext);
}
void GameController::threadInterrupt() {
if (m_gameOpen) {
GBAThreadInterrupt(&m_threadContext);
}
}
void GameController::threadContinue() {
if (m_gameOpen) {
GBAThreadContinue(&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();
GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
threadContinue();
} else {
if (enable) {
m_threadContext.rewindBufferInterval = interval;
m_threadContext.rewindBufferCapacity = capacity;
} else {
m_threadContext.rewindBufferInterval = 0;
m_threadContext.rewindBufferCapacity = 0;
}
}
}
void GameController::rewind(int states) {
threadInterrupt();
if (!states) {
GBARewindAll(&m_threadContext);
} else {
GBARewind(&m_threadContext, states);
}
threadContinue();
emit frameAvailable(m_drawContext);
emit rewound(&m_threadContext);
}
void GameController::startRewinding() {
if (!m_gameOpen || m_rewindTimer.isActive()) {
return;
}
m_wasPaused = isPaused();
if (!GBAThreadIsPaused(&m_threadContext)) {
GBAThreadPause(&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::setAudioBufferSamples(int samples) {
if (m_audioProcessor) {
threadInterrupt();
redoSamples(samples);
threadContinue();
QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", 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;
}
m_audioChannels[channel] = enable;
if (m_gameOpen) {
switch (channel) {
case 0:
case 1:
case 2:
case 3:
m_threadContext.gba->audio.forceDisableCh[channel] = !enable;
break;
case 4:
m_threadContext.gba->audio.forceDisableChA = !enable;
break;
case 5:
m_threadContext.gba->audio.forceDisableChB = !enable;
break;
}
}
}
void GameController::setVideoLayerEnabled(int layer, bool enable) {
if (layer > 4 || layer < 0) {
return;
}
m_videoLayers[layer] = enable;
if (m_gameOpen) {
switch (layer) {
case 0:
case 1:
case 2:
case 3:
m_threadContext.gba->video.renderer->disableBG[layer] = !enable;
break;
case 4:
m_threadContext.gba->video.renderer->disableOBJ = !enable;
break;
}
}
}
void GameController::setFPSTarget(float fps) {
threadInterrupt();
m_fpsTarget = fps;
m_threadContext.fpsTarget = fps;
if (m_turbo && m_turboSpeed > 0) {
m_threadContext.fpsTarget *= m_turboSpeed;
}
if (m_audioProcessor) {
redoSamples(m_audioProcessor->getBufferSamples());
}
threadContinue();
}
void GameController::setSkipBIOS(bool set) {
threadInterrupt();
m_threadContext.skipBios = set;
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 (slot > 0 && slot != m_stateSlot) {
m_stateSlot = slot;
m_backupSaveState.clear();
}
GBARunOnThread(&m_threadContext, [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
if (!controller->m_backupLoadState) {
controller->m_backupLoadState = new GBASerializedState;
}
GBASerialize(context->gba, controller->m_backupLoadState);
if (GBALoadState(context, context->stateDir, controller->m_stateSlot)) {
controller->frameAvailable(controller->m_drawContext);
controller->stateLoaded(context);
}
});
}
void GameController::saveState(int slot) {
if (slot > 0) {
m_stateSlot = slot;
}
GBARunOnThread(&m_threadContext, [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
VFile* vf = GBAGetState(context->gba, context->stateDir, 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);
}
GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
});
}
void GameController::loadBackupState() {
if (!m_backupLoadState) {
return;
}
GBARunOnThread(&m_threadContext, [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
if (GBADeserialize(context->gba, controller->m_backupLoadState)) {
GBALog(context->gba, GBA_LOG_STATUS, "Undid state load");
controller->frameAvailable(controller->m_drawContext);
controller->stateLoaded(context);
}
delete controller->m_backupLoadState;
controller->m_backupLoadState = nullptr;
});
}
void GameController::saveBackupState() {
if (m_backupSaveState.isEmpty()) {
return;
}
GBARunOnThread(&m_threadContext, [](GBAThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
VFile* vf = GBAGetState(context->gba, context->stateDir, controller->m_stateSlot, true);
if (vf) {
vf->write(vf, controller->m_backupSaveState.constData(), controller->m_backupSaveState.size());
vf->close(vf);
GBALog(context->gba, GBA_LOG_STATUS, "Undid state save");
}
controller->m_backupSaveState.clear();
});
}
void GameController::setVideoSync(bool set) {
m_videoSync = set;
if (!m_turbo) {
threadInterrupt();
m_threadContext.sync.videoFrameWait = set;
threadContinue();
}
}
void GameController::setAudioSync(bool set) {
m_audioSync = set;
if (!m_turbo) {
threadInterrupt();
m_threadContext.sync.audioWait = set;
threadContinue();
}
}
void GameController::setFrameskip(int skip) {
m_threadContext.frameskip = skip;
}
void GameController::setVolume(int volume) {
threadInterrupt();
m_threadContext.volume = volume;
if (m_gameOpen) {
m_threadContext.gba->audio.masterVolume = volume;
}
threadContinue();
}
void GameController::setMute(bool mute) {
threadInterrupt();
m_threadContext.mute = mute;
if (m_gameOpen) {
m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
}
threadContinue();
}
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.fpsTarget = m_fpsTarget;
m_threadContext.sync.audioWait = m_audioSync;
m_threadContext.sync.videoFrameWait = m_videoSync;
} else if (m_turboSpeed <= 0) {
m_threadContext.fpsTarget = m_fpsTarget;
m_threadContext.sync.audioWait = false;
m_threadContext.sync.videoFrameWait = false;
} else {
m_threadContext.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(GBAAVStream* stream) {
threadInterrupt();
m_threadContext.stream = stream;
if (m_gameOpen) {
m_threadContext.gba->stream = stream;
}
threadContinue();
}
void GameController::clearAVStream() {
threadInterrupt();
m_threadContext.stream = nullptr;
if (m_gameOpen) {
m_threadContext.gba->stream = nullptr;
}
threadContinue();
}
#ifdef USE_PNG
void GameController::screenshot() {
GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
}
#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(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
if (isLoaded()) {
m_audioProcessor->setInput(&m_threadContext);
QMetaObject::invokeMethod(m_audioProcessor, "start");
}
}
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 = GBARTCGenericSource::RTC_NO_OVERRIDE;
}
void GameController::setFixedTime(const QDateTime& time) {
m_rtc.override = GBARTCGenericSource::RTC_FIXED;
m_rtc.value = time.toMSecsSinceEpoch() / 1000;
}
void GameController::setFakeEpoch(const QDateTime& time) {
m_rtc.override = GBARTCGenericSource::RTC_FAKE_EPOCH;
m_rtc.value = time.toMSecsSinceEpoch() / 1000;
}
void GameController::updateKeys() {
int activeKeys = m_activeKeys;
activeKeys |= m_activeButtons;
activeKeys &= ~m_inactiveKeys;
m_threadContext.activeKeys = activeKeys;
}
void GameController::redoSamples(int samples) {
#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
float sampleRate = 0x8000;
float ratio;
if (m_threadContext.gba) {
sampleRate = m_threadContext.gba->audio.sampleRate;
}
ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, m_audioProcess->sampleRate());
m_threadContext.audioBuffers = ceil(samples / ratio);
#else
m_threadContext.audioBuffers = samples;
#endif
if (m_threadContext.gba) {
GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
}
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();
}