mgba/src/platform/qt/GameController.cpp

1275 lines
33 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 <QCoreApplication>
#include <QDateTime>
#include <ctime>
#include <mgba/core/config.h>
#include <mgba/core/directories.h>
#include <mgba/core/serialize.h>
#include <mgba/core/tile-cache.h>
#ifdef M_CORE_GBA
#include <mgba/gba/interface.h>
#include <mgba/internal/gba/gba.h>
#include <mgba/gba/core.h>
#include <mgba/internal/gba/renderers/tile-cache.h>
#include <mgba/internal/gba/sharkport.h>
#endif
#ifdef M_CORE_GB
#include <mgba/internal/gb/gb.h>
#include <mgba/internal/gb/renderers/tile-cache.h>
#endif
#include <mgba-util/vfs.h>
#include <mgba/feature/video-logger.h>
using namespace QGBA;
using namespace std;
GameController::GameController(QObject* parent)
: QObject(parent)
, m_audioProcessor(AudioProcessor::create())
, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
, m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
{
#ifdef M_CORE_GBA
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);
#endif
m_threadContext.startCallback = [](mCoreThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
}
for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
}
switch (context->core->platform(context->core)) {
#ifdef M_CORE_GBA
case PLATFORM_GBA:
context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
break;
#endif
default:
break;
}
controller->m_fpsTarget = context->sync.fpsTarget;
if (controller->m_override) {
controller->m_override->identify(context->core);
controller->m_override->apply(context->core);
}
if (mCoreLoadState(context->core, 0, controller->m_loadStateFlags)) {
mCoreDeleteState(context->core, 0);
}
controller->m_gameOpen = true;
if (controller->m_multiplayer) {
controller->m_multiplayer->attachGame(controller);
}
QString path = controller->m_fname;
if (!controller->m_fsub.isEmpty()) {
path += QDir::separator() + controller->m_fsub;
}
QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
QMetaObject::invokeMethod(controller, "startAudio");
};
m_threadContext.resetCallback = [](mCoreThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
for (auto action : controller->m_resetActions) {
action();
}
controller->m_resetActions.clear();
unsigned width, height;
controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
memset(controller->m_frontBuffer, 0xFF, width * height * BYTES_PER_PIXEL);
QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
mCoreThreadPauseFromThread(context);
QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
}
};
m_threadContext.cleanCallback = [](mCoreThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
if (controller->m_multiplayer) {
controller->m_multiplayer->detachGame(controller);
}
controller->m_patch = QString();
controller->clearOverride();
controller->endVideoLog();
QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
QMetaObject::invokeMethod(controller, "cleanGame");
};
m_threadContext.frameCallback = [](mCoreThread* context) {
GameController* controller = static_cast<GameController*>(context->userData);
unsigned width, height;
controller->m_threadContext.core->desiredVideoDimensions(controller->m_threadContext.core, &width, &height);
memcpy(controller->m_frontBuffer, controller->m_drawContext, width * height * BYTES_PER_PIXEL);
QMetaObject::invokeMethod(controller, "frameAvailable", Q_ARG(const uint32_t*, controller->m_frontBuffer));
// If no one is using the tile cache, disable it
if (controller->m_tileCache && controller->m_tileCache.unique()) {
switch (controller->platform()) {
#ifdef M_CORE_GBA
case PLATFORM_GBA: {
GBA* gba = static_cast<GBA*>(context->core->board);
gba->video.renderer->cache = nullptr;
break;
}
#endif
#ifdef M_CORE_GB
case PLATFORM_GB: {
GB* gb = static_cast<GB*>(context->core->board);
gb->video.renderer->cache = nullptr;
break;
}
#endif
default:
break;
}
controller->m_tileCache.reset();
}
if (controller->m_pauseAfterFrame.testAndSetAcquire(true, false)) {
mCoreThreadPauseFromThread(context);
QMetaObject::invokeMethod(controller, "gamePaused", Q_ARG(mCoreThread*, context));
}
};
m_threadContext.sleepCallback = [](mCoreThread* context) {
if (!context) {
return;
}
GameController* controller = static_cast<GameController*>(context->userData);
if (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
return;
}
QMetaObject::invokeMethod(controller, "closeGame");
};
m_threadContext.logger.d.log = [](mLogger* logger, int category, enum mLogLevel level, const char* format, va_list args) {
mThreadLogger* logContext = reinterpret_cast<mThreadLogger*>(logger);
mCoreThread* context = logContext->p;
static const char* savestateMessage = "State %i loaded";
static const char* savestateFailedMessage = "State %i failed to load";
static int biosCat = -1;
static int statusCat = -1;
if (!context) {
return;
}
GameController* controller = static_cast<GameController*>(context->userData);
QString message;
if (biosCat < 0) {
biosCat = mLogCategoryById("gba.bios");
}
if (statusCat < 0) {
statusCat = mLogCategoryById("core.status");
}
#ifdef M_CORE_GBA
if (level == mLOG_STUB && category == biosCat) {
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
#endif
if (category == statusCat) {
// 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;
}
}
message = QString().vsprintf(format, args);
QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
}
if (level == mLOG_FATAL) {
mCoreThreadMarkCrashed(controller->thread());
QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
} else if (!(controller->m_logLevels & level)) {
return;
}
message = QString().vsprintf(format, args);
QMetaObject::invokeMethod(controller, "postLog", Q_ARG(int, level), Q_ARG(int, category), Q_ARG(const QString&, message));
};
m_threadContext.userData = this;
connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
connect(this, &GameController::frameAvailable, this, &GameController::pollEvents);
connect(this, &GameController::frameAvailable, this, &GameController::updateAutofire);
}
GameController::~GameController() {
disconnect();
closeGame();
clearMultiplayerController();
delete m_backupLoadState;
}
void GameController::setMultiplayerController(MultiplayerController* controller) {
if (controller == m_multiplayer) {
return;
}
clearMultiplayerController();
m_multiplayer = controller;
if (isLoaded()) {
mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
GameController* controller = static_cast<GameController*>(thread->userData);
controller->m_multiplayer->attachGame(controller);
});
}
}
void GameController::clearMultiplayerController() {
if (!m_multiplayer) {
return;
}
m_multiplayer->detachGame(this);
m_multiplayer = nullptr;
}
void GameController::setOverride(Override* override) {
m_override = override;
if (isLoaded()) {
Interrupter interrupter(this);
m_override->identify(m_threadContext.core);
}
}
void GameController::clearOverride() {
delete m_override;
m_override = nullptr;
}
void GameController::setConfig(const mCoreConfig* config) {
m_config = config;
if (isLoaded()) {
Interrupter interrupter(this);
mCoreLoadForeignConfig(m_threadContext.core, config);
m_audioSync = m_threadContext.sync.audioWait;
m_videoSync = m_threadContext.sync.videoFrameWait;
m_audioProcessor->setInput(&m_threadContext);
}
}
#ifdef USE_DEBUGGERS
mDebugger* GameController::debugger() {
if (!isLoaded()) {
return nullptr;
}
return m_threadContext.core->debugger;
}
void GameController::setDebugger(mDebugger* debugger) {
Interrupter interrupter(this);
if (debugger) {
mDebuggerAttach(debugger, m_threadContext.core);
} else {
m_threadContext.core->detachDebugger(m_threadContext.core);
}
}
#endif
void GameController::loadGame(const QString& path) {
closeGame();
QFileInfo info(path);
if (!info.isReadable()) {
QString fname = info.fileName();
QString base = info.path();
if (base.endsWith("/") || base.endsWith(QDir::separator())) {
base.chop(1);
}
VDir* dir = VDirOpenArchive(base.toUtf8().constData());
if (dir) {
VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
if (vf) {
struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
uint8_t buffer[2048];
ssize_t read;
while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
vfclone->write(vfclone, buffer, read);
}
vf->close(vf);
vf = vfclone;
}
dir->close(dir);
loadGame(vf, fname, base);
} else {
LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
}
return;
} else {
m_fname = info.canonicalFilePath();
m_fsub = QString();
}
m_vf = nullptr;
openGame();
}
void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
closeGame();
QFileInfo info(base);
if (info.isDir()) {
m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
m_fsub = QString();
} else {
m_fname = info.canonicalFilePath();
m_fsub = path;
}
m_vf = vf;
openGame();
}
void GameController::bootBIOS() {
closeGame();
m_fname = QString();
openGame(true);
}
void GameController::openGame(bool biosOnly) {
if (m_fname.isEmpty()) {
biosOnly = true;
}
if (isLoaded()) {
// We need to delay if the game is still cleaning up
QTimer::singleShot(10, this, SLOT(openGame()));
return;
} else if(m_gameOpen) {
cleanGame();
}
m_threadContext.core = nullptr;
if (!biosOnly) {
if (m_vf) {
m_threadContext.core = mCoreFindVF(m_vf);
} else {
m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
}
#ifdef M_CORE_GBA
} else {
m_threadContext.core = GBACoreCreate();
#endif
}
if (!m_threadContext.core) {
return;
}
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.core->init(m_threadContext.core);
mCoreInitConfig(m_threadContext.core, nullptr);
unsigned width, height;
m_threadContext.core->desiredVideoDimensions(m_threadContext.core, &width, &height);
m_drawContext = new uint32_t[width * height];
m_frontBuffer = new uint32_t[width * height];
if (m_config) {
mCoreLoadForeignConfig(m_threadContext.core, m_config);
}
QByteArray bytes;
if (!biosOnly) {
bytes = m_fname.toUtf8();
if (m_preload) {
if (m_vf) {
mCorePreloadVF(m_threadContext.core, m_vf);
} else {
mCorePreloadFile(m_threadContext.core, bytes.constData());
mDirectorySetDetachBase(&m_threadContext.core->dirs);
}
} else {
if (m_vf) {
m_threadContext.core->loadROM(m_threadContext.core, m_vf);
} else {
mCoreLoadFile(m_threadContext.core, bytes.constData());
mDirectorySetDetachBase(&m_threadContext.core->dirs);
}
}
} else {
bytes = m_bios.toUtf8();
}
if (bytes.isNull()) {
return;
}
char dirname[PATH_MAX];
separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
m_inputController->recalibrateAxes();
memset(m_drawContext, 0xF8, width * height * 4);
m_threadContext.core->setAVStream(m_threadContext.core, m_stream);
if (!biosOnly) {
mCoreAutoloadSave(m_threadContext.core);
if (!m_patch.isNull()) {
VFile* patch = VFileDevice::open(m_patch, O_RDONLY);
if (patch) {
m_threadContext.core->loadPatch(m_threadContext.core, patch);
}
patch->close(patch);
} else {
mCoreAutoloadPatch(m_threadContext.core);
}
}
m_vf = nullptr;
if (!mCoreThreadStart(&m_threadContext)) {
emit gameFailed();
}
}
void GameController::loadBIOS(int platform, const QString& path) {
if (m_bios == path) {
return;
}
if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
closeGame();
m_bios = path;
openGame();
} else if (!m_gameOpen || m_bios.isNull()) {
m_bios = path;
}
}
void GameController::loadSave(const QString& path, bool temporary) {
if (!isLoaded()) {
return;
}
m_resetActions.append([this, path, temporary]() {
VFile* vf = VFileDevice::open(path, temporary ? O_RDONLY : O_RDWR);
if (!vf) {
LOG(QT, ERROR) << tr("Failed to open save file: %1").arg(path);
return;
}
if (temporary) {
m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
} else {
m_threadContext.core->loadSave(m_threadContext.core, vf);
}
});
reset();
}
void GameController::yankPak() {
if (!m_gameOpen) {
return;
}
Interrupter interrupter(this);
GBAYankROM(static_cast<GBA*>(m_threadContext.core->board));
}
void GameController::replaceGame(const QString& path) {
if (!m_gameOpen) {
return;
}
QFileInfo info(path);
if (!info.isReadable()) {
LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
return;
}
m_fname = info.canonicalFilePath();
Interrupter interrupter(this);
mDirectorySetDetachBase(&m_threadContext.core->dirs);
mCoreLoadFile(m_threadContext.core, m_fname.toLocal8Bit().constData());
}
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 (!isLoaded()) {
return;
}
#ifdef M_CORE_GBA
if (platform() != PLATFORM_GBA) {
return;
}
VFile* vf = VFileDevice::open(path, O_RDONLY);
if (!vf) {
LOG(QT, ERROR) << tr("Failed to open snapshot file for reading: %1").arg(path);
return;
}
threadInterrupt();
GBASavedataImportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf, false);
threadContinue();
vf->close(vf);
#endif
}
void GameController::exportSharkport(const QString& path) {
if (!isLoaded()) {
return;
}
#ifdef M_CORE_GBA
if (platform() != PLATFORM_GBA) {
return;
}
VFile* vf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
if (!vf) {
LOG(QT, ERROR) << tr("Failed to open snapshot file for writing: %1").arg(path);
return;
}
threadInterrupt();
GBASavedataExportSharkPort(static_cast<GBA*>(m_threadContext.core->board), vf);
threadContinue();
vf->close(vf);
#endif
}
void GameController::closeGame() {
if (!m_gameOpen) {
return;
}
#ifdef USE_DEBUGGERS
setDebugger(nullptr);
#endif
if (mCoreThreadIsPaused(&m_threadContext)) {
mCoreThreadUnpause(&m_threadContext);
}
mCoreThreadEnd(&m_threadContext);
}
void GameController::cleanGame() {
if (!m_gameOpen || mCoreThreadIsActive(&m_threadContext)) {
return;
}
m_audioProcessor->pause();
mCoreThreadJoin(&m_threadContext);
if (m_tileCache) {
mTileCacheDeinit(m_tileCache.get());
m_tileCache.reset();
}
delete[] m_drawContext;
delete[] m_frontBuffer;
mCoreConfigDeinit(&m_threadContext.core->config);
m_threadContext.core->deinit(m_threadContext.core);
m_threadContext.core = nullptr;
m_gameOpen = false;
}
void GameController::crashGame(const QString& crashMessage) {
closeGame();
emit gameCrashed(crashMessage);
}
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() || paused == mCoreThreadIsPaused(&m_threadContext)) {
return;
}
m_wasPaused = paused;
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);
Interrupter interrupter(this);
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_pauseAfterFrame.testAndSetRelaxed(false, true)) {
setPaused(false);
}
}
void GameController::setRewind(bool enable, int capacity, bool rewindSave) {
if (m_gameOpen) {
Interrupter interrupter(this);
if (m_threadContext.core->opts.rewindEnable && m_threadContext.core->opts.rewindBufferCapacity > 0) {
mCoreRewindContextDeinit(&m_threadContext.rewind);
}
m_threadContext.core->opts.rewindEnable = enable;
m_threadContext.core->opts.rewindBufferCapacity = capacity;
m_threadContext.core->opts.rewindSave = rewindSave;
if (enable && capacity > 0) {
mCoreRewindContextInit(&m_threadContext.rewind, capacity, true);
m_threadContext.rewind.stateFlags = rewindSave ? SAVESTATE_SAVEDATA : 0;
}
}
}
void GameController::rewind(int states) {
threadInterrupt();
if (!states) {
states = INT_MAX;
}
for (int i = 0; i < states; ++i) {
if (!mCoreRewindRestore(&m_threadContext.rewind, m_threadContext.core)) {
break;
}
}
threadContinue();
emit frameAvailable(m_drawContext);
emit rewound(&m_threadContext);
}
void GameController::startRewinding() {
if (!isLoaded()) {
return;
}
if (!m_threadContext.core->opts.rewindEnable) {
return;
}
if (m_multiplayer && m_multiplayer->attached() > 1) {
return;
}
if (m_wasPaused) {
setPaused(false);
m_wasPaused = true;
}
mCoreThreadSetRewinding(&m_threadContext, true);
}
void GameController::stopRewinding() {
if (!isLoaded()) {
return;
}
mCoreThreadSetRewinding(&m_threadContext, false);
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;
}
if (!enable && m_autofireStatus[key]) {
keyReleased(key);
}
m_autofire[key] = enable;
m_autofireStatus[key] = 0;
}
void GameController::setAudioBufferSamples(int samples) {
if (m_audioProcessor) {
threadInterrupt();
redoSamples(samples);
threadContinue();
m_audioProcessor->setBufferSamples(samples);
}
}
void GameController::setAudioSampleRate(unsigned rate) {
if (!rate) {
return;
}
if (m_audioProcessor) {
threadInterrupt();
redoSamples(m_audioProcessor->getBufferSamples());
threadContinue();
m_audioProcessor->requestSampleRate(rate);
}
}
void GameController::setAudioChannelEnabled(int channel, bool enable) {
if (channel > 5 || channel < 0) {
return;
}
m_audioChannels.reserve(channel + 1);
while (m_audioChannels.size() <= channel) {
m_audioChannels.append(true);
}
m_audioChannels[channel] = enable;
if (isLoaded()) {
m_threadContext.core->enableAudioChannel(m_threadContext.core, channel, enable);
}
}
void GameController::startAudio() {
if (!m_audioProcessor->start()) {
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.reserve(layer + 1);
while (m_videoLayers.size() <= layer) {
m_videoLayers.append(true);
}
m_videoLayers[layer] = enable;
if (isLoaded()) {
m_threadContext.core->enableVideoLayer(m_threadContext.core, layer, enable);
}
}
void GameController::setFPSTarget(float fps) {
Interrupter interrupter(this);
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());
}
}
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)) {
emit controller->frameAvailable(controller->m_drawContext);
emit 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 == (set && forced)) {
// Don't interrupt the thread if we don't need to
return;
}
if (!m_sync) {
return;
}
m_turbo = set;
m_turboForced = set && forced;
enableTurbo();
}
void GameController::setTurboSpeed(float ratio) {
m_turboSpeed = ratio;
enableTurbo();
}
void GameController::enableTurbo() {
Interrupter interrupter(this);
bool shouldRedoSamples = false;
if (!m_turbo) {
shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
m_threadContext.sync.fpsTarget = m_fpsTarget;
m_threadContext.sync.audioWait = m_audioSync;
m_threadContext.sync.videoFrameWait = m_videoSync;
} else if (m_turboSpeed <= 0) {
shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget;
m_threadContext.sync.fpsTarget = m_fpsTarget;
m_threadContext.sync.audioWait = false;
m_threadContext.sync.videoFrameWait = false;
} else {
shouldRedoSamples = m_threadContext.sync.fpsTarget != m_fpsTarget * m_turboSpeed;
m_threadContext.sync.fpsTarget = m_fpsTarget * m_turboSpeed;
m_threadContext.sync.audioWait = true;
m_threadContext.sync.videoFrameWait = false;
}
if (m_audioProcessor && shouldRedoSamples) {
redoSamples(m_audioProcessor->getBufferSamples());
}
}
void GameController::setSync(bool enable) {
m_turbo = false;
m_turboForced = false;
if (!enable) {
m_threadContext.sync.audioWait = false;
m_threadContext.sync.videoFrameWait = false;
} else {
m_threadContext.sync.audioWait = m_audioSync;
m_threadContext.sync.videoFrameWait = m_videoSync;
}
m_sync = enable;
}
void GameController::setAudioSync(bool enable) {
m_audioSync = enable;
m_threadContext.sync.audioWait = enable;
}
void GameController::setVideoSync(bool enable) {
m_videoSync = enable;
m_threadContext.sync.videoFrameWait = enable;
}
void GameController::setAVStream(mAVStream* stream) {
Interrupter interrupter(this);
m_stream = stream;
if (isLoaded()) {
m_threadContext.core->setAVStream(m_threadContext.core, stream);
}
}
void GameController::clearAVStream() {
Interrupter interrupter(this);
m_stream = nullptr;
if (isLoaded()) {
m_threadContext.core->setAVStream(m_threadContext.core, nullptr);
}
}
#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) {
m_audioProcessor->pause();
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);
}
connect(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
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::setPreload(bool preload) {
m_preload = preload;
}
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() {
if (!isLoaded()) {
return;
}
m_threadContext.core->rtc.override = RTC_NO_OVERRIDE;
}
void GameController::setFixedTime(const QDateTime& time) {
if (!isLoaded()) {
return;
}
m_threadContext.core->rtc.override = RTC_FIXED;
m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
}
void GameController::setFakeEpoch(const QDateTime& time) {
if (!isLoaded()) {
return;
}
m_threadContext.core->rtc.override = RTC_FAKE_EPOCH;
m_threadContext.core->rtc.value = time.toMSecsSinceEpoch();
}
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_gameOpen && m_threadContext.core) {
m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
}
m_audioProcessor->inputParametersChanged();
}
void GameController::setLogLevel(int levels) {
Interrupter interrupter(this);
m_logLevels = levels;
}
void GameController::enableLogLevel(int levels) {
Interrupter interrupter(this);
m_logLevels |= levels;
}
void GameController::disableLogLevel(int levels) {
Interrupter interrupter(this);
m_logLevels &= ~levels;
}
void GameController::startVideoLog(const QString& path) {
if (!isLoaded() || m_vl) {
return;
}
Interrupter interrupter(this);
m_vl = mVideoLogContextCreate(m_threadContext.core);
m_vlVf = VFileDevice::open(path, O_WRONLY | O_CREAT | O_TRUNC);
mVideoLogContextSetOutput(m_vl, m_vlVf);
mVideoLogContextWriteHeader(m_vl, m_threadContext.core);
}
void GameController::endVideoLog() {
if (!m_vl) {
return;
}
Interrupter interrupter(this);
mVideoLogContextDestroy(m_threadContext.core, m_vl);
if (m_vlVf) {
m_vlVf->close(m_vlVf);
m_vlVf = nullptr;
}
m_vl = nullptr;
}
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);
}
}
}
std::shared_ptr<mTileCache> GameController::tileCache() {
if (m_tileCache) {
return m_tileCache;
}
Interrupter interrupter(this);
switch (platform()) {
#ifdef M_CORE_GBA
case PLATFORM_GBA: {
GBA* gba = static_cast<GBA*>(m_threadContext.core->board);
m_tileCache = std::make_shared<mTileCache>();
GBAVideoTileCacheInit(m_tileCache.get());
GBAVideoTileCacheAssociate(m_tileCache.get(), &gba->video);
mTileCacheSetPalette(m_tileCache.get(), 0);
break;
}
#endif
#ifdef M_CORE_GB
case PLATFORM_GB: {
GB* gb = static_cast<GB*>(m_threadContext.core->board);
m_tileCache = std::make_shared<mTileCache>();
GBVideoTileCacheInit(m_tileCache.get());
GBVideoTileCacheAssociate(m_tileCache.get(), &gb->video);
mTileCacheSetPalette(m_tileCache.get(), 0);
break;
}
#endif
default:
return nullptr;
}
return m_tileCache;
}
GameController::Interrupter::Interrupter(GameController* parent, bool fromThread)
: m_parent(parent)
, m_fromThread(fromThread)
{
if (!m_fromThread) {
m_parent->threadInterrupt();
} else {
mCoreThreadInterruptFromThread(m_parent->thread());
}
}
GameController::Interrupter::~Interrupter() {
if (!m_fromThread) {
m_parent->threadContinue();
} else {
mCoreThreadContinue(m_parent->thread());
}
}