mirror of https://github.com/mgba-emu/mgba.git
1275 lines
33 KiB
C++
1275 lines
33 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 <ctime>
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#include <mgba/core/config.h>
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#include <mgba/core/directories.h>
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#include <mgba/core/serialize.h>
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#include <mgba/core/tile-cache.h>
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#ifdef M_CORE_GBA
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#include <mgba/gba/interface.h>
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#include <mgba/internal/gba/gba.h>
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#include <mgba/gba/core.h>
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#include <mgba/internal/gba/renderers/tile-cache.h>
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#include <mgba/internal/gba/sharkport.h>
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#endif
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#ifdef M_CORE_GB
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#include <mgba/internal/gb/gb.h>
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#include <mgba/internal/gb/renderers/tile-cache.h>
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#endif
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#include <mgba-util/vfs.h>
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#include <mgba/feature/video-logger.h>
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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_audioProcessor(AudioProcessor::create())
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, m_saveStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_SAVEDATA | SAVESTATE_CHEATS | SAVESTATE_RTC)
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, m_loadStateFlags(SAVESTATE_SCREENSHOT | SAVESTATE_RTC)
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{
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#ifdef M_CORE_GBA
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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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#endif
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m_threadContext.startCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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context->core->setPeripheral(context->core, mPERIPH_ROTATION, controller->m_inputController->rotationSource());
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context->core->setPeripheral(context->core, mPERIPH_RUMBLE, controller->m_inputController->rumble());
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for (size_t i = 0; i < controller->m_audioChannels.size(); ++i) {
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context->core->enableAudioChannel(context->core, i, controller->m_audioChannels[i]);
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}
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for (size_t i = 0; i < controller->m_videoLayers.size(); ++i) {
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context->core->enableVideoLayer(context->core, i, controller->m_videoLayers[i]);
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}
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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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context->core->setPeripheral(context->core, mPERIPH_GBA_LUMINANCE, &controller->m_lux);
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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 (controller->m_override) {
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controller->m_override->identify(context->core);
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controller->m_override->apply(context->core);
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}
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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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controller->m_gameOpen = true;
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if (controller->m_multiplayer) {
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controller->m_multiplayer->attachGame(controller);
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}
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QString path = controller->m_fname;
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if (!controller->m_fsub.isEmpty()) {
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path += QDir::separator() + controller->m_fsub;
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}
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QMetaObject::invokeMethod(controller, "gameStarted", Q_ARG(mCoreThread*, context), Q_ARG(const QString&, path));
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QMetaObject::invokeMethod(controller, "startAudio");
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};
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m_threadContext.resetCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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for (auto action : controller->m_resetActions) {
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action();
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}
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controller->m_resetActions.clear();
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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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memset(controller->m_frontBuffer, 0xFF, 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.cleanCallback = [](mCoreThread* context) {
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GameController* controller = static_cast<GameController*>(context->userData);
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if (controller->m_multiplayer) {
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controller->m_multiplayer->detachGame(controller);
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}
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controller->m_patch = QString();
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controller->clearOverride();
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controller->endVideoLog();
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QMetaObject::invokeMethod(controller->m_audioProcessor, "pause");
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QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
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QMetaObject::invokeMethod(controller, "cleanGame");
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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 no one is using the tile cache, disable it
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if (controller->m_tileCache && controller->m_tileCache.unique()) {
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switch (controller->platform()) {
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#ifdef M_CORE_GBA
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case PLATFORM_GBA: {
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GBA* gba = static_cast<GBA*>(context->core->board);
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gba->video.renderer->cache = nullptr;
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break;
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}
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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* gb = static_cast<GB*>(context->core->board);
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gb->video.renderer->cache = nullptr;
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break;
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}
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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_tileCache.reset();
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}
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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.sleepCallback = [](mCoreThread* context) {
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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 (!mCoreSaveState(context->core, 0, controller->m_saveStateFlags)) {
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return;
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}
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QMetaObject::invokeMethod(controller, "closeGame");
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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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static int biosCat = -1;
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static int statusCat = -1;
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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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QString message;
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if (biosCat < 0) {
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biosCat = mLogCategoryById("gba.bios");
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}
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if (statusCat < 0) {
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statusCat = mLogCategoryById("core.status");
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}
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#ifdef M_CORE_GBA
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if (level == mLOG_STUB && category == biosCat) {
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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
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#endif
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if (category == statusCat) {
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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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message = QString().vsprintf(format, args);
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QMetaObject::invokeMethod(controller, "statusPosted", Q_ARG(const QString&, message));
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}
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if (level == mLOG_FATAL) {
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mCoreThreadMarkCrashed(controller->thread());
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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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message = QString().vsprintf(format, args);
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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(this, &GameController::gamePaused, m_audioProcessor, &AudioProcessor::pause);
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connect(this, &GameController::gameStarted, m_audioProcessor, &AudioProcessor::setInput);
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connect(this, &GameController::frameAvailable, this, &GameController::pollEvents);
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connect(this, &GameController::frameAvailable, this, &GameController::updateAutofire);
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}
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GameController::~GameController() {
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disconnect();
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closeGame();
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clearMultiplayerController();
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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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if (isLoaded()) {
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mCoreThreadRunFunction(&m_threadContext, [](mCoreThread* thread) {
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GameController* controller = static_cast<GameController*>(thread->userData);
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controller->m_multiplayer->attachGame(controller);
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});
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}
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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(Override* override) {
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m_override = override;
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if (isLoaded()) {
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Interrupter interrupter(this);
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m_override->identify(m_threadContext.core);
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}
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}
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void GameController::clearOverride() {
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delete m_override;
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m_override = nullptr;
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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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Interrupter interrupter(this);
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mCoreLoadForeignConfig(m_threadContext.core, config);
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m_audioSync = m_threadContext.sync.audioWait;
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m_videoSync = m_threadContext.sync.videoFrameWait;
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m_audioProcessor->setInput(&m_threadContext);
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}
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}
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#ifdef USE_DEBUGGERS
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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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Interrupter interrupter(this);
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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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}
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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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QString fname = info.fileName();
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QString base = info.path();
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if (base.endsWith("/") || base.endsWith(QDir::separator())) {
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base.chop(1);
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}
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VDir* dir = VDirOpenArchive(base.toUtf8().constData());
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if (dir) {
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VFile* vf = dir->openFile(dir, fname.toUtf8().constData(), O_RDONLY);
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if (vf) {
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struct VFile* vfclone = VFileMemChunk(NULL, vf->size(vf));
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uint8_t buffer[2048];
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ssize_t read;
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while ((read = vf->read(vf, buffer, sizeof(buffer))) > 0) {
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vfclone->write(vfclone, buffer, read);
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}
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vf->close(vf);
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vf = vfclone;
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}
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dir->close(dir);
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loadGame(vf, fname, base);
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} else {
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LOG(QT, ERROR) << tr("Failed to open game file: %1").arg(path);
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}
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return;
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} else {
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m_fname = info.canonicalFilePath();
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m_fsub = QString();
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}
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m_vf = nullptr;
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openGame();
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}
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void GameController::loadGame(VFile* vf, const QString& path, const QString& base) {
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closeGame();
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QFileInfo info(base);
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if (info.isDir()) {
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m_fname = QFileInfo(base + '/' + path).canonicalFilePath();
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m_fsub = QString();
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} else {
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m_fname = info.canonicalFilePath();
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m_fsub = path;
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}
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m_vf = vf;
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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 (m_fname.isEmpty()) {
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biosOnly = true;
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}
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if (isLoaded()) {
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// We need to delay if the game is still cleaning up
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QTimer::singleShot(10, this, SLOT(openGame()));
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return;
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} else if(m_gameOpen) {
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cleanGame();
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}
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m_threadContext.core = nullptr;
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if (!biosOnly) {
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if (m_vf) {
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m_threadContext.core = mCoreFindVF(m_vf);
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} else {
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m_threadContext.core = mCoreFind(m_fname.toUtf8().constData());
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}
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#ifdef M_CORE_GBA
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} else {
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m_threadContext.core = GBACoreCreate();
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#endif
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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_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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mCoreInitConfig(m_threadContext.core, nullptr);
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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 (m_config) {
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mCoreLoadForeignConfig(m_threadContext.core, m_config);
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}
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QByteArray bytes;
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if (!biosOnly) {
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bytes = m_fname.toUtf8();
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if (m_preload) {
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if (m_vf) {
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mCorePreloadVF(m_threadContext.core, m_vf);
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} else {
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mCorePreloadFile(m_threadContext.core, bytes.constData());
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mDirectorySetDetachBase(&m_threadContext.core->dirs);
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}
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} else {
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if (m_vf) {
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m_threadContext.core->loadROM(m_threadContext.core, m_vf);
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} else {
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mCoreLoadFile(m_threadContext.core, bytes.constData());
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mDirectorySetDetachBase(&m_threadContext.core->dirs);
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}
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}
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} else {
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bytes = m_bios.toUtf8();
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}
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if (bytes.isNull()) {
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return;
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}
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char dirname[PATH_MAX];
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separatePath(bytes.constData(), dirname, m_threadContext.core->dirs.baseName, 0);
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mDirectorySetAttachBase(&m_threadContext.core->dirs, VDirOpen(dirname));
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m_threadContext.core->setVideoBuffer(m_threadContext.core, m_drawContext, width);
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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 (!biosOnly) {
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mCoreAutoloadSave(m_threadContext.core);
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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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}
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m_vf = nullptr;
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if (!mCoreThreadStart(&m_threadContext)) {
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emit gameFailed();
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}
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}
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void GameController::loadBIOS(int platform, const QString& path) {
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if (m_bios == path) {
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return;
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}
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if (!m_bios.isNull() && m_gameOpen && this->platform() == platform) {
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closeGame();
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m_bios = path;
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openGame();
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} else if (!m_gameOpen || m_bios.isNull()) {
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m_bios = path;
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|
}
|
|
}
|
|
|
|
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());
|
|
}
|
|
}
|