all repos — mgba @ 57e84f0c6938a1e5797a15cce88a6565dff77ba3

mGBA Game Boy Advance Emulator

src/platform/qt/GameController.cpp (view raw)

  1/* Copyright (c) 2013-2014 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "GameController.h"
  7
  8#include "AudioProcessor.h"
  9#include "InputController.h"
 10#include "MultiplayerController.h"
 11
 12#include <QDateTime>
 13#include <QThread>
 14
 15#include <ctime>
 16
 17extern "C" {
 18#include "gba/audio.h"
 19#include "gba/gba.h"
 20#include "gba/serialize.h"
 21#include "gba/sharkport.h"
 22#include "gba/renderers/video-software.h"
 23#include "gba/supervisor/config.h"
 24#include "util/vfs.h"
 25}
 26
 27using namespace QGBA;
 28using namespace std;
 29
 30const int GameController::LUX_LEVELS[10] = { 5, 11, 18, 27, 42, 62, 84, 109, 139, 183 };
 31
 32GameController::GameController(QObject* parent)
 33	: QObject(parent)
 34	, m_drawContext(new uint32_t[256 * 256])
 35	, m_threadContext()
 36	, m_activeKeys(0)
 37	, m_inactiveKeys(0)
 38	, m_logLevels(0)
 39	, m_gameOpen(false)
 40	, m_audioThread(new QThread(this))
 41	, m_audioProcessor(AudioProcessor::create())
 42	, m_videoSync(VIDEO_SYNC)
 43	, m_audioSync(AUDIO_SYNC)
 44	, m_turbo(false)
 45	, m_turboForced(false)
 46	, m_inputController(nullptr)
 47	, m_multiplayer(nullptr)
 48	, m_stateSlot(1)
 49{
 50	m_renderer = new GBAVideoSoftwareRenderer;
 51	GBAVideoSoftwareRendererCreate(m_renderer);
 52	m_renderer->outputBuffer = (color_t*) m_drawContext;
 53	m_renderer->outputBufferStride = 256;
 54
 55	GBACheatDeviceCreate(&m_cheatDevice);
 56
 57	m_threadContext.state = THREAD_INITIALIZED;
 58	m_threadContext.debugger = 0;
 59	m_threadContext.frameskip = 0;
 60	m_threadContext.bios = 0;
 61	m_threadContext.renderer = &m_renderer->d;
 62	m_threadContext.userData = this;
 63	m_threadContext.rewindBufferCapacity = 0;
 64	m_threadContext.cheats = &m_cheatDevice;
 65	m_threadContext.logLevel = GBA_LOG_ALL;
 66
 67	m_lux.p = this;
 68	m_lux.sample = [] (GBALuminanceSource* context) {
 69		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 70		lux->value = 0xFF - lux->p->m_luxValue;
 71	};
 72
 73	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 74		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 75		return lux->value;
 76	};
 77	setLuminanceLevel(0);
 78
 79	m_rtc.p = this;
 80	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 81	m_rtc.sample = [] (GBARTCSource* context) { };
 82	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 83		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 84		switch (rtc->override) {
 85		case GameControllerRTC::NO_OVERRIDE:
 86		default:
 87			return time(nullptr);
 88		case GameControllerRTC::FIXED:
 89			return rtc->value;
 90		case GameControllerRTC::FAKE_EPOCH:
 91			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 92		}
 93	};
 94
 95	m_threadContext.startCallback = [] (GBAThread* context) {
 96		GameController* controller = static_cast<GameController*>(context->userData);
 97		controller->m_audioProcessor->setInput(context);
 98		context->gba->luminanceSource = &controller->m_lux;
 99		context->gba->rtcSource = &controller->m_rtc;
100		context->gba->rumble = controller->m_inputController->rumble();
101		context->gba->rotationSource = controller->m_inputController->rotationSource();
102		controller->gameStarted(context);
103	};
104
105	m_threadContext.cleanCallback = [] (GBAThread* context) {
106		GameController* controller = static_cast<GameController*>(context->userData);
107		controller->gameStopped(context);
108	};
109
110	m_threadContext.frameCallback = [] (GBAThread* context) {
111		GameController* controller = static_cast<GameController*>(context->userData);
112		controller->m_pauseMutex.lock();
113		if (controller->m_pauseAfterFrame) {
114			GBAThreadPauseFromThread(context);
115			controller->m_pauseAfterFrame = false;
116			controller->gamePaused(&controller->m_threadContext);
117		}
118		controller->m_pauseMutex.unlock();
119		if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
120			controller->frameAvailable(controller->m_drawContext);
121		} else {
122			controller->frameAvailable(nullptr);
123		}
124	};
125
126	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
127		static const char* stubMessage = "Stub software interrupt";
128		if (!context) {
129			return;
130		}
131		GameController* controller = static_cast<GameController*>(context->userData);
132		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
133			va_list argc;
134			va_copy(argc, args);
135			int immediate = va_arg(argc, int);
136			controller->unimplementedBiosCall(immediate);
137		}
138		if (level == GBA_LOG_FATAL) {
139			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
140		} else if (!(controller->m_logLevels & level)) {
141			return;
142		}
143		QString message(QString().vsprintf(format, args));
144		if (level == GBA_LOG_STATUS) {
145			controller->statusPosted(message);
146		}
147		controller->postLog(level, message);
148	};
149
150	m_audioThread->start(QThread::TimeCriticalPriority);
151	m_audioProcessor->moveToThread(m_audioThread);
152	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
153	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
154	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
155	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
156	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
157}
158
159GameController::~GameController() {
160	m_audioThread->quit();
161	m_audioThread->wait();
162	disconnect();
163	clearMultiplayerController();
164	closeGame();
165	GBACheatDeviceDestroy(&m_cheatDevice);
166	delete m_renderer;
167	delete[] m_drawContext;
168}
169
170void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
171	if (controller == m_multiplayer) {
172		return;
173	}
174	clearMultiplayerController();
175	m_multiplayer = controller;
176	controller->attachGame(this);
177}
178
179void GameController::clearMultiplayerController() {
180	if (!m_multiplayer) {
181		return;
182	}
183	m_multiplayer->detachGame(this);
184	m_multiplayer.reset();
185}
186
187void GameController::setOverride(const GBACartridgeOverride& override) {
188	m_threadContext.override = override;
189	m_threadContext.hasOverride = true;
190}
191
192void GameController::setOptions(const GBAOptions* opts) {
193	setFrameskip(opts->frameskip);
194	setAudioSync(opts->audioSync);
195	setVideoSync(opts->videoSync);
196	setSkipBIOS(opts->skipBios);
197	setUseBIOS(opts->useBios);
198	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
199	setVolume(opts->volume);
200	setMute(opts->mute);
201
202	threadInterrupt();
203	m_threadContext.idleOptimization = opts->idleOptimization;
204	threadContinue();
205}
206
207#ifdef USE_GDB_STUB
208ARMDebugger* GameController::debugger() {
209	return m_threadContext.debugger;
210}
211
212void GameController::setDebugger(ARMDebugger* debugger) {
213	threadInterrupt();
214	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
215		GBADetachDebugger(m_threadContext.gba);
216	}
217	m_threadContext.debugger = debugger;
218	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
219		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
220	}
221	threadContinue();
222}
223#endif
224
225void GameController::loadGame(const QString& path, bool dirmode) {
226	closeGame();
227	if (!dirmode) {
228		QFile file(path);
229		if (!file.open(QIODevice::ReadOnly)) {
230			return;
231		}
232		file.close();
233	}
234
235	m_fname = path;
236	m_dirmode = dirmode;
237	openGame();
238}
239
240void GameController::openGame() {
241	m_gameOpen = true;
242
243	m_pauseAfterFrame = false;
244
245	if (m_turbo) {
246		m_threadContext.sync.videoFrameWait = false;
247		m_threadContext.sync.audioWait = false;
248	} else {
249		m_threadContext.sync.videoFrameWait = m_videoSync;
250		m_threadContext.sync.audioWait = m_audioSync;
251	}
252
253	m_threadContext.gameDir = 0;
254	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
255	if (m_dirmode) {
256		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
257		m_threadContext.stateDir = m_threadContext.gameDir;
258	} else {
259		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
260#if USE_LIBZIP
261		if (!m_threadContext.gameDir) {
262			m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
263		}
264#endif
265#if USE_LZMA
266		if (!m_threadContext.gameDir) {
267			m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
268		}
269#endif
270	}
271
272	if (!m_bios.isNull() &&m_useBios) {
273		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
274	} else {
275		m_threadContext.bios = nullptr;
276	}
277
278	if (!m_patch.isNull()) {
279		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
280	}
281
282	m_inputController->recalibrateAxes();
283
284	if (!GBAThreadStart(&m_threadContext)) {
285		m_gameOpen = false;
286		emit gameFailed();
287	}
288}
289
290void GameController::loadBIOS(const QString& path) {
291	if (m_bios == path) {
292		return;
293	}
294	m_bios = path;
295	if (m_gameOpen) {
296		closeGame();
297		openGame();
298	}
299}
300
301void GameController::loadPatch(const QString& path) {
302	if (m_gameOpen) {
303		closeGame();
304		m_patch = path;
305		openGame();
306	} else {
307		m_patch = path;
308	}
309}
310
311void GameController::importSharkport(const QString& path) {
312	if (!m_gameOpen) {
313		return;
314	}
315	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_RDONLY);
316	if (!vf) {
317		return;
318	}
319	threadInterrupt();
320	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
321	threadContinue();
322	vf->close(vf);
323}
324
325void GameController::exportSharkport(const QString& path) {
326	if (!m_gameOpen) {
327		return;
328	}
329	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_WRONLY | O_CREAT | O_TRUNC);
330	if (!vf) {
331		return;
332	}
333	threadInterrupt();
334	GBASavedataExportSharkPort(m_threadContext.gba, vf);
335	threadContinue();
336	vf->close(vf);
337}
338
339void GameController::closeGame() {
340	if (!m_gameOpen) {
341		return;
342	}
343	if (GBAThreadIsPaused(&m_threadContext)) {
344		GBAThreadUnpause(&m_threadContext);
345	}
346	GBAThreadEnd(&m_threadContext);
347	GBAThreadJoin(&m_threadContext);
348	if (m_threadContext.fname) {
349		free(const_cast<char*>(m_threadContext.fname));
350		m_threadContext.fname = nullptr;
351	}
352
353	m_patch = QString();
354
355	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
356		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
357		GBACheatSetDeinit(set);
358		delete set;
359	}
360	GBACheatSetsClear(&m_cheatDevice.cheats);
361
362	m_gameOpen = false;
363	emit gameStopped(&m_threadContext);
364}
365
366void GameController::crashGame(const QString& crashMessage) {
367	closeGame();
368	emit gameCrashed(crashMessage);
369	emit gameStopped(&m_threadContext);
370}
371
372bool GameController::isPaused() {
373	if (!m_gameOpen) {
374		return false;
375	}
376	return GBAThreadIsPaused(&m_threadContext);
377}
378
379void GameController::setPaused(bool paused) {
380	if (!m_gameOpen || paused == GBAThreadIsPaused(&m_threadContext)) {
381		return;
382	}
383	if (paused) {
384		GBAThreadPause(&m_threadContext);
385		emit gamePaused(&m_threadContext);
386	} else {
387		GBAThreadUnpause(&m_threadContext);
388		emit gameUnpaused(&m_threadContext);
389	}
390}
391
392void GameController::reset() {
393	GBAThreadReset(&m_threadContext);
394}
395
396void GameController::threadInterrupt() {
397	if (m_gameOpen) {
398		GBAThreadInterrupt(&m_threadContext);
399	}
400}
401
402void GameController::threadContinue() {
403	if (m_gameOpen) {
404		GBAThreadContinue(&m_threadContext);
405	}
406}
407
408void GameController::frameAdvance() {
409	m_pauseMutex.lock();
410	m_pauseAfterFrame = true;
411	setPaused(false);
412	m_pauseMutex.unlock();
413}
414
415void GameController::setRewind(bool enable, int capacity, int interval) {
416	if (m_gameOpen) {
417		threadInterrupt();
418		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
419		threadContinue();
420	} else {
421		if (enable) {
422			m_threadContext.rewindBufferInterval = interval;
423			m_threadContext.rewindBufferCapacity = capacity;
424		} else {
425			m_threadContext.rewindBufferInterval = 0;
426			m_threadContext.rewindBufferCapacity = 0;
427		}
428	}
429}
430
431void GameController::rewind(int states) {
432	threadInterrupt();
433	if (!states) {
434		GBARewindAll(&m_threadContext);
435	} else {
436		GBARewind(&m_threadContext, states);
437	}
438	threadContinue();
439	emit rewound(&m_threadContext);
440	emit frameAvailable(m_drawContext);
441}
442
443void GameController::keyPressed(int key) {
444	int mappedKey = 1 << key;
445	m_activeKeys |= mappedKey;
446	if (!m_inputController->allowOpposing()) {
447		if ((m_activeKeys & 0x30) == 0x30) {
448			m_inactiveKeys |= mappedKey ^ 0x30;
449			m_activeKeys ^= mappedKey ^ 0x30;
450		}
451		if ((m_activeKeys & 0xC0) == 0xC0) {
452			m_inactiveKeys |= mappedKey ^ 0xC0;
453			m_activeKeys ^= mappedKey ^ 0xC0;
454		}
455	}
456	updateKeys();
457}
458
459void GameController::keyReleased(int key) {
460	int mappedKey = 1 << key;
461	m_activeKeys &= ~mappedKey;
462	if (!m_inputController->allowOpposing()) {
463		if (mappedKey & 0x30) {
464			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
465			m_inactiveKeys &= ~0x30;
466		}
467		if (mappedKey & 0xC0) {
468			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
469			m_inactiveKeys &= ~0xC0;
470		}
471	}
472	updateKeys();
473}
474
475void GameController::clearKeys() {
476	m_activeKeys = 0;
477	m_inactiveKeys = 0;
478	updateKeys();
479}
480
481void GameController::setAudioBufferSamples(int samples) {
482	threadInterrupt();
483	redoSamples(samples);
484	threadContinue();
485	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
486}
487
488void GameController::setFPSTarget(float fps) {
489	threadInterrupt();
490	m_threadContext.fpsTarget = fps;
491	redoSamples(m_audioProcessor->getBufferSamples());
492	threadContinue();
493	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
494}
495
496void GameController::setSkipBIOS(bool set) {
497	threadInterrupt();
498	m_threadContext.skipBios = set;
499	threadContinue();
500}
501
502void GameController::setUseBIOS(bool use) {
503	threadInterrupt();
504	m_useBios = use;
505	threadContinue();
506}
507
508void GameController::loadState(int slot) {
509	if (slot > 0) {
510		m_stateSlot = slot;
511	}
512	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
513		GameController* controller = static_cast<GameController*>(context->userData);
514		GBALoadState(context, context->stateDir, controller->m_stateSlot);
515		controller->stateLoaded(context);
516		controller->frameAvailable(controller->m_drawContext);
517	});
518}
519
520void GameController::saveState(int slot) {
521	if (slot > 0) {
522		m_stateSlot = slot;
523	}
524	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
525		GameController* controller = static_cast<GameController*>(context->userData);
526		GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
527	});
528}
529
530void GameController::setVideoSync(bool set) {
531	m_videoSync = set;
532	if (!m_turbo) {
533		threadInterrupt();
534		m_threadContext.sync.videoFrameWait = set;
535		threadContinue();
536	}
537}
538
539void GameController::setAudioSync(bool set) {
540	m_audioSync = set;
541	if (!m_turbo) {
542		threadInterrupt();
543		m_threadContext.sync.audioWait = set;
544		threadContinue();
545	}
546}
547
548void GameController::setFrameskip(int skip) {
549	m_threadContext.frameskip = skip;
550}
551
552void GameController::setVolume(int volume) {
553	threadInterrupt();
554	m_threadContext.volume = volume;
555	if (m_gameOpen) {
556		m_threadContext.gba->audio.masterVolume = volume;
557	}
558	threadContinue();
559}
560
561void GameController::setMute(bool mute) {
562	threadInterrupt();
563	m_threadContext.mute = mute;
564	if (m_gameOpen) {
565		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
566	}
567	threadContinue();
568}
569
570void GameController::setTurbo(bool set, bool forced) {
571	if (m_turboForced && !forced) {
572		return;
573	}
574	if (m_turbo == set && m_turboForced == forced) {
575		// Don't interrupt the thread if we don't need to
576		return;
577	}
578	m_turbo = set;
579	m_turboForced = set && forced;
580	threadInterrupt();
581	m_threadContext.sync.audioWait = set ? false : m_audioSync;
582	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
583	threadContinue();
584}
585
586void GameController::setAVStream(GBAAVStream* stream) {
587	threadInterrupt();
588	m_threadContext.stream = stream;
589	if (m_gameOpen) {
590		m_threadContext.gba->stream = stream;
591	}
592	threadContinue();
593}
594
595void GameController::clearAVStream() {
596	threadInterrupt();
597	m_threadContext.stream = nullptr;
598	if (m_gameOpen) {
599		m_threadContext.gba->stream = nullptr;
600	}
601	threadContinue();
602}
603
604#ifdef USE_PNG
605void GameController::screenshot() {
606	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
607}
608#endif
609
610void GameController::reloadAudioDriver() {
611	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
612	int samples = m_audioProcessor->getBufferSamples();
613	delete m_audioProcessor;
614	m_audioProcessor = AudioProcessor::create();
615	m_audioProcessor->setBufferSamples(samples);
616	m_audioProcessor->moveToThread(m_audioThread);
617	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
618	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
619	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
620	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
621	if (isLoaded()) {
622		m_audioProcessor->setInput(&m_threadContext);
623		QMetaObject::invokeMethod(m_audioProcessor, "start");
624	}
625}
626
627void GameController::setLuminanceValue(uint8_t value) {
628	m_luxValue = value;
629	value = std::max<int>(value - 0x16, 0);
630	m_luxLevel = 10;
631	for (int i = 0; i < 10; ++i) {
632		if (value < LUX_LEVELS[i]) {
633			m_luxLevel = i;
634			break;
635		}
636	}
637	emit luminanceValueChanged(m_luxValue);
638}
639
640void GameController::setLuminanceLevel(int level) {
641	int value = 0x16;
642	level = std::max(0, std::min(10, level));
643	if (level > 0) {
644		value += LUX_LEVELS[level - 1];
645	}
646	setLuminanceValue(value);
647}
648
649void GameController::setRealTime() {
650	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
651}
652
653void GameController::setFixedTime(const QDateTime& time) {
654	m_rtc.override = GameControllerRTC::FIXED;
655	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
656}
657
658void GameController::setFakeEpoch(const QDateTime& time) {
659	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
660	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
661}
662
663void GameController::updateKeys() {
664	int activeKeys = m_activeKeys;
665	activeKeys |= m_activeButtons;
666	activeKeys &= ~m_inactiveKeys;
667	m_threadContext.activeKeys = activeKeys;
668}
669
670void GameController::redoSamples(int samples) {
671#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
672	float sampleRate = 0x8000;
673	float ratio;
674	if (m_threadContext.gba) {
675		sampleRate = m_threadContext.gba->audio.sampleRate;
676	}
677	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
678	m_threadContext.audioBuffers = ceil(samples / ratio);
679#else
680	m_threadContext.audioBuffers = samples;
681#endif
682	if (m_threadContext.gba) {
683		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
684	}
685}
686
687void GameController::setLogLevel(int levels) {
688	threadInterrupt();
689	m_logLevels = levels;
690	threadContinue();
691}
692
693void GameController::enableLogLevel(int levels) {
694	threadInterrupt();
695	m_logLevels |= levels;
696	threadContinue();
697}
698
699void GameController::disableLogLevel(int levels) {
700	threadInterrupt();
701	m_logLevels &= ~levels;
702	threadContinue();
703}
704
705void GameController::pollEvents() {
706	if (!m_inputController) {
707		return;
708	}
709
710	m_activeButtons = m_inputController->pollEvents();
711	updateKeys();
712}