all repos — mgba @ 6ebef8dc167f862eaf84cb706c961a2f23fa722a

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{
 49	m_renderer = new GBAVideoSoftwareRenderer;
 50	GBAVideoSoftwareRendererCreate(m_renderer);
 51	m_renderer->outputBuffer = (color_t*) m_drawContext;
 52	m_renderer->outputBufferStride = 256;
 53
 54	GBACheatDeviceCreate(&m_cheatDevice);
 55
 56	m_threadContext.state = THREAD_INITIALIZED;
 57	m_threadContext.debugger = 0;
 58	m_threadContext.frameskip = 0;
 59	m_threadContext.bios = 0;
 60	m_threadContext.renderer = &m_renderer->d;
 61	m_threadContext.userData = this;
 62	m_threadContext.rewindBufferCapacity = 0;
 63	m_threadContext.cheats = &m_cheatDevice;
 64	m_threadContext.logLevel = GBA_LOG_ALL;
 65
 66	m_lux.p = this;
 67	m_lux.sample = [] (GBALuminanceSource* context) {
 68		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 69		lux->value = 0xFF - lux->p->m_luxValue;
 70	};
 71
 72	m_lux.readLuminance = [] (GBALuminanceSource* context) {
 73		GameControllerLux* lux = static_cast<GameControllerLux*>(context);
 74		return lux->value;
 75	};
 76	setLuminanceLevel(0);
 77
 78	m_rtc.p = this;
 79	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
 80	m_rtc.sample = [] (GBARTCSource* context) { };
 81	m_rtc.unixTime = [] (GBARTCSource* context) -> time_t {
 82		GameControllerRTC* rtc = static_cast<GameControllerRTC*>(context);
 83		switch (rtc->override) {
 84		case GameControllerRTC::NO_OVERRIDE:
 85		default:
 86			return time(nullptr);
 87		case GameControllerRTC::FIXED:
 88			return rtc->value;
 89		case GameControllerRTC::FAKE_EPOCH:
 90			return rtc->value + rtc->p->m_threadContext.gba->video.frameCounter * (int64_t) VIDEO_TOTAL_LENGTH / GBA_ARM7TDMI_FREQUENCY;
 91		}
 92	};
 93
 94	m_threadContext.startCallback = [] (GBAThread* context) {
 95		GameController* controller = static_cast<GameController*>(context->userData);
 96		controller->m_audioProcessor->setInput(context);
 97		context->gba->luminanceSource = &controller->m_lux;
 98		context->gba->rtcSource = &controller->m_rtc;
 99#ifdef BUILD_SDL
100		context->gba->rumble = controller->m_inputController->rumble();
101		context->gba->rotationSource = controller->m_inputController->rotationSource();
102#endif
103		controller->gameStarted(context);
104	};
105
106	m_threadContext.cleanCallback = [] (GBAThread* context) {
107		GameController* controller = static_cast<GameController*>(context->userData);
108		controller->gameStopped(context);
109	};
110
111	m_threadContext.frameCallback = [] (GBAThread* context) {
112		GameController* controller = static_cast<GameController*>(context->userData);
113		controller->m_pauseMutex.lock();
114		if (controller->m_pauseAfterFrame) {
115			GBAThreadPauseFromThread(context);
116			controller->m_pauseAfterFrame = false;
117			controller->gamePaused(&controller->m_threadContext);
118		}
119		controller->m_pauseMutex.unlock();
120		if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
121			controller->frameAvailable(controller->m_drawContext);
122		} else {
123			controller->frameAvailable(nullptr);
124		}
125	};
126
127	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
128		static const char* stubMessage = "Stub software interrupt";
129		if (!context) {
130			return;
131		}
132		GameController* controller = static_cast<GameController*>(context->userData);
133		if (level == GBA_LOG_STUB && strncmp(stubMessage, format, strlen(stubMessage)) == 0) {
134			va_list argc;
135			va_copy(argc, args);
136			int immediate = va_arg(argc, int);
137			controller->unimplementedBiosCall(immediate);
138		}
139		if (level == GBA_LOG_FATAL) {
140			QMetaObject::invokeMethod(controller, "crashGame", Q_ARG(const QString&, QString().vsprintf(format, args)));
141		} else if (!(controller->m_logLevels & level)) {
142			return;
143		}
144		QString message(QString().vsprintf(format, args));
145		if (level == GBA_LOG_STATUS) {
146			controller->statusPosted(message);
147		}
148		controller->postLog(level, message);
149	};
150
151	m_audioThread->start(QThread::TimeCriticalPriority);
152	m_audioProcessor->moveToThread(m_audioThread);
153	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
154	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
155	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
156	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
157
158#ifdef BUILD_SDL
159	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
160#endif
161}
162
163GameController::~GameController() {
164	m_audioThread->quit();
165	m_audioThread->wait();
166	disconnect();
167	clearMultiplayerController();
168	closeGame();
169	GBACheatDeviceDestroy(&m_cheatDevice);
170	delete m_renderer;
171	delete[] m_drawContext;
172}
173
174void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
175	if (controller == m_multiplayer) {
176		return;
177	}
178	clearMultiplayerController();
179	m_multiplayer = controller;
180	controller->attachGame(this);
181}
182
183void GameController::clearMultiplayerController() {
184	if (!m_multiplayer) {
185		return;
186	}
187	m_multiplayer->detachGame(this);
188	m_multiplayer.reset();
189}
190
191void GameController::setOverride(const GBACartridgeOverride& override) {
192	m_threadContext.override = override;
193	m_threadContext.hasOverride = true;
194}
195
196void GameController::setOptions(const GBAOptions* opts) {
197	setFrameskip(opts->frameskip);
198	setAudioSync(opts->audioSync);
199	setVideoSync(opts->videoSync);
200	setSkipBIOS(opts->skipBios);
201	setUseBIOS(opts->useBios);
202	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
203	setVolume(opts->volume);
204	setMute(opts->mute);
205
206	threadInterrupt();
207	m_threadContext.idleOptimization = opts->idleOptimization;
208	threadContinue();
209}
210
211#ifdef USE_GDB_STUB
212ARMDebugger* GameController::debugger() {
213	return m_threadContext.debugger;
214}
215
216void GameController::setDebugger(ARMDebugger* debugger) {
217	threadInterrupt();
218	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
219		GBADetachDebugger(m_threadContext.gba);
220	}
221	m_threadContext.debugger = debugger;
222	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
223		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
224	}
225	threadContinue();
226}
227#endif
228
229void GameController::loadGame(const QString& path, bool dirmode) {
230	closeGame();
231	if (!dirmode) {
232		QFile file(path);
233		if (!file.open(QIODevice::ReadOnly)) {
234			return;
235		}
236		file.close();
237	}
238
239	m_fname = path;
240	m_dirmode = dirmode;
241	openGame();
242}
243
244void GameController::openGame() {
245	m_gameOpen = true;
246
247	m_pauseAfterFrame = false;
248
249	if (m_turbo) {
250		m_threadContext.sync.videoFrameWait = false;
251		m_threadContext.sync.audioWait = false;
252	} else {
253		m_threadContext.sync.videoFrameWait = m_videoSync;
254		m_threadContext.sync.audioWait = m_audioSync;
255	}
256
257	m_threadContext.gameDir = 0;
258	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
259	if (m_dirmode) {
260		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
261		m_threadContext.stateDir = m_threadContext.gameDir;
262	} else {
263		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
264#if USE_LIBZIP
265		if (!m_threadContext.gameDir) {
266			m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
267		}
268#endif
269#if USE_LZMA
270		if (!m_threadContext.gameDir) {
271			m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
272		}
273#endif
274	}
275
276	if (!m_bios.isNull() &&m_useBios) {
277		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
278	} else {
279		m_threadContext.bios = nullptr;
280	}
281
282	if (!m_patch.isNull()) {
283		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
284	}
285
286#ifdef BUILD_SDL
287	m_inputController->recalibrateAxes();
288#endif
289
290	if (!GBAThreadStart(&m_threadContext)) {
291		m_gameOpen = false;
292		emit gameFailed();
293	}
294}
295
296void GameController::loadBIOS(const QString& path) {
297	if (m_bios == path) {
298		return;
299	}
300	m_bios = path;
301	if (m_gameOpen) {
302		closeGame();
303		openGame();
304	}
305}
306
307void GameController::loadPatch(const QString& path) {
308	if (m_gameOpen) {
309		closeGame();
310		m_patch = path;
311		openGame();
312	} else {
313		m_patch = path;
314	}
315}
316
317void GameController::importSharkport(const QString& path) {
318	if (!m_gameOpen) {
319		return;
320	}
321	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_RDONLY);
322	if (!vf) {
323		return;
324	}
325	threadInterrupt();
326	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
327	threadContinue();
328	vf->close(vf);
329}
330
331void GameController::exportSharkport(const QString& path) {
332	if (!m_gameOpen) {
333		return;
334	}
335	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_WRONLY | O_CREAT | O_TRUNC);
336	if (!vf) {
337		return;
338	}
339	threadInterrupt();
340	GBASavedataExportSharkPort(m_threadContext.gba, vf);
341	threadContinue();
342	vf->close(vf);
343}
344
345void GameController::closeGame() {
346	if (!m_gameOpen) {
347		return;
348	}
349	if (GBAThreadIsPaused(&m_threadContext)) {
350		GBAThreadUnpause(&m_threadContext);
351	}
352	GBAThreadEnd(&m_threadContext);
353	GBAThreadJoin(&m_threadContext);
354	if (m_threadContext.fname) {
355		free(const_cast<char*>(m_threadContext.fname));
356		m_threadContext.fname = nullptr;
357	}
358
359	m_patch = QString();
360
361	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
362		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
363		GBACheatSetDeinit(set);
364		delete set;
365	}
366	GBACheatSetsClear(&m_cheatDevice.cheats);
367
368	m_gameOpen = false;
369	emit gameStopped(&m_threadContext);
370}
371
372void GameController::crashGame(const QString& crashMessage) {
373	closeGame();
374	emit gameCrashed(crashMessage);
375}
376
377bool GameController::isPaused() {
378	if (!m_gameOpen) {
379		return false;
380	}
381	return GBAThreadIsPaused(&m_threadContext);
382}
383
384void GameController::setPaused(bool paused) {
385	if (!m_gameOpen || paused == GBAThreadIsPaused(&m_threadContext)) {
386		return;
387	}
388	if (paused) {
389		GBAThreadPause(&m_threadContext);
390		emit gamePaused(&m_threadContext);
391	} else {
392		GBAThreadUnpause(&m_threadContext);
393		emit gameUnpaused(&m_threadContext);
394	}
395}
396
397void GameController::reset() {
398	GBAThreadReset(&m_threadContext);
399}
400
401void GameController::threadInterrupt() {
402	if (m_gameOpen) {
403		GBAThreadInterrupt(&m_threadContext);
404	}
405}
406
407void GameController::threadContinue() {
408	if (m_gameOpen) {
409		GBAThreadContinue(&m_threadContext);
410	}
411}
412
413void GameController::frameAdvance() {
414	m_pauseMutex.lock();
415	m_pauseAfterFrame = true;
416	setPaused(false);
417	m_pauseMutex.unlock();
418}
419
420void GameController::setRewind(bool enable, int capacity, int interval) {
421	if (m_gameOpen) {
422		threadInterrupt();
423		GBARewindSettingsChanged(&m_threadContext, enable ? capacity : 0, enable ? interval : 0);
424		threadContinue();
425	} else {
426		if (enable) {
427			m_threadContext.rewindBufferInterval = interval;
428			m_threadContext.rewindBufferCapacity = capacity;
429		} else {
430			m_threadContext.rewindBufferInterval = 0;
431			m_threadContext.rewindBufferCapacity = 0;
432		}
433	}
434}
435
436void GameController::rewind(int states) {
437	threadInterrupt();
438	if (!states) {
439		GBARewindAll(&m_threadContext);
440	} else {
441		GBARewind(&m_threadContext, states);
442	}
443	threadContinue();
444	emit rewound(&m_threadContext);
445	emit frameAvailable(m_drawContext);
446}
447
448void GameController::keyPressed(int key) {
449	int mappedKey = 1 << key;
450	m_activeKeys |= mappedKey;
451	if (!m_inputController->allowOpposing()) {
452		if ((m_activeKeys & 0x30) == 0x30) {
453			m_inactiveKeys |= mappedKey ^ 0x30;
454			m_activeKeys ^= mappedKey ^ 0x30;
455		}
456		if ((m_activeKeys & 0xC0) == 0xC0) {
457			m_inactiveKeys |= mappedKey ^ 0xC0;
458			m_activeKeys ^= mappedKey ^ 0xC0;
459		}
460	}
461	updateKeys();
462}
463
464void GameController::keyReleased(int key) {
465	int mappedKey = 1 << key;
466	m_activeKeys &= ~mappedKey;
467	if (!m_inputController->allowOpposing()) {
468		if (mappedKey & 0x30) {
469			m_activeKeys |= m_inactiveKeys & (0x30 ^ mappedKey);
470			m_inactiveKeys &= ~0x30;
471		}
472		if (mappedKey & 0xC0) {
473			m_activeKeys |= m_inactiveKeys & (0xC0 ^ mappedKey);
474			m_inactiveKeys &= ~0xC0;
475		}
476	}
477	updateKeys();
478}
479
480void GameController::clearKeys() {
481	m_activeKeys = 0;
482	m_inactiveKeys = 0;
483	updateKeys();
484}
485
486void GameController::setAudioBufferSamples(int samples) {
487	threadInterrupt();
488	redoSamples(samples);
489	threadContinue();
490	QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Q_ARG(int, samples));
491}
492
493void GameController::setFPSTarget(float fps) {
494	threadInterrupt();
495	m_threadContext.fpsTarget = fps;
496	redoSamples(m_audioProcessor->getBufferSamples());
497	threadContinue();
498	QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
499}
500
501void GameController::setSkipBIOS(bool set) {
502	threadInterrupt();
503	m_threadContext.skipBios = set;
504	threadContinue();
505}
506
507void GameController::setUseBIOS(bool use) {
508	threadInterrupt();
509	m_useBios = use;
510	threadContinue();
511}
512
513void GameController::loadState(int slot) {
514	m_stateSlot = slot;
515	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
516		GameController* controller = static_cast<GameController*>(context->userData);
517		GBALoadState(context, context->stateDir, controller->m_stateSlot);
518		controller->stateLoaded(context);
519		controller->frameAvailable(controller->m_drawContext);
520	});
521}
522
523void GameController::saveState(int slot) {
524	m_stateSlot = slot;
525	GBARunOnThread(&m_threadContext, [](GBAThread* context) {
526		GameController* controller = static_cast<GameController*>(context->userData);
527		GBASaveState(context, context->stateDir, controller->m_stateSlot, true);
528	});
529}
530
531void GameController::setVideoSync(bool set) {
532	m_videoSync = set;
533	if (!m_turbo) {
534		threadInterrupt();
535		m_threadContext.sync.videoFrameWait = set;
536		threadContinue();
537	}
538}
539
540void GameController::setAudioSync(bool set) {
541	m_audioSync = set;
542	if (!m_turbo) {
543		threadInterrupt();
544		m_threadContext.sync.audioWait = set;
545		threadContinue();
546	}
547}
548
549void GameController::setFrameskip(int skip) {
550	m_threadContext.frameskip = skip;
551}
552
553void GameController::setVolume(int volume) {
554	threadInterrupt();
555	m_threadContext.volume = volume;
556	if (m_gameOpen) {
557		m_threadContext.gba->audio.masterVolume = volume;
558	}
559	threadContinue();
560}
561
562void GameController::setMute(bool mute) {
563	threadInterrupt();
564	m_threadContext.mute = mute;
565	if (m_gameOpen) {
566		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
567	}
568	threadContinue();
569}
570
571void GameController::setTurbo(bool set, bool forced) {
572	if (m_turboForced && !forced) {
573		return;
574	}
575	if (m_turbo == set && m_turboForced == forced) {
576		// Don't interrupt the thread if we don't need to
577		return;
578	}
579	m_turbo = set;
580	m_turboForced = set && forced;
581	threadInterrupt();
582	m_threadContext.sync.audioWait = set ? false : m_audioSync;
583	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
584	threadContinue();
585}
586
587void GameController::setAVStream(GBAAVStream* stream) {
588	threadInterrupt();
589	m_threadContext.stream = stream;
590	if (m_gameOpen) {
591		m_threadContext.gba->stream = stream;
592	}
593	threadContinue();
594}
595
596void GameController::clearAVStream() {
597	threadInterrupt();
598	m_threadContext.stream = nullptr;
599	if (m_gameOpen) {
600		m_threadContext.gba->stream = nullptr;
601	}
602	threadContinue();
603}
604
605#ifdef USE_PNG
606void GameController::screenshot() {
607	GBARunOnThread(&m_threadContext, GBAThreadTakeScreenshot);
608}
609#endif
610
611void GameController::reloadAudioDriver() {
612	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
613	int samples = m_audioProcessor->getBufferSamples();
614	delete m_audioProcessor;
615	m_audioProcessor = AudioProcessor::create();
616	m_audioProcessor->setBufferSamples(samples);
617	m_audioProcessor->moveToThread(m_audioThread);
618	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
619	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
620	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
621	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
622	if (isLoaded()) {
623		m_audioProcessor->setInput(&m_threadContext);
624		QMetaObject::invokeMethod(m_audioProcessor, "start");
625	}
626}
627
628void GameController::setLuminanceValue(uint8_t value) {
629	m_luxValue = value;
630	value = std::max<int>(value - 0x16, 0);
631	m_luxLevel = 10;
632	for (int i = 0; i < 10; ++i) {
633		if (value < LUX_LEVELS[i]) {
634			m_luxLevel = i;
635			break;
636		}
637	}
638	emit luminanceValueChanged(m_luxValue);
639}
640
641void GameController::setLuminanceLevel(int level) {
642	int value = 0x16;
643	level = std::max(0, std::min(10, level));
644	if (level > 0) {
645		value += LUX_LEVELS[level - 1];
646	}
647	setLuminanceValue(value);
648}
649
650void GameController::setRealTime() {
651	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
652}
653
654void GameController::setFixedTime(const QDateTime& time) {
655	m_rtc.override = GameControllerRTC::FIXED;
656	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
657}
658
659void GameController::setFakeEpoch(const QDateTime& time) {
660	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
661	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
662}
663
664void GameController::updateKeys() {
665	int activeKeys = m_activeKeys;
666#ifdef BUILD_SDL
667	activeKeys |= m_activeButtons;
668#endif
669	activeKeys &= ~m_inactiveKeys;
670	m_threadContext.activeKeys = activeKeys;
671}
672
673void GameController::redoSamples(int samples) {
674#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
675	float sampleRate = 0x8000;
676	float ratio;
677	if (m_threadContext.gba) {
678		sampleRate = m_threadContext.gba->audio.sampleRate;
679	}
680	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
681	m_threadContext.audioBuffers = ceil(samples / ratio);
682#else
683	m_threadContext.audioBuffers = samples;
684#endif
685	if (m_threadContext.gba) {
686		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
687	}
688}
689
690void GameController::setLogLevel(int levels) {
691	threadInterrupt();
692	m_logLevels = levels;
693	threadContinue();
694}
695
696void GameController::enableLogLevel(int levels) {
697	threadInterrupt();
698	m_logLevels |= levels;
699	threadContinue();
700}
701
702void GameController::disableLogLevel(int levels) {
703	threadInterrupt();
704	m_logLevels &= ~levels;
705	threadContinue();
706}
707
708#ifdef BUILD_SDL
709void GameController::testSDLEvents() {
710	if (!m_inputController) {
711		return;
712	}
713
714	m_activeButtons = m_inputController->testSDLEvents();
715	updateKeys();
716}
717#endif