all repos — mgba @ 9c07698068ec289786178c36a273d0de588dcab0

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		// Override the GBA object's log level to prevent stdout spew
 98		context->gba->logLevel = GBA_LOG_FATAL;
 99		context->gba->luminanceSource = &controller->m_lux;
100		context->gba->rtcSource = &controller->m_rtc;
101#ifdef BUILD_SDL
102		context->gba->rumble = controller->m_inputController->rumble();
103		context->gba->rotationSource = controller->m_inputController->rotationSource();
104#endif
105		controller->gameStarted(context);
106	};
107
108	m_threadContext.cleanCallback = [] (GBAThread* context) {
109		GameController* controller = static_cast<GameController*>(context->userData);
110		controller->gameStopped(context);
111	};
112
113	m_threadContext.frameCallback = [] (GBAThread* context) {
114		GameController* controller = static_cast<GameController*>(context->userData);
115		controller->m_pauseMutex.lock();
116		if (controller->m_pauseAfterFrame) {
117			GBAThreadPauseFromThread(context);
118			controller->m_pauseAfterFrame = false;
119			controller->gamePaused(&controller->m_threadContext);
120		}
121		controller->m_pauseMutex.unlock();
122		if (GBASyncDrawingFrame(&controller->m_threadContext.sync)) {
123			controller->frameAvailable(controller->m_drawContext);
124		} else {
125			controller->frameAvailable(nullptr);
126		}
127	};
128
129	m_threadContext.logHandler = [] (GBAThread* context, enum GBALogLevel level, const char* format, va_list args) {
130		static const char* stubMessage = "Stub software interrupt";
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		controller->postLog(level, QString().vsprintf(format, args));
144	};
145
146	m_audioThread->start(QThread::TimeCriticalPriority);
147	m_audioProcessor->moveToThread(m_audioThread);
148	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
149	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
150	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
151	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
152
153#ifdef BUILD_SDL
154	connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(testSDLEvents()));
155#endif
156}
157
158GameController::~GameController() {
159	m_audioThread->quit();
160	m_audioThread->wait();
161	disconnect();
162	clearMultiplayerController();
163	closeGame();
164	GBACheatDeviceDestroy(&m_cheatDevice);
165	delete m_renderer;
166	delete[] m_drawContext;
167}
168
169void GameController::setMultiplayerController(std::shared_ptr<MultiplayerController> controller) {
170	if (controller == m_multiplayer) {
171		return;
172	}
173	clearMultiplayerController();
174	m_multiplayer = controller;
175	controller->attachGame(this);
176}
177
178void GameController::clearMultiplayerController() {
179	if (!m_multiplayer) {
180		return;
181	}
182	m_multiplayer->detachGame(this);
183	m_multiplayer.reset();
184}
185
186void GameController::setOverride(const GBACartridgeOverride& override) {
187	m_threadContext.override = override;
188	m_threadContext.hasOverride = true;
189}
190
191void GameController::setOptions(const GBAOptions* opts) {
192	setFrameskip(opts->frameskip);
193	setAudioSync(opts->audioSync);
194	setVideoSync(opts->videoSync);
195	setSkipBIOS(opts->skipBios);
196	setUseBIOS(opts->useBios);
197	setRewind(opts->rewindEnable, opts->rewindBufferCapacity, opts->rewindBufferInterval);
198	setVolume(opts->volume);
199	setMute(opts->mute);
200
201	threadInterrupt();
202	m_threadContext.idleOptimization = opts->idleOptimization;
203	threadContinue();
204}
205
206#ifdef USE_GDB_STUB
207ARMDebugger* GameController::debugger() {
208	return m_threadContext.debugger;
209}
210
211void GameController::setDebugger(ARMDebugger* debugger) {
212	threadInterrupt();
213	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
214		GBADetachDebugger(m_threadContext.gba);
215	}
216	m_threadContext.debugger = debugger;
217	if (m_threadContext.debugger && GBAThreadIsActive(&m_threadContext)) {
218		GBAAttachDebugger(m_threadContext.gba, m_threadContext.debugger);
219	}
220	threadContinue();
221}
222#endif
223
224void GameController::loadGame(const QString& path, bool dirmode) {
225	closeGame();
226	if (!dirmode) {
227		QFile file(path);
228		if (!file.open(QIODevice::ReadOnly)) {
229			return;
230		}
231		file.close();
232	}
233
234	m_fname = path;
235	m_dirmode = dirmode;
236	openGame();
237}
238
239void GameController::openGame() {
240	m_gameOpen = true;
241
242	m_pauseAfterFrame = false;
243
244	if (m_turbo) {
245		m_threadContext.sync.videoFrameWait = false;
246		m_threadContext.sync.audioWait = false;
247	} else {
248		m_threadContext.sync.videoFrameWait = m_videoSync;
249		m_threadContext.sync.audioWait = m_audioSync;
250	}
251
252	m_threadContext.gameDir = 0;
253	m_threadContext.fname = strdup(m_fname.toLocal8Bit().constData());
254	if (m_dirmode) {
255		m_threadContext.gameDir = VDirOpen(m_threadContext.fname);
256		m_threadContext.stateDir = m_threadContext.gameDir;
257	} else {
258		m_threadContext.rom = VFileOpen(m_threadContext.fname, O_RDONLY);
259#if USE_LIBZIP
260		if (!m_threadContext.gameDir) {
261			m_threadContext.gameDir = VDirOpenZip(m_threadContext.fname, 0);
262		}
263#endif
264#if USE_LZMA
265		if (!m_threadContext.gameDir) {
266			m_threadContext.gameDir = VDirOpen7z(m_threadContext.fname, 0);
267		}
268#endif
269	}
270
271	if (!m_bios.isNull() &&m_useBios) {
272		m_threadContext.bios = VFileOpen(m_bios.toLocal8Bit().constData(), O_RDONLY);
273	} else {
274		m_threadContext.bios = nullptr;
275	}
276
277	if (!m_patch.isNull()) {
278		m_threadContext.patch = VFileOpen(m_patch.toLocal8Bit().constData(), O_RDONLY);
279	}
280
281#ifdef BUILD_SDL
282	m_inputController->recalibrateAxes();
283#endif
284
285	if (!GBAThreadStart(&m_threadContext)) {
286		m_gameOpen = false;
287		emit gameFailed();
288	}
289}
290
291void GameController::loadBIOS(const QString& path) {
292	if (m_bios == path) {
293		return;
294	}
295	m_bios = path;
296	if (m_gameOpen) {
297		closeGame();
298		openGame();
299	}
300}
301
302void GameController::loadPatch(const QString& path) {
303	if (m_gameOpen) {
304		closeGame();
305		m_patch = path;
306		openGame();
307	} else {
308		m_patch = path;
309	}
310}
311
312void GameController::importSharkport(const QString& path) {
313	if (!m_gameOpen) {
314		return;
315	}
316	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_RDONLY);
317	if (!vf) {
318		return;
319	}
320	threadInterrupt();
321	GBASavedataImportSharkPort(m_threadContext.gba, vf, false);
322	threadContinue();
323	vf->close(vf);
324}
325
326void GameController::exportSharkport(const QString& path) {
327	if (!m_gameOpen) {
328		return;
329	}
330	VFile* vf = VFileOpen(path.toLocal8Bit().constData(), O_WRONLY | O_CREAT | O_TRUNC);
331	if (!vf) {
332		return;
333	}
334	threadInterrupt();
335	GBASavedataExportSharkPort(m_threadContext.gba, vf);
336	threadContinue();
337	vf->close(vf);
338}
339
340void GameController::closeGame() {
341	if (!m_gameOpen) {
342		return;
343	}
344	if (GBAThreadIsPaused(&m_threadContext)) {
345		GBAThreadUnpause(&m_threadContext);
346	}
347	GBAThreadEnd(&m_threadContext);
348	GBAThreadJoin(&m_threadContext);
349	if (m_threadContext.fname) {
350		free(const_cast<char*>(m_threadContext.fname));
351		m_threadContext.fname = nullptr;
352	}
353
354	m_patch = QString();
355
356	for (size_t i = 0; i < GBACheatSetsSize(&m_cheatDevice.cheats); ++i) {
357		GBACheatSet* set = *GBACheatSetsGetPointer(&m_cheatDevice.cheats, i);
358		GBACheatSetDeinit(set);
359		delete set;
360	}
361	GBACheatSetsClear(&m_cheatDevice.cheats);
362
363	m_gameOpen = false;
364	emit gameStopped(&m_threadContext);
365}
366
367void GameController::crashGame(const QString& crashMessage) {
368	closeGame();
369	emit gameCrashed(crashMessage);
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	threadInterrupt();
510	GBALoadState(&m_threadContext, m_threadContext.stateDir, slot);
511	threadContinue();
512	emit stateLoaded(&m_threadContext);
513	emit frameAvailable(m_drawContext);
514}
515
516void GameController::saveState(int slot) {
517	threadInterrupt();
518	GBASaveState(&m_threadContext, m_threadContext.stateDir, slot, true);
519	threadContinue();
520}
521
522void GameController::setVideoSync(bool set) {
523	m_videoSync = set;
524	if (!m_turbo) {
525		threadInterrupt();
526		m_threadContext.sync.videoFrameWait = set;
527		threadContinue();
528	}
529}
530
531void GameController::setAudioSync(bool set) {
532	m_audioSync = set;
533	if (!m_turbo) {
534		threadInterrupt();
535		m_threadContext.sync.audioWait = set;
536		threadContinue();
537	}
538}
539
540void GameController::setFrameskip(int skip) {
541	m_threadContext.frameskip = skip;
542}
543
544void GameController::setVolume(int volume) {
545	threadInterrupt();
546	m_threadContext.volume = volume;
547	if (m_gameOpen) {
548		m_threadContext.gba->audio.masterVolume = volume;
549	}
550	threadContinue();
551}
552
553void GameController::setMute(bool mute) {
554	threadInterrupt();
555	m_threadContext.mute = mute;
556	if (m_gameOpen) {
557		m_threadContext.gba->audio.masterVolume = mute ? 0 : m_threadContext.volume;
558	}
559	threadContinue();
560}
561
562void GameController::setTurbo(bool set, bool forced) {
563	if (m_turboForced && !forced) {
564		return;
565	}
566	if (m_turbo == set && m_turboForced == forced) {
567		// Don't interrupt the thread if we don't need to
568		return;
569	}
570	m_turbo = set;
571	m_turboForced = set && forced;
572	threadInterrupt();
573	m_threadContext.sync.audioWait = set ? false : m_audioSync;
574	m_threadContext.sync.videoFrameWait = set ? false : m_videoSync;
575	threadContinue();
576}
577
578void GameController::setAVStream(GBAAVStream* stream) {
579	threadInterrupt();
580	m_threadContext.stream = stream;
581	if (m_gameOpen) {
582		m_threadContext.gba->stream = stream;
583	}
584	threadContinue();
585}
586
587void GameController::clearAVStream() {
588	threadInterrupt();
589	m_threadContext.stream = nullptr;
590	if (m_gameOpen) {
591		m_threadContext.gba->stream = nullptr;
592	}
593	threadContinue();
594}
595
596#ifdef USE_PNG
597void GameController::screenshot() {
598	GBAThreadInterrupt(&m_threadContext);
599	GBAThreadTakeScreenshot(&m_threadContext);
600	GBAThreadContinue(&m_threadContext);
601}
602#endif
603
604void GameController::reloadAudioDriver() {
605	QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
606	int samples = m_audioProcessor->getBufferSamples();
607	delete m_audioProcessor;
608	m_audioProcessor = AudioProcessor::create();
609	m_audioProcessor->setBufferSamples(samples);
610	m_audioProcessor->moveToThread(m_audioThread);
611	connect(this, SIGNAL(gameStarted(GBAThread*)), m_audioProcessor, SLOT(start()));
612	connect(this, SIGNAL(gameStopped(GBAThread*)), m_audioProcessor, SLOT(pause()));
613	connect(this, SIGNAL(gamePaused(GBAThread*)), m_audioProcessor, SLOT(pause()));
614	connect(this, SIGNAL(gameUnpaused(GBAThread*)), m_audioProcessor, SLOT(start()));
615	if (isLoaded()) {
616		m_audioProcessor->setInput(&m_threadContext);
617		QMetaObject::invokeMethod(m_audioProcessor, "start");
618	}
619}
620
621void GameController::setLuminanceValue(uint8_t value) {
622	m_luxValue = value;
623	value = std::max<int>(value - 0x16, 0);
624	m_luxLevel = 10;
625	for (int i = 0; i < 10; ++i) {
626		if (value < LUX_LEVELS[i]) {
627			m_luxLevel = i;
628			break;
629		}
630	}
631	emit luminanceValueChanged(m_luxValue);
632}
633
634void GameController::setLuminanceLevel(int level) {
635	int value = 0x16;
636	level = std::max(0, std::min(10, level));
637	if (level > 0) {
638		value += LUX_LEVELS[level - 1];
639	}
640	setLuminanceValue(value);
641}
642
643void GameController::setRealTime() {
644	m_rtc.override = GameControllerRTC::NO_OVERRIDE;
645}
646
647void GameController::setFixedTime(const QDateTime& time) {
648	m_rtc.override = GameControllerRTC::FIXED;
649	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
650}
651
652void GameController::setFakeEpoch(const QDateTime& time) {
653	m_rtc.override = GameControllerRTC::FAKE_EPOCH;
654	m_rtc.value = time.toMSecsSinceEpoch() / 1000;
655}
656
657void GameController::updateKeys() {
658	int activeKeys = m_activeKeys;
659#ifdef BUILD_SDL
660	activeKeys |= m_activeButtons;
661#endif
662	activeKeys &= ~m_inactiveKeys;
663	m_threadContext.activeKeys = activeKeys;
664}
665
666void GameController::redoSamples(int samples) {
667#if RESAMPLE_LIBRARY != RESAMPLE_BLIP_BUF
668	float sampleRate = 0x8000;
669	float ratio;
670	if (m_threadContext.gba) {
671		sampleRate = m_threadContext.gba->audio.sampleRate;
672	}
673	ratio = GBAAudioCalculateRatio(sampleRate, m_threadContext.fpsTarget, 44100);
674	m_threadContext.audioBuffers = ceil(samples / ratio);
675#else
676	m_threadContext.audioBuffers = samples;
677#endif
678	if (m_threadContext.gba) {
679		GBAAudioResizeBuffer(&m_threadContext.gba->audio, m_threadContext.audioBuffers);
680	}
681}
682
683void GameController::setLogLevel(int levels) {
684	threadInterrupt();
685	m_logLevels = levels;
686	threadContinue();
687}
688
689void GameController::enableLogLevel(int levels) {
690	threadInterrupt();
691	m_logLevels |= levels;
692	threadContinue();
693}
694
695void GameController::disableLogLevel(int levels) {
696	threadInterrupt();
697	m_logLevels &= ~levels;
698	threadContinue();
699}
700
701#ifdef BUILD_SDL
702void GameController::testSDLEvents() {
703	if (!m_inputController) {
704		return;
705	}
706
707	m_activeButtons = m_inputController->testSDLEvents();
708	updateKeys();
709}
710#endif