Gamepad::Gamepad(bool port) : Controller(port) { latched = 0; counter = 0; } auto Gamepad::data() -> uint2 { if(counter >= 16) return 1; if(latched == 1) return interface->inputPoll(port, ID::Device::Gamepad, B); //note: D-pad physically prevents up+down and left+right from being pressed at the same time switch(counter++) { case 0: return b; case 1: return y; case 2: return select; case 3: return start; case 4: return up & !down; case 5: return down & !up; case 6: return left & !right; case 7: return right & !left; case 8: return a; case 9: return x; case 10: return l; case 11: return r; } return 0; //12-15: signature } auto Gamepad::latch(bool data) -> void { if(latched == data) return; latched = data; counter = 0; if(latched == 0) { b = interface->inputPoll(port, ID::Device::Gamepad, B); y = interface->inputPoll(port, ID::Device::Gamepad, Y); select = interface->inputPoll(port, ID::Device::Gamepad, Select); start = interface->inputPoll(port, ID::Device::Gamepad, Start); up = interface->inputPoll(port, ID::Device::Gamepad, Up); down = interface->inputPoll(port, ID::Device::Gamepad, Down); left = interface->inputPoll(port, ID::Device::Gamepad, Left); right = interface->inputPoll(port, ID::Device::Gamepad, Right); a = interface->inputPoll(port, ID::Device::Gamepad, A); x = interface->inputPoll(port, ID::Device::Gamepad, X); l = interface->inputPoll(port, ID::Device::Gamepad, L); r = interface->inputPoll(port, ID::Device::Gamepad, R); } }