bsnes/sfc/controller/gamepad/gamepad.cpp

58 lines
1.6 KiB
C++

#ifdef CONTROLLER_CPP
Gamepad::Gamepad(bool port) : Controller(port) {
latched = 0;
counter = 0;
b = y = select = start = 0;
up = down = left = right = 0;
a = x = l = r = 0;
}
auto Gamepad::data() -> uint2 {
if(counter >= 16) return 1;
if(latched == 1) return interface->inputPoll(port, (unsigned)Input::Device::Joypad, (unsigned)Input::JoypadID::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) {
unsigned id = (unsigned)Input::Device::Joypad;
b = interface->inputPoll(port, id, 0);
y = interface->inputPoll(port, id, 1);
select = interface->inputPoll(port, id, 2);
start = interface->inputPoll(port, id, 3);
up = interface->inputPoll(port, id, 4);
down = interface->inputPoll(port, id, 5);
left = interface->inputPoll(port, id, 6);
right = interface->inputPoll(port, id, 7);
a = interface->inputPoll(port, id, 8);
x = interface->inputPoll(port, id, 9);
l = interface->inputPoll(port, id, 10);
r = interface->inputPoll(port, id, 11);
}
}
#endif