bsnes/higan/sfc/controller/gamepad/gamepad.cpp

49 lines
1.6 KiB
C++

Gamepad::Gamepad(uint port) : Controller(port) {
latched = 0;
counter = 0;
}
auto Gamepad::data() -> uint2 {
if(counter >= 16) return 1;
if(latched == 1) return platform->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 = platform->inputPoll(port, ID::Device::Gamepad, B);
y = platform->inputPoll(port, ID::Device::Gamepad, Y);
select = platform->inputPoll(port, ID::Device::Gamepad, Select);
start = platform->inputPoll(port, ID::Device::Gamepad, Start);
up = platform->inputPoll(port, ID::Device::Gamepad, Up);
down = platform->inputPoll(port, ID::Device::Gamepad, Down);
left = platform->inputPoll(port, ID::Device::Gamepad, Left);
right = platform->inputPoll(port, ID::Device::Gamepad, Right);
a = platform->inputPoll(port, ID::Device::Gamepad, A);
x = platform->inputPoll(port, ID::Device::Gamepad, X);
l = platform->inputPoll(port, ID::Device::Gamepad, L);
r = platform->inputPoll(port, ID::Device::Gamepad, R);
}
}