use gilrs::{Button, Event as GamepadEvent, EventType as GamepadEventType}; #[derive(Debug, Clone, Copy)] pub struct Joypad { /// 0xFF00 | P1/JOYP - Player 1 Joypad pub(crate) p1: u8, ext: JoypadState, interrupt: bool, } impl Default for Joypad { fn default() -> Self { Self { p1: 0xFF, ext: Default::default(), interrupt: Default::default(), } } } impl Joypad { pub(crate) fn interrupt(&self) -> bool { self.interrupt } pub(crate) fn set_interrupt(&mut self, value: bool) { self.interrupt = value; } pub(crate) fn update(&mut self, byte: u8) { let direction_row = (byte >> 4) & 0x01 == 0x00; let action_row = (byte >> 5) & 0x01 == 0x00; let updated = match (direction_row, action_row) { (true, false) => (byte & 0x30) | self.ext.as_direction_bits(), (false, true) => (byte & 0x30) | self.ext.as_action_bits(), _ => { // TODO: What if both or no rows are selected? let merge = self.ext.as_action_bits() | self.ext.as_action_bits(); (byte & 0x30) | merge } }; self.p1 = updated } } #[derive(Debug, Clone, Copy, Default)] struct JoypadState { // Direction Row dpad_down: ButtonEvent, dpad_up: ButtonEvent, dpad_left: ButtonEvent, dpad_right: ButtonEvent, // Action Row start: ButtonEvent, select: ButtonEvent, south: ButtonEvent, east: ButtonEvent, } impl JoypadState { fn as_direction_bits(&self) -> u8 { (self.dpad_down as u8) << 3 | (self.dpad_up as u8) << 2 | (self.dpad_left as u8) << 1 | self.dpad_right as u8 } fn as_action_bits(&self) -> u8 { (self.start as u8) << 3 | (self.select as u8) << 2 | (self.south as u8) << 1 | self.east as u8 } } #[derive(Debug, Clone, Copy, PartialEq)] enum ButtonEvent { Pressed = 0, Standby = 1, } // used in the context of is_pressed: bool impl From for ButtonEvent { fn from(value: bool) -> Self { match value { true => Self::Pressed, false => Self::Standby, } } } impl Default for ButtonEvent { fn default() -> Self { Self::Standby } } impl ButtonEvent { fn update(&mut self, is_pressed: bool, irq: &mut bool) { *self = is_pressed.into(); if let ButtonEvent::Pressed = *self { *irq = true; } } } pub fn handle_gamepad_input(pad: &mut Joypad, event: GamepadEvent) { use Button::*; use GamepadEventType::*; let state = &mut pad.ext; let irq = &mut pad.interrupt; match event.event { ButtonPressed(btn, _) => match btn { DPadDown => state.dpad_down.update(true, irq), DPadUp => state.dpad_up.update(true, irq), DPadLeft => state.dpad_left.update(true, irq), DPadRight => state.dpad_right.update(true, irq), Start => state.start.update(true, irq), Select => state.select.update(true, irq), South => state.south.update(true, irq), East => state.east.update(true, irq), _ => {} }, ButtonReleased(btn, _) => match btn { DPadDown => state.dpad_down.update(false, irq), DPadUp => state.dpad_up.update(false, irq), DPadLeft => state.dpad_left.update(false, irq), DPadRight => state.dpad_right.update(false, irq), Start => state.start.update(false, irq), Select => state.select.update(false, irq), South => state.south.update(false, irq), East => state.east.update(false, irq), _ => {} }, _ => {} } }