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