use sdl2::keyboard::Keycode;
use sdl2::{event::Event, EventPump};
use rustboyadvance_ng::core::keypad as gba_keypad;
use rustboyadvance_ng::InputInterface;
extern crate bit;
use bit::BitIndex;
pub struct Sdl2Input {
event_pump: EventPump,
keyinput: u16,
}
impl InputInterface for Sdl2Input {
fn poll(&mut self) -> u16 {
for event in self.event_pump.poll_iter() {
match event {
Event::KeyDown {
keycode: Some(keycode),
..
} => {
if let Some(key) = keycode_to_keypad(keycode) {
self.keyinput.set_bit(key as usize, false);
Event::KeyUp {
self.keyinput.set_bit(key as usize, true);
Event::Quit { .. } => panic!("quit!"),
_ => {}
self.keyinput
fn keycode_to_keypad(keycode: Keycode) -> Option<gba_keypad::Keys> {
match keycode {
Keycode::Up => Some(gba_keypad::Keys::Up),
Keycode::Down => Some(gba_keypad::Keys::Down),
Keycode::Left => Some(gba_keypad::Keys::Left),
Keycode::Right => Some(gba_keypad::Keys::Right),
Keycode::Z => Some(gba_keypad::Keys::ButtonB),
Keycode::X => Some(gba_keypad::Keys::ButtonA),
Keycode::Return => Some(gba_keypad::Keys::Start),
Keycode::Space => Some(gba_keypad::Keys::Select),
Keycode::A => Some(gba_keypad::Keys::ButtonL),
Keycode::S => Some(gba_keypad::Keys::ButtonR),
_ => None,
pub fn create_keyboard(sdl: &sdl2::Sdl) -> Sdl2Input {
Sdl2Input {
event_pump: sdl.event_pump().unwrap(),
keyinput: gba_keypad::KEYINPUT_ALL_RELEASED,