use sdl2::keyboard::Keycode; use rustboyadvance_ng::core::keypad as gba_keypad; use rustboyadvance_ng::InputInterface; extern crate bit; use bit::BitIndex; pub struct Sdl2Input { keyinput: u16, } impl InputInterface for Sdl2Input { fn poll(&mut self) -> u16 { self.keyinput } } impl Sdl2Input { pub fn on_keyboard_key_down(&mut self, keycode: Keycode) { if let Some(key) = keycode_to_keypad(keycode) { self.keyinput.set_bit(key as usize, false); } } pub fn on_keyboard_key_up(&mut self, keycode: Keycode) { if let Some(key) = keycode_to_keypad(keycode) { self.keyinput.set_bit(key as usize, true); } } } fn keycode_to_keypad(keycode: Keycode) -> Option { 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::Backspace => Some(gba_keypad::Keys::Select), Keycode::A => Some(gba_keypad::Keys::ButtonL), Keycode::S => Some(gba_keypad::Keys::ButtonR), _ => None, } } pub fn create_input() -> Sdl2Input { Sdl2Input { keyinput: gba_keypad::KEYINPUT_ALL_RELEASED, } }