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rustboyadvance-ng/platform/rustboyadvance-sdl2/src/input.rs
Michel Heily 10bed1087a Add analogue stick support for controllers in SDL2
Former-commit-id: b3ccff53ded59930a0fe997f1bbbf83fd5e356d8
Former-commit-id: c3c286d1fccf6d9fc5478cd9f6b13d6a7d670b4b
2020-05-11 20:26:26 +03:00

110 lines
3.7 KiB
Rust

use sdl2::controller::Axis;
use sdl2::controller::Button;
use sdl2::keyboard::Scancode;
use rustboyadvance_core::keypad as gba_keypad;
use rustboyadvance_core::InputInterface;
use bit;
use bit::BitIndex;
pub struct Sdl2Input {
keyinput: u16,
axis_keyinput: u16,
}
impl InputInterface for Sdl2Input {
fn poll(&mut self) -> u16 {
!(!self.keyinput | !self.axis_keyinput)
}
}
impl Sdl2Input {
pub fn on_keyboard_key_down(&mut self, scancode: Scancode) {
if let Some(key) = scancode_to_keypad(scancode) {
self.keyinput.set_bit(key as usize, false);
}
}
pub fn on_keyboard_key_up(&mut self, scancode: Scancode) {
if let Some(key) = scancode_to_keypad(scancode) {
self.keyinput.set_bit(key as usize, true);
}
}
pub fn on_controller_button_down(&mut self, button: Button) {
if let Some(key) = controller_button_to_keypad(button) {
self.keyinput.set_bit(key as usize, false);
}
}
pub fn on_controller_button_up(&mut self, button: Button) {
if let Some(key) = controller_button_to_keypad(button) {
self.keyinput.set_bit(key as usize, true);
}
}
pub fn on_axis_motion(&mut self, axis: Axis, val: i16) {
use gba_keypad::Keys as GbaKeys;
let keys = match axis {
Axis::LeftX => (GbaKeys::Left, GbaKeys::Right),
Axis::LeftY => (GbaKeys::Up, GbaKeys::Down),
Axis::TriggerLeft => (GbaKeys::ButtonL, GbaKeys::ButtonL),
Axis::TriggerRight => (GbaKeys::ButtonR, GbaKeys::ButtonR),
_ => {
return;
}
};
// Axis motion is an absolute value in the range
// [-32768, 32767]. Let's simulate a very rough dead
// zone to ignore spurious events.
let dead_zone = 10_000;
if val > dead_zone || val < -dead_zone {
let key = if val < 0 { keys.0 } else { keys.1 };
self.axis_keyinput.set_bit(key as usize, false);
} else {
self.axis_keyinput.set_bit(keys.0 as usize, true);
self.axis_keyinput.set_bit(keys.1 as usize, true);
}
}
}
fn scancode_to_keypad(scancode: Scancode) -> Option<gba_keypad::Keys> {
match scancode {
Scancode::Up => Some(gba_keypad::Keys::Up),
Scancode::Down => Some(gba_keypad::Keys::Down),
Scancode::Left => Some(gba_keypad::Keys::Left),
Scancode::Right => Some(gba_keypad::Keys::Right),
Scancode::Z => Some(gba_keypad::Keys::ButtonB),
Scancode::X => Some(gba_keypad::Keys::ButtonA),
Scancode::Return => Some(gba_keypad::Keys::Start),
Scancode::Backspace => Some(gba_keypad::Keys::Select),
Scancode::A => Some(gba_keypad::Keys::ButtonL),
Scancode::S => Some(gba_keypad::Keys::ButtonR),
_ => None,
}
}
fn controller_button_to_keypad(button: Button) -> Option<gba_keypad::Keys> {
match button {
Button::DPadUp => Some(gba_keypad::Keys::Up),
Button::DPadDown => Some(gba_keypad::Keys::Down),
Button::DPadLeft => Some(gba_keypad::Keys::Left),
Button::DPadRight => Some(gba_keypad::Keys::Right),
Button::A => Some(gba_keypad::Keys::ButtonB), // A and B are swapped compared to the SDL layout
Button::B => Some(gba_keypad::Keys::ButtonA),
Button::Start => Some(gba_keypad::Keys::Start),
Button::Back => Some(gba_keypad::Keys::Select),
Button::LeftShoulder => Some(gba_keypad::Keys::ButtonL),
Button::RightShoulder => Some(gba_keypad::Keys::ButtonR),
_ => None,
}
}
pub fn create_input() -> Sdl2Input {
Sdl2Input {
keyinput: gba_keypad::KEYINPUT_ALL_RELEASED,
axis_keyinput: gba_keypad::KEYINPUT_ALL_RELEASED,
}
}