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input.cpp
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179 lines (127 loc) · 3.17 KB
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class ds_pad_buttons
{
public:
bool A;
bool B;
bool X;
bool Y;
bool L; // Left shoulder button
bool R; // Right shoulder button
bool Right; // Right directional pad
bool Left;
bool Up;
bool Down;
bool Select;
bool Start;
};
class UPad
{
public:
ds_pad_buttons Newpress;
ds_pad_buttons Released;
ds_pad_buttons Held;
void update();
UPad();
};
class UStylus
{
public:
bool Newpress;
bool Released;
bool Held;
void update();
UStylus();
};
void UPad::update()
{
// Calculate new values for .Newpress
Pad.Held.Start && !Held.Start ? Newpress.Start = 1 : Newpress.Start = 0;
Pad.Held.Select && !Held.Select ? Newpress.Select = 1 : Newpress.Select = 0;
Pad.Held.A && !Held.A ? Newpress.A = 1 : Newpress.A = 0;
Pad.Held.B && !Held.B ? Newpress.B = 1 : Newpress.B = 0;
Pad.Held.X && !Held.X ? Newpress.X = 1 : Newpress.X = 0;
Pad.Held.Y && !Held.Y ? Newpress.Y = 1 : Newpress.Y = 0;
Pad.Held.L && !Held.L ? Newpress.L = 1 : Newpress.L = 0;
Pad.Held.R && !Held.R ? Newpress.R = 1 : Newpress.R = 0;
Pad.Held.Up && !Held.Up ? Newpress.Up = 1 : Newpress.Up = 0;
Pad.Held.Down && !Held.Down ? Newpress.Down = 1 : Newpress.Down = 0;
Pad.Held.Left && !Held.Left ? Newpress.Left = 1 : Newpress.Left = 0;
Pad.Held.Right && !Held.Right ? Newpress.Right = 1 : Newpress.Right = 0;
// Calculate new values for .Held
Held.Start = Pad.Held.Start;
Held.Select = Pad.Held.Select;
Held.A = Pad.Held.A;
Held.B = Pad.Held.B;
Held.X = Pad.Held.X;
Held.Y = Pad.Held.Y;
Held.L = Pad.Held.L;
Held.R = Pad.Held.R;
Held.Up = Pad.Held.Up;
Held.Down = Pad.Held.Down;
Held.Left = Pad.Held.Left;
Held.Right = Pad.Held.Right;
// TODO: same thing for released
Released.A = Pad.Released.A;
Released.B = Pad.Released.B;
Released.X = Pad.Released.X;
Released.Y = Pad.Released.Y;
Released.L = Pad.Released.L;
Released.R = Pad.Released.R;
Released.Up = Pad.Released.Up;
Released.Down = Pad.Released.Down;
Released.Left = Pad.Released.Left;
Released.Right = Pad.Released.Right;
}
void UStylus::update()
{
uint16 specialKeysPressed = ~IPC->buttons;
// pen down (see http://www.double.co.nz/nintendo_ds/nds_develop3.html)
(specialKeysPressed & (1 << 6)) && !Held ? Newpress = 1 : Newpress = 0;
Held = (specialKeysPressed & (1 << 6));
Released = Stylus.Released;
}
UPad::UPad()
{
Newpress.Select = 0;
Newpress.Start = 0;
Newpress.A = 0;
Newpress.B = 0;
Newpress.X = 0;
Newpress.Y = 0;
Newpress.L = 0;
Newpress.R = 0;
Newpress.Up = 0;
Newpress.Down = 0;
Newpress.Left = 0;
Newpress.Right = 0;
Released.Select = 0;
Released.Start = 0;
Released.A = 0;
Released.B = 0;
Released.X = 0;
Released.Y = 0;
Released.L = 0;
Released.R = 0;
Released.Up = 0;
Released.Down = 0;
Released.Left = 0;
Released.Right = 0;
Held.Select = 0;
Held.Start = 0;
Held.A = 0;
Held.B = 0;
Held.X = 0;
Held.Y = 0;
Held.L = 0;
Held.R = 0;
Held.Up = 0;
Held.Down = 0;
Held.Left = 0;
Held.Right = 0;
}
UStylus::UStylus()
{
Held = 0;
Newpress = 0;
Released = 0;
}