Mesen2/Core/Gameboy/Input/GbController.h
Sour 4cfc4a6a9d GB: Added option to allow invalid inputs
Some games crash when 2 opposite directions are pressed at the same time (e.g Pocket Bomberman)
2023-04-15 01:14:48 -04:00

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2.8 KiB
C++

#pragma once
#include "pch.h"
#include "Shared/BaseControlDevice.h"
#include "Shared/Emulator.h"
#include "Shared/EmuSettings.h"
#include "Shared/InputHud.h"
#include "Utilities/Serializer.h"
class GbController : public BaseControlDevice
{
private:
uint32_t _turboSpeed = 0;
protected:
string GetKeyNames() override
{
return "UDLRSsBA";
}
void InternalSetStateFromInput() override
{
for(KeyMapping& keyMapping : _keyMappings) {
SetPressedState(Buttons::A, keyMapping.A);
SetPressedState(Buttons::B, keyMapping.B);
SetPressedState(Buttons::Start, keyMapping.Start);
SetPressedState(Buttons::Select, keyMapping.Select);
SetPressedState(Buttons::Up, keyMapping.Up);
SetPressedState(Buttons::Down, keyMapping.Down);
SetPressedState(Buttons::Left, keyMapping.Left);
SetPressedState(Buttons::Right, keyMapping.Right);
uint8_t turboFreq = 1 << (4 - _turboSpeed);
bool turboOn = (uint8_t)(_emu->GetFrameCount() % turboFreq) < turboFreq / 2;
if(turboOn) {
SetPressedState(Buttons::A, keyMapping.TurboA);
SetPressedState(Buttons::B, keyMapping.TurboB);
}
if(!_emu->GetSettings()->GetGameboyConfig().AllowInvalidInput) {
//If both U+D or L+R are pressed at the same time, act as if neither is pressed
if(IsPressed(Buttons::Up) && IsPressed(Buttons::Down)) {
ClearBit(Buttons::Down);
ClearBit(Buttons::Up);
}
if(IsPressed(Buttons::Left) && IsPressed(Buttons::Right)) {
ClearBit(Buttons::Left);
ClearBit(Buttons::Right);
}
}
}
}
void RefreshStateBuffer() override
{
}
public:
enum Buttons { Up = 0, Down, Left, Right, Start, Select, B, A };
GbController(Emulator* emu, uint8_t port, KeyMappingSet keyMappings) : BaseControlDevice(emu, ControllerType::GameboyController, port, keyMappings)
{
_turboSpeed = keyMappings.TurboSpeed;
}
uint8_t ReadRam(uint16_t addr) override
{
return 0;
}
void WriteRam(uint16_t addr, uint8_t value) override
{
}
void InternalDrawController(InputHud& hud) override
{
hud.DrawOutline(35, 14);
hud.DrawButton(5, 3, 3, 3, IsPressed(Buttons::Up));
hud.DrawButton(5, 9, 3, 3, IsPressed(Buttons::Down));
hud.DrawButton(2, 6, 3, 3, IsPressed(Buttons::Left));
hud.DrawButton(8, 6, 3, 3, IsPressed(Buttons::Right));
hud.DrawButton(5, 6, 3, 3, false);
hud.DrawButton(30, 7, 3, 3, IsPressed(Buttons::A));
hud.DrawButton(25, 7, 3, 3, IsPressed(Buttons::B));
hud.DrawButton(13, 9, 4, 2, IsPressed(Buttons::Select));
hud.DrawButton(18, 9, 4, 2, IsPressed(Buttons::Start));
hud.DrawNumber(_port + 1, 16, 2);
}
vector<DeviceButtonName> GetKeyNameAssociations() override
{
return {
{ "a", Buttons::A },
{ "b", Buttons::B },
{ "start", Buttons::Start },
{ "select", Buttons::Select },
{ "up", Buttons::Up },
{ "down", Buttons::Down },
{ "left", Buttons::Left },
{ "right", Buttons::Right },
};
}
};