mirror of
https://github.com/eried/portapack-mayhem.git
synced 2024-12-15 02:34:33 -05:00
81 lines
2.9 KiB
C++
81 lines
2.9 KiB
C++
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/*
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* Copyright (C) 2024 Bernd Herzog
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*
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* This file is part of PortaPack.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street,
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* Boston, MA 02110-1301, USA.
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*/
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#include <memory>
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#include "pacman.hpp"
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#include "irq_controls.hpp"
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#pragma GCC diagnostic push
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// external code, so ignore warnings
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#pragma GCC diagnostic ignored "-Wunused-variable"
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#pragma GCC diagnostic ignored "-Wunused-parameter"
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#pragma GCC diagnostic ignored "-Wunused-but-set-variable"
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#pragma GCC diagnostic ignored "-Wreturn-type"
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#pragma GCC diagnostic ignored "-Weffc++"
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#include "playfield.hpp"
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#pragma GCC diagnostic pop
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std::unique_ptr<Playfield> _playfield;
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void initialize(const standalone_application_api_t& api) {
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_api = &api;
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}
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void on_event(const uint32_t& events) {
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static bool wait_for_button_release{false};
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if (!_playfield) {
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_playfield = std::make_unique<Playfield>();
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_playfield->Init();
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}
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if (events & 1) {
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auto switches_raw = _api->swizzled_switches() & ((1 << (int)Switch::Right) | (1 << (int)Switch::Left) | (1 << (int)Switch::Down) | (1 << (int)Switch::Up) | (1 << (int)Switch::Sel) | (1 << (int)Switch::Dfu));
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auto switches_debounced = _api->get_switches_state();
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// For the Select (Start/Pause) button, wait for release to avoid repeat
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uint8_t buttons_to_wait_for = (1 << (int)Switch::Sel);
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if (wait_for_button_release) {
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if ((switches_debounced & buttons_to_wait_for) == 0)
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wait_for_button_release = false;
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switches_debounced &= ~buttons_to_wait_for;
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} else {
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if (switches_debounced & buttons_to_wait_for)
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wait_for_button_release = true;
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}
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// For the directional buttons, use the raw inputs for fastest response time
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but_RIGHT = (switches_raw & (1 << (int)Switch::Right)) != 0;
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but_LEFT = (switches_raw & (1 << (int)Switch::Left)) != 0;
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but_DOWN = (switches_raw & (1 << (int)Switch::Down)) != 0;
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but_UP = (switches_raw & (1 << (int)Switch::Up)) != 0;
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// For the pause button, use the debounced input to avoid glitches, and OR in the value to make sure that we don't clear it before it's seen
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but_A |= (switches_debounced & (1 << (int)Switch::Sel)) != 0;
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_playfield->Step();
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}
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}
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void shutdown() {
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_playfield.reset();
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}
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