mirror of
https://github.com/eried/portapack-mayhem.git
synced 2024-10-01 01:26:06 -04:00
66 lines
2.1 KiB
C++
66 lines
2.1 KiB
C++
#include "ui_pacman.hpp"
|
|
#include "irq_controls.hpp"
|
|
|
|
namespace ui::external_app::pacman {
|
|
|
|
#pragma GCC diagnostic push
|
|
// external code, so ignore warnings
|
|
#pragma GCC diagnostic ignored "-Wunused-variable"
|
|
#pragma GCC diagnostic ignored "-Wunused-parameter"
|
|
#pragma GCC diagnostic ignored "-Wunused-but-set-variable"
|
|
#pragma GCC diagnostic ignored "-Wreturn-type"
|
|
#pragma GCC diagnostic ignored "-Weffc++"
|
|
#include "playfield.hpp"
|
|
#pragma GCC diagnostic pop
|
|
|
|
PacmanView::PacmanView(NavigationView& nav)
|
|
: nav_(nav) {
|
|
add_children({&dummy});
|
|
}
|
|
|
|
void PacmanView::focus() {
|
|
dummy.focus();
|
|
}
|
|
|
|
void PacmanView::paint(Painter& painter) {
|
|
(void)painter;
|
|
static Playfield _game;
|
|
static bool wait_for_button_release{false};
|
|
|
|
if (!initialized) {
|
|
initialized = true;
|
|
_game.Init();
|
|
}
|
|
|
|
auto switches_raw = 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));
|
|
auto switches_debounced = get_switches_state().to_ulong();
|
|
|
|
// For the Select (Start/Pause) button, wait for release to avoid repeat
|
|
uint8_t buttons_to_wait_for = (1 << (int)Switch::Sel);
|
|
if (wait_for_button_release) {
|
|
if ((switches_debounced & buttons_to_wait_for) == 0)
|
|
wait_for_button_release = false;
|
|
switches_debounced &= ~buttons_to_wait_for;
|
|
} else {
|
|
if (switches_debounced & buttons_to_wait_for)
|
|
wait_for_button_release = true;
|
|
}
|
|
|
|
// For the directional buttons, use the raw inputs for fastest response time
|
|
but_RIGHT = (switches_raw & (1 << (int)Switch::Right)) != 0;
|
|
but_LEFT = (switches_raw & (1 << (int)Switch::Left)) != 0;
|
|
but_DOWN = (switches_raw & (1 << (int)Switch::Down)) != 0;
|
|
but_UP = (switches_raw & (1 << (int)Switch::Up)) != 0;
|
|
|
|
// 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
|
|
but_A |= (switches_debounced & (1 << (int)Switch::Sel)) != 0;
|
|
|
|
_game.Step();
|
|
}
|
|
|
|
void PacmanView::frame_sync() {
|
|
set_dirty();
|
|
}
|
|
|
|
} // namespace ui::external_app::pacman
|