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//! Read inputs: touch pad, buttons, accelerometer.
use crate::{bindings as b, *};
const DPAD_THRESHOLD: i32 = 100;
/// A finger position on the touch pad.
///
/// Both x and y are somewhere the range between -1000 and 1000 (both ends included).
/// The 1000 x is on the right, the 1000 y is on the top.
#[derive(Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash, Debug, Default)]
pub struct Pad {
pub x: i32,
pub y: i32,
}
impl Pad {
pub const MAX: Pad = Pad { x: 1000, y: 1000 };
pub const MIN: Pad = Pad { x: -1000, y: -1000 };
/// Represent the pad values as a directional pad.
#[must_use]
pub fn as_dpad(&self) -> DPad {
DPad {
left: self.x <= -DPAD_THRESHOLD,
right: self.x >= DPAD_THRESHOLD,
down: self.y <= -DPAD_THRESHOLD,
up: self.y >= DPAD_THRESHOLD,
}
}
/// The distance from the pad center to the touch point.
#[must_use]
pub fn radius(self) -> f32 {
let r = self.x * self.x + self.y * self.y;
#[allow(clippy::cast_precision_loss)]
math::sqrt(r as f32)
}
/// The angle of the [polar coordinate] of the touch point.
///
/// [polar coordinate]: https://en.wikipedia.org/wiki/Polar_coordinate_system
#[must_use]
pub fn azimuth(self) -> Angle {
#[allow(clippy::cast_precision_loss)]
let r = math::atan(self.y as f32 / self.x as f32);
Angle::from_radians(r)
}
}
impl From<Pad> for Point {
fn from(value: Pad) -> Self {
Self {
x: value.x,
y: value.y,
}
}
}
impl From<Point> for Pad {
fn from(value: Point) -> Self {
Self {
x: value.x,
y: value.y,
}
}
}
impl From<Pad> for Size {
fn from(value: Pad) -> Self {
Self {
width: value.x,
height: value.y,
}
}
}
impl From<Size> for Pad {
fn from(value: Size) -> Self {
Self {
x: value.width,
y: value.height,
}
}
}
/// DPad-like representation of the [`Pad`].
///
/// Constructed with [`Pad::as_dpad`]. Useful for simple games and ports.
/// The middle of the pad is a "dead zone" pressing which will not activate any direction.
///
/// Invariant: it's not possible for opposite directions (left and right, or down and up)
/// to be active at the same time. However, it's possible for heighboring directions
/// (like up and right) to be active at the same time if the player presses a diagonal.
#[derive(Copy, Clone, Eq, PartialEq, Ord, PartialOrd, Hash, Debug, Default)]
pub struct DPad {
pub left: bool,
pub right: bool,
pub up: bool,
pub down: bool,
}
impl From<Pad> for DPad {
fn from(value: Pad) -> Self {
value.as_dpad()
}
}
impl DPad {
/// Given the old state, get directions that were not pressed but are pressed now.
#[must_use]
pub fn just_pressed(&self, old: &Self) -> Self {
Self {
left: self.left && !old.left,
right: self.right && !old.right,
up: self.up && !old.up,
down: self.down && !old.down,
}
}
/// Given the old state, get directions that were pressed but aren't pressed now.
#[must_use]
pub fn just_released(&self, old: &Self) -> Self {
Self {
left: !self.left && old.left,
right: !self.right && old.right,
up: !self.up && old.up,
down: !self.down && old.down,
}
}
/// Given the old state, get directions that were pressed and are still pressed now.
#[must_use]
pub fn held(&self, old: &Self) -> Self {
Self {
left: self.left && old.left,
right: self.right && old.right,
up: self.up && old.up,
down: self.down && old.down,
}
}
}
/// State of the buttons.
#[derive(Default)]
pub struct Buttons {
/// If `a` button is pressed.
pub a: bool,
/// If `b` button is pressed.
pub b: bool,
/// If `x` button is pressed.
pub x: bool,
/// If `y` button is pressed.
pub y: bool,
/// If `menu` button is pressed.
///
/// For singleplayer games, the button press is always intercepted by the runtime.
pub menu: bool,
}
impl Buttons {
/// Check if any button is pressed.
#[must_use]
pub fn any(&self) -> bool {
self.a || self.b || self.x || self.y || self.menu
}
/// Given the old state, get buttons that were not pressed but are pressed now.
#[must_use]
pub fn just_pressed(&self, old: &Self) -> Self {
Self {
a: self.a && !old.a,
b: self.b && !old.b,
x: self.x && !old.x,
y: self.y && !old.y,
menu: self.menu && !old.menu,
}
}
/// Given the old state, get buttons that were pressed but aren't pressed now.
#[must_use]
pub fn just_released(&self, old: &Self) -> Self {
Self {
a: !self.a && old.a,
b: !self.b && old.b,
x: !self.x && old.x,
y: !self.y && old.y,
menu: !self.menu && old.menu,
}
}
/// Given the old state, get buttons that were pressed but are still pressed now.
#[must_use]
pub fn held(&self, old: &Self) -> Self {
Self {
a: self.a && old.a,
b: self.b && old.b,
x: self.x && old.x,
y: self.y && old.y,
menu: self.menu && old.menu,
}
}
}
/// Get the current touch pad state.
///
/// In singleplayer game, the player ID doesn't matter.
#[must_use]
pub fn read_pad(player: Player) -> Option<Pad> {
let raw = unsafe { b::read_pad(player.into()) };
if raw == 0xffff {
None
} else {
Some(Pad {
x: i32::from((raw >> 16) as i16),
y: i32::from(raw as i16),
})
}
}
/// Get the currently pressed buttons.
///
/// In singleplayer game, the player ID doesn't matter.
#[must_use]
pub fn read_buttons(player: Player) -> Buttons {
let raw = unsafe { b::read_buttons(player.into()) };
Buttons {
a: has_bit_set(raw, 0),
b: has_bit_set(raw, 1),
x: has_bit_set(raw, 2),
y: has_bit_set(raw, 3),
menu: has_bit_set(raw, 4),
}
}
/// Check if the given i32 value has the given bit set.
#[inline]
fn has_bit_set(val: u32, bit: usize) -> bool {
(val >> bit) & 0b1 != 0
}