1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
use std::cell::Cell;

#[derive(Debug, Clone, Copy, Default)]
pub struct InputState {
    pub joypad_1: JoypadState,
    pub joypad_2: JoypadState,
}

#[derive(Debug, Clone, Copy)]
pub struct JoypadState {
    pub a: bool,
    pub b: bool,
    pub start: bool,
    pub select: bool,
    pub up: bool,
    pub down: bool,
    pub left: bool,
    pub right: bool,
}

impl Default for JoypadState {
    fn default() -> Self {
        JoypadState {
            a: false,
            b: false,
            start: false,
            select: false,
            up: false,
            down: false,
            left: false,
            right: false,
        }
    }
}

pub trait Input {
    fn input_state(&self) -> InputState;
}

pub struct NullInput;

impl Input for NullInput {
    fn input_state(&self) -> InputState {
        InputState::default()
    }
}

pub struct SampledInput {
    state: Cell<InputState>,
}

impl SampledInput {
    pub fn new(state: InputState) -> Self {
        SampledInput {
            state: Cell::new(state)
        }
    }

    pub fn set_state(&self, new_state: InputState) {
        self.state.set(new_state)
    }
}

impl Input for SampledInput {
    fn input_state(&self) -> InputState {
        let state = self.state.take();
        self.state.set(state.clone());
        state
    }
}

impl<'a, I> Input for &'a I
    where I: Input
{
    fn input_state(&self) -> InputState {
        (*self).input_state()
    }
}