#include "patches.h" #include "input.h" #if 0 u32 sPlayerItemButtons[] = { BTN_B, BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT, }; u32 sPlayerItemButtonsDualAnalog[] = { BTN_B, BTN_DLEFT, BTN_DDOWN, BTN_DRIGHT }; u32 prev_item_buttons = 0; u32 cur_item_buttons = 0; u32 pressed_item_buttons = 0; u32 released_item_buttons = 0; typedef enum { EQUIP_SLOT_EX_DEKU = -2, EQUIP_SLOT_EX_GORON = -3, EQUIP_SLOT_EX_ZORA = -4, EQUIP_SLOT_EX_OCARINA = -5 } EquipSlotEx; static inline void dup_to_cup(u16* button) { if (*button & BTN_DUP) { *button |= BTN_CUP; } } void GameState_GetInput(GameState* gameState) { PadMgr_GetInput(gameState->input, true); if (recomp_camera_mode == RECOMP_CAMERA_DUALANALOG) { gameState->input[0].cur.button &= ~BTN_CUP; gameState->input[0].press.button &= ~BTN_CUP; gameState->input[0].rel.button &= ~BTN_CUP; dup_to_cup(&gameState->input[0].cur.button); dup_to_cup(&gameState->input[0].press.button); dup_to_cup(&gameState->input[0].rel.button); } prev_item_buttons = cur_item_buttons; recomp_get_item_inputs(&cur_item_buttons); u32 button_diff = prev_item_buttons ^ cur_item_buttons; pressed_item_buttons = cur_item_buttons & button_diff; released_item_buttons = prev_item_buttons & button_diff; } struct SlotMap { u32 button; EquipSlotEx slot; }; struct SlotMap exSlotMapping[] = { {BTN_DLEFT, EQUIP_SLOT_EX_GORON}, {BTN_DRIGHT, EQUIP_SLOT_EX_ZORA}, {BTN_DUP, EQUIP_SLOT_EX_DEKU}, {BTN_DDOWN, EQUIP_SLOT_EX_OCARINA}, }; // D-Pad items // TODO restore this once UI is made // Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT. EquipSlot func_8082FDC4(void) { EquipSlot i; // for (int mapping_index = 0; mapping_index < ARRAY_COUNT(exSlotMapping); mapping_index++) { // if (pressed_item_buttons & exSlotMapping[mapping_index].button) { // return (EquipSlot)exSlotMapping[mapping_index].slot; // } // } u32* button_map = recomp_camera_mode == RECOMP_CAMERA_DUALANALOG ? sPlayerItemButtonsDualAnalog : sPlayerItemButtons; for (i = 0; i < ARRAY_COUNT(sPlayerItemButtons); i++) { if (CHECK_BTN_ALL(pressed_item_buttons, button_map[i])) { break; } } return i; } /* ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) { if (slot >= EQUIP_SLOT_A) { return ITEM_NONE; } if (slot <= EQUIP_SLOT_EX_DEKU) { ItemId dpad_item = ITEM_NONE; switch ((EquipSlotEx)slot) { case EQUIP_SLOT_EX_DEKU: dpad_item = ITEM_MASK_DEKU; break; case EQUIP_SLOT_EX_GORON: dpad_item = ITEM_MASK_GORON; break; case EQUIP_SLOT_EX_ZORA: dpad_item = ITEM_MASK_ZORA; break; case EQUIP_SLOT_EX_OCARINA: dpad_item = ITEM_OCARINA_OF_TIME; break; } if ((dpad_item != ITEM_NONE) && (INV_CONTENT(dpad_item) == dpad_item)) { recomp_printf("Used dpad item %d\n", dpad_item); return dpad_item; } else { return ITEM_NONE; } } if (slot == EQUIP_SLOT_B) { ItemId item = Inventory_GetBtnBItem(play); if (item >= ITEM_FD) { return item; } if ((player->currentMask == PLAYER_MASK_BLAST) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_EXPLODE)) { return ITEM_F0; } if ((player->currentMask == PLAYER_MASK_BREMEN) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_MARCH)) { return ITEM_F1; } if ((player->currentMask == PLAYER_MASK_KAMARO) && (play->interfaceCtx.bButtonDoAction == DO_ACTION_DANCE)) { return ITEM_F2; } return item; } if (slot == EQUIP_SLOT_C_LEFT) { return C_BTN_ITEM(EQUIP_SLOT_C_LEFT); } if (slot == EQUIP_SLOT_C_DOWN) { return C_BTN_ITEM(EQUIP_SLOT_C_DOWN); } // EQUIP_SLOT_C_RIGHT return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT); } */ #endif // #if 0