GBA-Exploader/libraries/libnds32/include/nds/arm9/input.h
ApacheThunder 540515c7fc Add game specific gbaframe support ...
* Can now use gbaframes specific to a gba rom being loaded to ram/flash.
Have a bmp file with filename matching the game rom being flashed in
GBA_SIGN path. If it finds a matching BMP it will use that before
falling back to the default gbaframe.bmp paths.
* nds-bootstrap now used for booting retail NDS roms from file browser.
Note that currently GBA-Exploader does not create new save files so only
games with existing save files (currently hardcoded to GBA_SAV path like
with GBA games) can be booted with this.
2024-11-17 15:44:06 -06:00

102 lines
3.5 KiB
C

/*---------------------------------------------------------------------------------
key input code -- provides slightly higher level input forming
Copyright (C) 2005
Michael Noland (joat)
Jason Rogers (dovoto)
Christian Auby (DesktopMan)
Dave Murphy (WinterMute)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
---------------------------------------------------------------------------------*/
/*! \file
\brief NDS button and touchscreen input support.
The state of the keypad must be read from hardware into memory using scanKeys() whenever
you want an updated input state. After reading, call one of the associated "keys" functions to see
what event was triggered. These events are computed as the difference between the current and previous
key state you read. It's generally a good idea to scan keys frequently to insure your application's input system
is responsive.\n
After reading the key state, you will be given an integer representing which keys are in the requested state,
to mask of specific buttons, use the key masks described in nds/input.h .
\see nds/input.h available key masks on the Nintendo DS
*/
//---------------------------------------------------------------------------------
#ifndef INPUT_HEADER_INCLUDE
#define INPUT_HEADER_INCLUDE
//---------------------------------------------------------------------------------
#include <nds/touch.h>
#include <nds/input.h>
#ifdef __cplusplus
extern "C" {
#endif
/*! \brief Obtains the current keypad state.
Call this function once per main loop in order to use the keypad functions.
*/
void scanKeys(void);
/*! \brief Obtains the current keypad state.
Call this function to get keypad state without affecting state of other key functions (keysUp keysHeld etc...)
*/
uint32 keysCurrent(void);
//! Obtains the current keypad held state.
uint32 keysHeld(void);
//! Obtains the current keypad pressed state.
uint32 keysDown(void);
//! Obtains the current keypad pressed or repeating state.
uint32 keysDownRepeat(void);
/*! \brief Sets the key repeat parameters.
\param setDelay Number of %scanKeys calls before keys start to repeat.
\param setRepeat Number of %scanKeys calls before keys repeat.
*/
void keysSetRepeat( u8 setDelay, u8 setRepeat );
//! Obtains the current keypad released state.
uint32 keysUp(void);
__attribute__ ((deprecated)) touchPosition touchReadXY() ;
/*!
\brief Obtains the current touchpad state.
\param data a touchPosition ptr which will be filled by the function.
*/
void touchRead(touchPosition *data);
#ifdef __cplusplus
}
#endif
//---------------------------------------------------------------------------------
#endif // INPUT_HEADER_INCLUDE
//---------------------------------------------------------------------------------