lsnes/snes/input/input.cpp
Ilari Liusvaara af7fdd9f73 Save controller state when savestating
When savestating, save the controller state and restore it upon loadstate.
Prevents libsnes from mixing up buttons.
2013-05-03 17:48:26 +03:00

54 lines
1.5 KiB
C++
Executable file

#ifdef SYSTEM_CPP
Input input;
void Input::connect(bool port, Input::Device id) {
Controller *&controller = (port == Controller::Port1 ? port1 : port2);
if(controller) {
delete controller;
controller = nullptr;
}
switch(id) { default:
case Device::None: controller = new Controller(port); break;
case Device::Joypad: controller = new Gamepad(port); break;
case Device::Multitap: controller = new Multitap(port); break;
case Device::Mouse: controller = new Mouse(port); break;
case Device::SuperScope: controller = new SuperScope(port); break;
case Device::Justifier: controller = new Justifier(port, false); break;
case Device::Justifiers: controller = new Justifier(port, true); break;
case Device::Serial: controller = new Serial(port); break;
}
switch(port) {
case Controller::Port1: config.controller_port1 = id; break;
case Controller::Port2: config.controller_port2 = id; break;
}
}
void Input::serialize(serializer &s)
{
int p1, p2;
p1 = (int)config.controller_port1;
p2 = (int)config.controller_port2;
s.integer(p1);
s.integer(p2);
if(s.mode() == nall::serializer::Load) {
connect(Controller::Port1, (Device)p1);
connect(Controller::Port2, (Device)p2);
}
port1->serialize(s);
port2->serialize(s);
}
Input::Input() : port1(nullptr), port2(nullptr) {
connect(Controller::Port1, Input::Device::Joypad);
connect(Controller::Port2, Input::Device::Joypad);
}
Input::~Input() {
if(port1) delete port1;
if(port2) delete port2;
}
#endif