af7fdd9f73
When savestating, save the controller state and restore it upon loadstate. Prevents libsnes from mixing up buttons.
54 lines
1.5 KiB
C++
Executable file
54 lines
1.5 KiB
C++
Executable file
#ifdef SYSTEM_CPP
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Input input;
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void Input::connect(bool port, Input::Device id) {
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Controller *&controller = (port == Controller::Port1 ? port1 : port2);
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if(controller) {
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delete controller;
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controller = nullptr;
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}
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switch(id) { default:
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case Device::None: controller = new Controller(port); break;
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case Device::Joypad: controller = new Gamepad(port); break;
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case Device::Multitap: controller = new Multitap(port); break;
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case Device::Mouse: controller = new Mouse(port); break;
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case Device::SuperScope: controller = new SuperScope(port); break;
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case Device::Justifier: controller = new Justifier(port, false); break;
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case Device::Justifiers: controller = new Justifier(port, true); break;
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case Device::Serial: controller = new Serial(port); break;
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}
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switch(port) {
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case Controller::Port1: config.controller_port1 = id; break;
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case Controller::Port2: config.controller_port2 = id; break;
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}
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}
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void Input::serialize(serializer &s)
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{
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int p1, p2;
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p1 = (int)config.controller_port1;
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p2 = (int)config.controller_port2;
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s.integer(p1);
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s.integer(p2);
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if(s.mode() == nall::serializer::Load) {
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connect(Controller::Port1, (Device)p1);
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connect(Controller::Port2, (Device)p2);
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}
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port1->serialize(s);
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port2->serialize(s);
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}
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Input::Input() : port1(nullptr), port2(nullptr) {
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connect(Controller::Port1, Input::Device::Joypad);
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connect(Controller::Port2, Input::Device::Joypad);
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}
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Input::~Input() {
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if(port1) delete port1;
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if(port2) delete port2;
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}
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#endif
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