Refactor input handling in Emulator and Controller for improved key event management

This commit is contained in:
scawful
2024-11-18 14:34:08 -05:00
parent b38dc078fe
commit 36e5f7a150
3 changed files with 128 additions and 118 deletions

View File

@@ -261,7 +261,101 @@ void Emulator::RenderNavBar() {
void Emulator::HandleEvents() {
// Handle user input events
// ...
if (ImGui::IsKeyPressed(keybindings_.a_button)) {
snes_.SetButtonState(1, 0, true);
}
if (ImGui::IsKeyPressed(keybindings_.b_button)) {
snes_.SetButtonState(1, 1, true);
}
if (ImGui::IsKeyPressed(keybindings_.select_button)) {
snes_.SetButtonState(1, 2, true);
}
if (ImGui::IsKeyPressed(keybindings_.start_button)) {
snes_.SetButtonState(1, 3, true);
}
if (ImGui::IsKeyPressed(keybindings_.up_button)) {
snes_.SetButtonState(1, 4, true);
}
if (ImGui::IsKeyPressed(keybindings_.down_button)) {
snes_.SetButtonState(1, 5, true);
}
if (ImGui::IsKeyPressed(keybindings_.left_button)) {
snes_.SetButtonState(1, 6, true);
}
if (ImGui::IsKeyPressed(keybindings_.right_button)) {
snes_.SetButtonState(1, 7, true);
}
if (ImGui::IsKeyPressed(keybindings_.x_button)) {
snes_.SetButtonState(1, 8, true);
}
if (ImGui::IsKeyPressed(keybindings_.y_button)) {
snes_.SetButtonState(1, 9, true);
}
if (ImGui::IsKeyPressed(keybindings_.l_button)) {
snes_.SetButtonState(1, 10, true);
}
if (ImGui::IsKeyPressed(keybindings_.r_button)) {
snes_.SetButtonState(1, 11, true);
}
if (ImGui::IsKeyReleased(keybindings_.a_button)) {
snes_.SetButtonState(1, 0, false);
}
if (ImGui::IsKeyReleased(keybindings_.b_button)) {
snes_.SetButtonState(1, 1, false);
}
if (ImGui::IsKeyReleased(keybindings_.select_button)) {
snes_.SetButtonState(1, 2, false);
}
if (ImGui::IsKeyReleased(keybindings_.start_button)) {
snes_.SetButtonState(1, 3, false);
}
if (ImGui::IsKeyReleased(keybindings_.up_button)) {
snes_.SetButtonState(1, 4, false);
}
if (ImGui::IsKeyReleased(keybindings_.down_button)) {
snes_.SetButtonState(1, 5, false);
}
if (ImGui::IsKeyReleased(keybindings_.left_button)) {
snes_.SetButtonState(1, 6, false);
}
if (ImGui::IsKeyReleased(keybindings_.right_button)) {
snes_.SetButtonState(1, 7, false);
}
if (ImGui::IsKeyReleased(keybindings_.x_button)) {
snes_.SetButtonState(1, 8, false);
}
if (ImGui::IsKeyReleased(keybindings_.y_button)) {
snes_.SetButtonState(1, 9, false);
}
if (ImGui::IsKeyReleased(keybindings_.l_button)) {
snes_.SetButtonState(1, 10, false);
}
if (ImGui::IsKeyReleased(keybindings_.r_button)) {
snes_.SetButtonState(1, 11, false);
}
}
void Emulator::RenderBreakpointList() {