gba/book/src-bak/01-buttons.md

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# Buttons
It's all well and good to just show a picture, even to show an animation, but if
we want a game we have to let the user interact with something.
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## Key Input Register
* KEYINPUT, `0x400_0130`, `u16`, read only
This little `u16` stores the status of _all_ the buttons on the GBA, all at
once. There's only 10 of them, and we have 16 bits to work with, so that sounds
easy. However, there's a bit of a catch. The register follows a "low-active"
convention, where pressing a button _clears_ that bit until it's released.
```rust
const NO_BUTTONS_PRESSED: u16 = 0b0000_0011_1111_1111;
```
The buttons are, going up in order from the 0th bit:
* A
* B
* Select
* Start
* Right
* Left
* Up
* Down
* R
* L
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Bits above that are not used. However, since the left and right directions, as
well as the up and down directions, can never be pressed at the same time, the
`KEYINPUT` register should never read as zero. Of course, the register _might_
read as zero if someone is using an emulator that allows for such inputs, so I
wouldn't go so far as to make it be `NonZeroU16` or anything like that.
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When programming, we usually are thinking of what buttons we want to have _be
pressed_ instead of buttons we want to have _not be pressed_. This means that we
need an inversion to happen somewhere along the line. The easiest moment of
inversion is immediately as you read in from the register and wrap the value up
in a newtype.
```rust
pub fn read_key_input() -> KeyInput {
KeyInput(KEYINPUT.read() ^ 0b0000_0011_1111_1111)
}
```
Now the KeyInput you get can be checked for what buttons are pressed by checking
for a set bit like you'd do anywhere else.
```rust
impl KeyInput {
pub fn a_pressed(self) -> bool {
(self.0 & A_BIT) > 0
}
}
```
Note that the current `KEYINPUT` value changes in real time as the user presses
or releases the buttons. To account for this, it's best to read the value just
once per game frame and then use that single value as if it was the input across
the whole frame. If you've worked with polling input before that should sound
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totally normal. If not, just remember to call `read_key_input` once per frame
and then use that `KeyInput` value across the whole frame.
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### Detecting New Presses
The keypad only tells you what's _currently_ pressed, but if you want to check
what's _newly_ pressed it's not too much harder.
All that you do is store the last frame's keys and compare them to the current
keys with an `XOR`. In the `gba` crate it's called `KeyInput::difference`. Once
you've got the difference between last frame and this frame, you know what
changes happened.
* If something is in the difference and _not pressed_ in the last frame, that
means it was newly pressed.
* If something is in the difference and _pressed_ in the last frame that means
it was newly released.
* If something is not in the difference then there's no change between last
frame and this frame.
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## Key Interrupt Control
* KEYCNT, `0x400_0132`, `u16`, read/write
This lets you control what keys will trigger a keypad interrupt. Of course, for
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the actual interrupt to fire you also need to set the `IME` and `IE` registers
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properly. See the [Interrupts](05-interrupts.md) section for details there.
The main thing to know about this register is that the keys are in _the exact
same order_ as the key input order. However, with this register they use a
high-active convention instead (eg: the bit is active when the button should be
pressed as part of the interrupt).
In addition to simply having the bits for the buttons, bit 14 is a flag for
enabling keypad interrupts (in addition to the flag in the `IE` register), and
bit 15 decides how having more than one button works. If bit 15 is disabled,
it's an OR combination (eg: "press any key to continue"). If bit 15 is enabled
it's an AND combination (eg: "press A+B+Start+Select to reset").