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.

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.


# #![allow(unused_variables)]
#fn main() {
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

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.

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.


# #![allow(unused_variables)]
#fn main() {
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.


# #![allow(unused_variables)]
#fn main() {
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 totally normal. If not, just remember to call read_key_input once per frame and then use that KeyInput value across the whole frame.

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.

Key Interrupt Control

  • KEYCNT, 0x400_0132, u16, read/write

This lets you control what keys will trigger a keypad interrupt. Of course, for the actual interrupt to fire you also need to set the IME and IE registers properly. See the Interrupts 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").