# 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. ```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 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. ```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 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](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").