GBA
Development From the Ground Up
Volume 3
by Brian Sowers
What will this article
cover?
This
article is going to be short and sweet.
It’s going to cover input, a remarkably easy topic that should be
refreshing after the last volume. In
fact, I’m not even sure this article is worthy of a whole volume, but this is
how I’m going to do it anyhow.
Getting Input
Unlike
the PC where you have a gagillion different possible
input devices, we’re blessed enough to only have one to deal with. What’s more, this input device is simple
enough to cover swiftly and efficiently.
Input
from the keypad is detected in a single register located at 0x4000130. Thus, our definition would look something
like this:
#define KEYS (*(volatile u16*)0x4000130)
OR
we could use the version defined in gba.h called REG_P1.
It’s already defined, so you wouldn’t need the above snippet. However, I like using the name KEYS instead of REG_P1 because it seems more explanatory to me. You do whatever you want.
The
variable is volatile because the register changes outside the code. Each bit in
this register gives the status of a specific key. Thus, we want a header file so that we can
access all the different bits with simple variable names. Here we go:
//keypad.h
#ifndef
__KEYPAD__
#define __KEYPAD__
#define KEYA 1
#define KEYB 2
#define KEYSELECT 4
#define KEYSTART 8
#define KEYRIGHT 16
#define KEYLEFT 32
#define KEYUP 64
#define KEYDOWN 128
#define KEYR 256
#define KEYL 512
//This is already in gba.h, but it has a much less reader-friendly name (REG_P1)
#define KEYS (*(volatile u16*)0x4000130)
#define KEY_DOWN(k) ( ! ( ( KEYS ) & k ) )
#endif
That’s
the entire file. Now to check if a
specific button is pressed, we check that respective bit (using &) to see if
it is clear. If so, the key has been
pressed. Look at this:
if ( ! ( (KEYS) & DESIREDKEY ) )
{
//The ! makes
sure the bit is NOT 1… if it’s not 1, the key is pressed
//do whatever
}
I
prefer to make a little macro like this:
#define KEY_DOWN( k ) ( ! ( ( KEYS ) & k )
)
Then
I can just use KEY_DOWN in my if statement instead of remember the
& and ! of KEYS.
So,
with the help of keypad.h, all you have to do is use KEY_DOWN to figure out if a button was
pressed.
Example
If
you somehow don’t understand input, here’s a little example to clench the deal:
#include “gba.h” //Defined
in Volume 2 (ALWAYS include this first)
#include “keypad.h”
#include “screenmodes.h” //Defined
in Volume 2
u16* theVideoBuffer
= (u16*)VideoBuffer;
#define RGB(r,g,b) (r+(g<<5)+(b<<10)) //Macro to build a color
void FillScreen( u16 color )
{
u16 x, y;
for ( x = 0; x < 240; x++ )
for ( y = 0; y <
160; y++ )
theVideoBuffer[ y * 240 + x ] = color;
}
int main()
{
SetMode( SCREENMODE3 | BG2ENABLE );
while ( 1 )
if ( KEY_DOWN(
KEYUP) )
FillScreen( RGB(31,0,0) );
else if ( KEY_DOWN(
KEYDOWN) )
FillScreen( RGB(0,31,0) );
else if (
KEY_DOWN(KEYLEFT) )
FillScreen( RGB(0,0,31) );
else if (
KEY_DOWN(KEYRIGHT) )
FillScreen( RGB(31,31,0) );
else if (
KEY_DOWN(KEYA) )
FillScreen( RGB(0,31,31) );
else if (
KEY_DOWN(KEYB) )
FillScreen( RGB(31,0,31) );
else if (
KEY_DOWN(KEYSTART) )
break;
return 0;
}
All
the demo does is fill the screen with a certain color depending on what button
is pressed. Start ends the program.
Next Article
In
the next article, I’m going to give you information on a slightly
complex/tricky topic-tile modes.
Acknowledgements
I
would like to thank dovoto, as his tutorials have
been my biggest source of information on GBA development since I started. Check out his site at www.thepernproject.com. I'd also like to thank the guys in #gamedev and #gbadev on EFNet in IRC for all their help, and all the help they'll
be giving me as I write these articles.
Furthermore, I would like to thank www.gbadev.org/. The site is a great resource, and it is
definitely worth your time.
Special
thanks to www.gamedev.net for being my
largest game development resource and for putting my articles on their site. Extra special thanks to Inspi
for helping me with my coding woes and checking over this article.
If
you have any questions or comments, you can always e-mail me at
genesisgenocide@yahoo.com or nairb@usa.com.
I can't promise I'll answer your questions, like your comments, or
listen to your suggestions, but I'll at least read the e-mail (as long as it
doesn't look like spam).