int buttonPressedCountStuff(int controller, int count){ snes_button_state_t controller_state; // get controller state if(controller==0){ controller_state = GetControllerState1(); }else{ controller_state = GetControllerState2(); } // if no button is pressed, reset counter if(controller_state.raw == 0){ buttonTimes[controller]=0; // otherwise update counter }else{ buttonTimes[controller]++; } // if counter has reached the given number, reset counter and return true value if(buttonTimes[controller]==count){ buttonTimes[controller]=0; return 1; // otherwise just return false value }else{ return 0; } }
void Update(uint32_t delta) { state1 = GetControllerState1(); state2 = GetControllerState2(); if(state1.buttons.Up) EnableRumble(); else DisableRumble(); }
void Storyboard_Update(void* storyboard) { Storyboard* this = storyboard; snes_button_state_t controller1 = GetControllerState1(); snes_button_state_t controller2 = GetControllerState2(); if (this->buttonDown) { if (!controller1.buttons.A && !controller2.buttons.A) { this->entity->destroyed = true; this->buttonDown = false; } } else { if (controller1.buttons.A || controller2.buttons.A) { this->buttonDown = true; } } }