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<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
  <title>GBA.js - Touch Controls</title>
  <link rel="stylesheet" href="resources/main.css">

  <style>
    body {
      margin: 0;
      padding: 0;
      background: #000;
      overflow: hidden;
      height: 100vh;
      touch-action: none;
    }

    #screen {
      image-rendering: pixelated;
      image-rendering: crisp-edges;
      width: 100%;
      height: auto;
      max-height: 100vh;
      display: block;
      margin: 0 auto;
    }

    .touch-controls {
      position: absolute;
      inset: 0;
      pointer-events: none;
      z-index: 10;
      touch-action: none;
      user-select: none;
      display: none;          /* shown after game loads */
    }

    .dpad, .face {
      position: absolute;
      bottom: 8%;
      pointer-events: auto;
    }

    .dpad {
      left: 5%;
      width: 160px;
      height: 160px;
    }

    .face {
      right: 5%;
      width: 200px;
      display: grid;
      grid-template-columns: repeat(3, 1fr);
      gap: 12px;
    }

    .ctrl-btn {
      background: rgba(140,140,140,0.4);
      border: 3px solid rgba(240,240,240,0.65);
      border-radius: 50%;
      color: white;
      font-weight: bold;
      display: flex;
      align-items: center;
      justify-content: center;
      font-size: 1.2rem;
      box-shadow: 0 3px 12px rgba(0,0,0,0.5);
      transition: all 0.1s ease;
    }

    .ctrl-btn:active,
    .ctrl-btn.pressed {
      transform: scale(0.88);
      opacity: 0.7;
      background: rgba(220,220,220,0.65);
    }

    /* D-pad shapes */
    #up    { width:70px; height:70px; position:absolute; left:45px; top:0;    border-radius:14px 14px 50% 50%; }
    #down  { width:70px; height:70px; position:absolute; left:45px; bottom:0;  border-radius:50% 50% 14px 14px; }
    #left  { width:70px; height:70px; position:absolute; top:45px; left:0;     border-radius:14px 50% 50% 14px; }
    #right { width:70px; height:70px; position:absolute; top:45px; right:0;    border-radius:50% 14px 14px 50%; }
    #center{ width:70px; height:70px; position:absolute; left:45px; top:45px;  background:transparent; border:none; pointer-events:none; }

    /* Buttons */
    #a     { background:rgba(0,200,0,0.55);     grid-column:3; grid-row:2; border-radius:50%; width:80px; height:80px; font-size:1.6rem; }
    #b     { background:rgba(220,0,0,0.55);     grid-column:2; grid-row:3; border-radius:50%; width:80px; height:80px; font-size:1.6rem; }
    #l     { background:rgba(80,80,255,0.55);   grid-column:1; grid-row:1; width:70px; height:55px; border-radius:12px; font-size:1.1rem; }
    #r     { background:rgba(80,80,255,0.55);   grid-column:3; grid-row:1; width:70px; height:55px; border-radius:12px; font-size:1.1rem; }
    #start { background:rgba(220,220,60,0.65);  grid-column:2/4; grid-row:1; width:auto; height:50px; border-radius:12px; font-size:1rem; }
    #select{ background:rgba(220,220,60,0.65);  grid-column:1/3; grid-row:1; width:auto; height:50px; border-radius:12px; font-size:1rem; }

    @media (orientation: landscape) and (min-width: 900px) {
      .touch-controls { display: none !important; } /* optional: hide on large landscape */
    }
  </style>
</head>
<body>

<canvas id="screen" width="480" height="320"></canvas>

<div id="touch-controls" class="touch-controls">
  <!-- D-Pad -->
  <div class="dpad">
    <div id="up"    class="ctrl-btn" data-bit="6"></div>
    <div id="down"  class="ctrl-btn" data-bit="7"></div>
    <div id="left"  class="ctrl-btn" data-bit="5"></div>
    <div id="right" class="ctrl-btn" data-bit="4"></div>
    <div id="center"></div>
  </div>

  <!-- Face / shoulder / menu buttons -->
  <div class="face">
    <div id="l"     class="ctrl-btn" data-bit="9">L</div>
    <div id="select" class="ctrl-btn" data-bit="2">Select</div>
    <div id="start" class="ctrl-btn" data-bit="3">Start</div>
    <div id="r"     class="ctrl-btn" data-bit="8">R</div>
    <div id="b"     class="ctrl-btn" data-bit="1">B</div>
    <div id="a"     class="ctrl-btn" data-bit="0">A</div>
  </div>
</div>

<section id="controls">
  <div id="preload">
    <button class="bigbutton" id="select" onclick="document.getElementById('loader').click()">SELECT</button>
    <input id="loader" type="file" accept=".gba" onchange="run(this.files[0]);">
    <button onclick="document.getElementById('saveloader').click()">Upload Savegame</button>
    <input id="saveloader" type="file" onchange="uploadSavedataPending(this.files[0]);">
  </div>
  <div id="ingame" class="hidden">
    <button id="pause" class="bigbutton" onclick="togglePause()">PAUSE</button>
    <button class="bigbutton" onclick="reset()">RESET</button>
    <button onclick="gba.downloadSavedata()">Download Savegame</button>
    <button onclick="screenshot()">Screenshot</button>
    <label id="pixelated">
      <input type="checkbox" onchange="setPixelated(this.checked)">
      <p>Pixelated</p>
    </label>
    <div id="sound">
      <input type="checkbox" checked onchange="gba.audio.masterEnable = this.checked">
      <p>Sound</p>
      <input type="range" min="0" max="1" value="1" step="any" onchange="setVolume(this.value)" oninput="setVolume(this.value)">
    </div>
    <p id="openDebug" onclick="enableDebug()">Debugger</p>
  </div>
</section>

<script src="js/util.js"></script>
<script src="js/core.js"></script>
<script src="js/arm.js"></script>
<script src="js/thumb.js"></script>
<script src="js/mmu.js"></script>
<script src="js/io.js"></script>
<script src="js/audio.js"></script>
<script src="js/video.js"></script>
<script src="js/video/proxy.js"></script>
<script src="js/video/software.js"></script>
<script src="js/irq.js"></script>
<script src="js/keypad.js"></script>
<script src="js/sio.js"></script>
<script src="js/savedata.js"></script>
<script src="js/gpio.js"></script>
<script src="js/gba.js"></script>
<script src="resources/xhr.js"></script>

<script>
// Your original script (slightly cleaned + touch integration)

var gba;
var runCommands = [];
var debug = null;

try {
  gba = new GameBoyAdvance();
  gba.keypad.eatInput = true;
  gba.setLogger(function(level, error) {
    console.log(error);
    gba.pause();
    var screen = document.getElementById('screen');
    if (screen.getAttribute('class') == 'dead') return;
    var crash = document.createElement('img');
    crash.id = 'crash';
    crash.src = 'resources/crash.png';
    screen.parentElement.insertBefore(crash, screen);
    screen.className = 'dead';
  });
} catch (e) {
  gba = null;
}

window.onload = function() {
  if (gba && FileReader) {
    var canvas = document.getElementById('screen');
    gba.setCanvas(canvas);
    gba.logLevel = gba.LOG_ERROR;

    // Optional BIOS load - uncomment if you have it
    // loadRom('resources/bios.bin', bios => gba.setBios(bios));

    if (!gba.audio.context) {
      var soundbox = document.getElementById('sound');
      if (soundbox && soundbox.parentElement) soundbox.parentElement.removeChild(soundbox);
    }
  } else {
    var dead = document.getElementById('controls');
    if (dead && dead.parentElement) dead.parentElement.removeChild(dead);
  }
};

// ──────────────────────────────────────────────
// Your original functions (fadeOut, run, reset, etc.)
// ──────────────────────────────────────────────

function fadeOut(id, nextId, kill) {
  var e = document.getElementById(id);
  var e2 = document.getElementById(nextId);
  if (!e) return;

  var removeSelf = function() {
    if (kill) e.parentElement?.removeChild(e);
    else {
      e.className = 'dead';
      e.removeEventListener('transitionend', removeSelf);
    }
    if (e2) {
      e2.className = 'hidden';
      setTimeout(() => e2.removeAttribute('class'), 0);
    }
  };

  e.addEventListener('transitionend', removeSelf);
  e.className = 'hidden';
}

function run(file) {
  document.getElementById('loader').value = '';
  var load = document.getElementById('select');
  load.textContent = 'Loading...';
  load.removeAttribute('onclick');
  var pause = document.getElementById('pause');
  pause.textContent = "PAUSE";

  gba.loadRomFromFile(file, function(result) {
    if (result) {
      runCommands.forEach(cmd => cmd());
      runCommands = [];
      fadeOut('preload', 'ingame');
      fadeOut('instructions', null, true);
      gba.runStable();

      // Show touch controls
      document.getElementById('touch-controls').style.display = 'block';
    } else {
      load.textContent = 'FAILED';
      setTimeout(() => {
        load.textContent = 'SELECT';
        load.onclick = () => document.getElementById('loader').click();
      }, 3000);
    }
  });
}

// ... keep your other functions (reset, togglePause, screenshot, setVolume, setPixelated, enableDebug, etc.) ...

// ──────────────────────────────────────────────
// TOUCH CONTROLS - DIRECT KEYPAD BIT MANIPULATION
// ──────────────────────────────────────────────

if ('ontouchstart' in window || navigator.maxTouchPoints > 0) {
  if (gba?.keypad) {
    const keypad = gba.keypad;
    const pressed = new Set();

    document.querySelectorAll('.ctrl-btn[data-bit]').forEach(el => {
      const bit = parseInt(el.dataset.bit, 10);
      const toggle = 1 << bit;

      const press = () => {
        if (!pressed.has(el.id)) {
          pressed.add(el.id);
          keypad.currentDown &= ~toggle;   // press = clear bit
        }
        el.classList.add('pressed');
      };

      const release = () => {
        if (pressed.has(el.id)) {
          pressed.delete(el.id);
          keypad.currentDown |= toggle;    // release = set bit
        }
        el.classList.remove('pressed');
      };

      el.addEventListener('touchstart', e => { e.preventDefault(); press(); }, { passive: false });
      el.addEventListener('touchend',   e => { e.preventDefault(); release(); }, { passive: false });
      el.addEventListener('touchcancel',e => { e.preventDefault(); release(); }, { passive: false });
    });

    console.log("Touch controls activated (direct keypad mode)");
  } else {
    console.warn("gba.keypad not available β†’ touch controls disabled");
  }
}
</script>
</body>
</html>