mirror of
https://github.com/SourMesen/Mesen2.git
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94 lines
No EOL
1.9 KiB
C++
94 lines
No EOL
1.9 KiB
C++
#pragma once
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#include "pch.h"
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#include "Shared/BaseControlDevice.h"
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#include "Shared/Emulator.h"
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class SystemActionManager : public BaseControlDevice
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{
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private:
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bool _needReset = false;
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bool _needPowerCycle = false;
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protected:
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string GetKeyNames() override
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{
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return "RP";
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}
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public:
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enum Buttons { ResetButton = 0, PowerButton = 1 };
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SystemActionManager(Emulator* emu) : BaseControlDevice(emu, ControllerType::None, BaseControlDevice::ConsoleInputPort)
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{
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_connected = false;
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}
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uint8_t ReadRam(uint16_t addr) override
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{
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return 0;
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}
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void WriteRam(uint16_t addr, uint8_t value) override
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{
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}
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void ResetState()
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{
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//Only reset these flags once the reset/power cycle is done
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//Called by emu class after reloading/resetting the game
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//This is needed to avoid a reset/power cycle command from
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//being queue while a reset/power cycle is in progress (which can
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//break things when the debugger is opened, etc.)
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_needPowerCycle = false;
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_needReset = false;
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//TODOv2 review this - prevents NES from power cycling 2x in a row
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ClearBit(SystemActionManager::Buttons::ResetButton);
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ClearBit(SystemActionManager::Buttons::PowerButton);
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}
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void OnAfterSetState() override
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{
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if(_needReset) {
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SetBit(SystemActionManager::Buttons::ResetButton);
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}
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if(_needPowerCycle) {
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SetBit(SystemActionManager::Buttons::PowerButton);
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}
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}
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bool Reset()
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{
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if(!_needReset) {
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_needReset = true;
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_emu->SuspendDebugger(false);
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return true;
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}
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return false;
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}
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bool PowerCycle()
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{
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if(!_needPowerCycle) {
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_needPowerCycle = true;
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_emu->SuspendDebugger(false);
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return true;
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}
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return false;
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}
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bool IsResetPending()
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{
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return _needReset || _needPowerCycle;
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}
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bool IsResetPressed()
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{
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return IsPressed(SystemActionManager::Buttons::ResetButton);
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}
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bool IsPowerCyclePressed()
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{
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return IsPressed(SystemActionManager::Buttons::PowerButton);
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}
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}; |