//////////////////////////////////////////////////////////////////////////////////////// // // Nestopia - NES/Famicom emulator written in C++ // // Copyright (C) 2003-2008 Martin Freij // // This file is part of Nestopia. // // Nestopia is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Nestopia is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Nestopia; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //////////////////////////////////////////////////////////////////////////////////////// #ifndef NST_INPUT_DEVICE_H #define NST_INPUT_DEVICE_H #ifdef NST_PRAGMA_ONCE #pragma once #endif #include "../NstState.hpp" #include "../api/NstApiInput.hpp" namespace Nes { namespace Core { class Cpu; namespace Input { class Device { protected: typedef Api::Input::Type Type; const Type type; Controllers* input; const Cpu& cpu; public: explicit Device(const Cpu& c,Type t=Api::Input::UNCONNECTED) : type(t), input(NULL), cpu(c) {} virtual ~Device() {} virtual void Initialize(bool) {} virtual void Reset() {} virtual void LoadState(State::Loader&,dword) {} virtual void SaveState(State::Saver&,byte) const {} virtual void BeginFrame(Controllers* i) { input = i; } virtual void EndFrame() { } virtual void Poke(uint) { } virtual uint Peek(uint) { return 0; } Type GetType() const { return type; } }; } } } #endif