//////////////////////////////////////////////////////////////////////////////////////// // // 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 // //////////////////////////////////////////////////////////////////////////////////////// #include "NstInpDevice.hpp" #include "NstInpMahjong.hpp" namespace Nes { namespace Core { namespace Input { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Mahjong::Mahjong(const Cpu& c) : Device(c,Api::Input::MAHJONG) { Mahjong::Reset(); } void Mahjong::Reset() { stream = 0; } void Mahjong::SaveState(State::Saver& saver,const byte id) const { saver.Begin( AsciiId<'M','J'>::R(0,0,id) ).End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void Mahjong::Poke(uint data) { data &= PART; if (data && input) { Controllers::Mahjong::callback( input->mahjong, data ); stream = input->mahjong.buttons << 1; } else { stream = 0; } } uint Mahjong::Peek(uint port) { if (port) { port = stream & 0x2; stream >>= 1; } return port; } } } }