//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstInpPad.hpp" #include "../NstCpu.hpp" namespace Nes { namespace Core { namespace Input { uint Pad::mic; #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif Pad::Pad(const Cpu& c,uint i) : Device(c,Type(uint(Api::Input::PAD1) + i)) { NST_ASSERT( i < 4 ); NST_COMPILE_ASSERT ( ( Api::Input::PAD2 - Api::Input::PAD1 ) == 1 && ( Api::Input::PAD3 - Api::Input::PAD1 ) == 2 && ( Api::Input::PAD4 - Api::Input::PAD1 ) == 3 ); Pad::Reset(); } void Pad::Reset() { strobe = 0; stream = 0xFF; state = 0; mic = 0; } void Pad::SaveState(State::Saver& saver,const byte id) const { const byte data[2] = { static_cast(strobe), static_cast(stream ^ 0xFF) }; saver.Begin( AsciiId<'P','D'>::R(0,0,id) ).Write( data ).End(); } void Pad::LoadState(State::Loader& loader,const dword id) { if (id == AsciiId<'P','D'>::V) { State::Loader::Data<2> data( loader ); strobe = data[0] & 0x1; stream = data[1] ^ 0xFF; } } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void Pad::BeginFrame(Controllers* i) { input = i; mic = 0; } void Pad::Poll() { if (input) { Controllers::Pad& pad = input->pad[type - Api::Input::PAD1]; input = NULL; if (Controllers::Pad::callback( pad, type - Api::Input::PAD1 )) { uint buttons = pad.buttons; enum { UP = Controllers::Pad::UP, RIGHT = Controllers::Pad::RIGHT, DOWN = Controllers::Pad::DOWN, LEFT = Controllers::Pad::LEFT }; if (!pad.allowSimulAxes) { if ((buttons & (UP|DOWN)) == (UP|DOWN)) buttons &= (UP|DOWN) ^ 0xFFU; if ((buttons & (LEFT|RIGHT)) == (LEFT|RIGHT)) buttons &= (LEFT|RIGHT) ^ 0xFFU; } state = buttons; } mic |= pad.mic; } } uint Pad::Peek(uint port) { if (strobe == 0) { const uint data = stream; stream >>= 1; return (~data & 0x1) | (mic & ~port << 2); } else { Poll(); return state & 0x1; } } void Pad::Poke(const uint data) { const uint prev = strobe; strobe = data & 0x1; if (prev > strobe) { Poll(); stream = state ^ 0xFF; } } } } }