//////////////////////////////////////////////////////////////////////////////////////// // // 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_ZAPPER_H #define NST_INPUT_ZAPPER_H #ifdef NST_PRAGMA_ONCE #pragma once #endif namespace Nes { namespace Core { class Ppu; namespace Input { class Zapper : public Device { public: Zapper(const Cpu&,Ppu&); private: void Reset(); void Initialize(bool); uint Poll(); void Poke(uint); uint Peek(uint); uint GetHitPixel() const; void LoadState(State::Loader&,dword); void SaveState(State::Saver&,byte) const; enum { PHOSPHOR_DECAY = 384, LIGHT_SENSOR = 0x40 }; ibool arcade; uint stream; uint shifter; uint pos; uint fire; Ppu& ppu; static const byte lightMap[Video::Screen::PALETTE]; public: static uint GetLightMap(uint pixel) { NST_ASSERT( pixel < Video::Screen::PALETTE ); return lightMap[pixel]; } }; } } } #endif