//////////////////////////////////////////////////////////////////////////////////////// // // 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 "NstInpExcitingBoxing.hpp" namespace Nes { namespace Core { namespace Input { #ifdef NST_MSVC_OPTIMIZE #pragma optimize("s", on) #endif ExcitingBoxing::ExcitingBoxing(const Cpu& c) : Device(c,Api::Input::EXCITINGBOXING) { ExcitingBoxing::Reset(); } void ExcitingBoxing::Reset() { state = 0x1E; } void ExcitingBoxing::SaveState(State::Saver& saver,const byte id) const { saver.Begin( AsciiId<'E','B'>::R(0,0,id) ).End(); } #ifdef NST_MSVC_OPTIMIZE #pragma optimize("", on) #endif void ExcitingBoxing::Poke(const uint data) { if (input) { Controllers::ExcitingBoxing::callback( input->excitingBoxing, data & 0x2 ); state = ~input->excitingBoxing.buttons & 0x1E; } else { state = 0x1E; } } uint ExcitingBoxing::Peek(const uint port) { return port ? state : 0; } } } }