nestopia/source/core/input/NstInpDevice.hpp
2012-09-02 13:13:55 -04:00

92 lines
2 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// 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