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https://github.com/0ldsk00l/nestopia.git
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92 lines
2 KiB
C++
92 lines
2 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#ifndef NST_INPUT_DEVICE_H
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#define NST_INPUT_DEVICE_H
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#ifdef NST_PRAGMA_ONCE
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#pragma once
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#endif
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#include "../NstState.hpp"
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#include "../api/NstApiInput.hpp"
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namespace Nes
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{
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namespace Core
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{
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class Cpu;
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namespace Input
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{
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class Device
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{
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protected:
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typedef Api::Input::Type Type;
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const Type type;
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Controllers* input;
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const Cpu& cpu;
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public:
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explicit Device(const Cpu& c,Type t=Api::Input::UNCONNECTED)
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: type(t), input(NULL), cpu(c) {}
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virtual ~Device() {}
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virtual void Initialize(bool) {}
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virtual void Reset() {}
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virtual void LoadState(State::Loader&,dword) {}
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virtual void SaveState(State::Saver&,byte) const {}
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virtual void BeginFrame(Controllers* i)
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{
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input = i;
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}
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virtual void EndFrame()
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{
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}
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virtual void Poke(uint)
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{
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}
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virtual uint Peek(uint)
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{
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return 0;
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}
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Type GetType() const
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{
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return type;
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}
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};
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}
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}
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}
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#endif
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