nestopia/source/core/input/NstInpPowerGlove.cpp
2025-03-04 19:59:01 -05:00

220 lines
4.5 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
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstInpDevice.hpp"
#include "NstInpPowerGlove.hpp"
namespace Nes
{
namespace Core
{
namespace Input
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
PowerGlove::PowerGlove(const Cpu& c)
: Device(c,Api::Input::POWERGLOVE)
{
buffer[0x0] = 0xA0;
buffer[0x1] = 0x00;
buffer[0x2] = 0x00;
buffer[0x3] = 0x00;
buffer[0x4] = 0x00;
buffer[0x5] = 0x00;
buffer[0x6] = 0x00;
buffer[0x7] = 0x00;
buffer[0x8] = 0x00;
buffer[0x9] = 0x3F;
buffer[0xA] = 0xFF;
buffer[0xB] = 0xFF;
PowerGlove::Reset();
}
void PowerGlove::Reset()
{
latch = 0;
stream = ~0U;
output = 0;
counter = 0;
buffer[1] = 0;
buffer[2] = 0;
buffer[3] = 0;
buffer[4] = 0;
buffer[5] = 0;
buffer[6] = 0;
z = 32;
r = 32;
}
void PowerGlove::SaveState(State::Saver& saver,const byte id) const
{
const byte data[4] =
{
static_cast<byte>(latch),
static_cast<byte>(stream == ~0U ? 0xFF : stream),
output,
counter
};
saver.Begin( AsciiId<'P','G'>::R(0,0,id) ).Write( data ).End();
}
void PowerGlove::LoadState(State::Loader& loader,const dword id)
{
buffer[3] = 0;
buffer[4] = 0;
z = 32;
r = 32;
if (id == AsciiId<'P','G'>::V)
{
State::Loader::Data<4> data( loader );
latch = data[0];
stream = data[1] < (12U << 3) ? data[1] : ~0U;
output = data[2];
counter = NST_MIN(data[3],8+3);
}
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void PowerGlove::BeginFrame(Controllers* i)
{
input = i;
}
void PowerGlove::Poll()
{
Controllers::PowerGlove& glove = input->powerGlove;
input = NULL;
if (Controllers::PowerGlove::callback( glove ))
{
buffer[1] = (glove.x - 128U) & 0xFF;
buffer[2] = (128U - glove.y) & 0xFF;
if (glove.distance < 0)
{
z += (z < 63);
}
else if (glove.distance > 0)
{
z -= (z > 0);
}
buffer[3] = (z/2 - 16U) & 0xFF;
if (glove.distance < 0)
{
r += (r < 63);
}
else if (glove.distance > 0)
{
r -= (r > 0);
}
else if (r < 32)
{
++r;
}
else if (r > 32)
{
--r;
}
buffer[4] = (r/2 - 16U) & 0xFF;
buffer[5] = glove.gesture;
if (glove.buttons & Controllers::PowerGlove::START)
{
buffer[6] = 0x82;
}
else if (glove.buttons & Controllers::PowerGlove::SELECT)
{
buffer[6] = 0x83;
}
else
{
buffer[6] = 0xFF;
}
}
}
uint PowerGlove::Peek(uint)
{
uint data = 0;
if (stream != ~0U)
{
data = stream++;
if (!(data & 0x7))
{
if (input)
Poll();
output = buffer[data >> 3] ^ 0xFFU;
}
else if (data == (12U << 3) - 1)
{
stream = 0;
}
data = output >> 7;
output = output << 1 & 0xFFU;
}
return data;
}
void PowerGlove::Poke(const uint data)
{
latch = (latch << 1 & 0xFE) | (data & 0x01);
if (latch == 0x06 && counter == 0)
{
stream = ~0U;
}
else if (latch == 0xFF)
{
stream = ~0U;
counter = 1;
}
else if (counter && counter++ == 8+3)
{
stream = 0;
counter = 0;
}
}
}
}
}