nestopia/source/core/input/NstInpExcitingBoxing.cpp
2012-09-02 13:13:55 -04:00

77 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
//
////////////////////////////////////////////////////////////////////////////////////////
#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;
}
}
}
}