nestopia/source/core/input/NstInpPad.cpp

159 lines
3.5 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 "NstInpPad.hpp"
#include "../NstCpu.hpp"
namespace Nes
{
namespace Core
{
namespace Input
{
uint Pad::mic;
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
Pad::Pad(const Cpu& c,uint i)
: Device(c,Type(uint(Api::Input::PAD1) + i))
{
NST_ASSERT( i < 4 );
NST_COMPILE_ASSERT
(
( Api::Input::PAD2 - Api::Input::PAD1 ) == 1 &&
( Api::Input::PAD3 - Api::Input::PAD1 ) == 2 &&
( Api::Input::PAD4 - Api::Input::PAD1 ) == 3
);
Pad::Reset();
}
void Pad::Reset()
{
strobe = 0;
stream = 0xFF;
state = 0;
mic = 0;
}
void Pad::SaveState(State::Saver& saver,const byte id) const
{
const byte data[2] =
{
strobe, stream ^ 0xFF
};
saver.Begin( AsciiId<'P','D'>::R(0,0,id) ).Write( data ).End();
}
void Pad::LoadState(State::Loader& loader,const dword id)
{
if (id == AsciiId<'P','D'>::V)
{
State::Loader::Data<2> data( loader );
strobe = data[0] & 0x1;
stream = data[1] ^ 0xFF;
}
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void Pad::BeginFrame(Controllers* i)
{
input = i;
mic = 0;
}
void Pad::Poll()
{
if (input)
{
Controllers::Pad& pad = input->pad[type - Api::Input::PAD1];
input = NULL;
if (Controllers::Pad::callback( pad, type - Api::Input::PAD1 ))
{
uint buttons = pad.buttons;
enum
{
UP = Controllers::Pad::UP,
RIGHT = Controllers::Pad::RIGHT,
DOWN = Controllers::Pad::DOWN,
LEFT = Controllers::Pad::LEFT
};
if (!pad.allowSimulAxes)
{
if ((buttons & (UP|DOWN)) == (UP|DOWN))
buttons &= (UP|DOWN) ^ 0xFFU;
if ((buttons & (LEFT|RIGHT)) == (LEFT|RIGHT))
buttons &= (LEFT|RIGHT) ^ 0xFFU;
}
state = buttons;
}
mic |= pad.mic;
}
}
uint Pad::Peek(uint port)
{
if (strobe == 0)
{
const uint data = stream;
stream >>= 1;
return (~data & 0x1) | (mic & ~port << 2);
}
else
{
Poll();
return state & 0x1;
}
}
void Pad::Poke(const uint data)
{
const uint prev = strobe;
strobe = data & 0x1;
if (prev > strobe)
{
Poll();
stream = state ^ 0xFF;
}
}
}
}
}