1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103
|
////////////////////////////////////////////////////////////////////////////////////////
//
// 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 "../NstPpu.hpp"
#include "NstInpZapper.hpp"
#include "NstInpBandaiHyperShot.hpp"
namespace Nes
{
namespace Core
{
namespace Input
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
BandaiHyperShot::BandaiHyperShot(const Cpu& c,Ppu& p)
:
Device (c,Api::Input::BANDAIHYPERSHOT),
ppu (p)
{
BandaiHyperShot::Reset();
}
void BandaiHyperShot::Reset()
{
pos = ~0U;
fire = 0;
move = 0;
}
void BandaiHyperShot::SaveState(State::Saver& saver,const byte id) const
{
saver.Begin( AsciiId<'B','H'>::R(0,0,id) ).End();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
uint BandaiHyperShot::Poll()
{
if (input)
{
Controllers::BandaiHyperShot& bandaiHyperShot = input->bandaiHyperShot;
input = NULL;
if (Controllers::BandaiHyperShot::callback( bandaiHyperShot ))
{
fire = (bandaiHyperShot.fire ? 0x10 : 0x00);
move = (bandaiHyperShot.move ? 0x02 : 0x00);
if (bandaiHyperShot.y < Video::Screen::HEIGHT && bandaiHyperShot.x < Video::Screen::WIDTH)
pos = bandaiHyperShot.y * Video::Screen::WIDTH + bandaiHyperShot.x;
else
pos = ~0U;
}
}
if (pos < Video::Screen::WIDTH * Video::Screen::HEIGHT)
{
ppu.Update();
uint pixel = ppu.GetPixelCycles();
if (pos < pixel && pos >= pixel - PHOSPHOR_DECAY)
return Zapper::GetLightMap( ppu.GetPixel( pos ) );
}
return 0;
}
uint BandaiHyperShot::Peek(uint)
{
uint data = (Poll() >= LIGHT_SENSOR ? 0x0 : 0x8);
return data | fire | move;
}
}
}
}
|