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////////////////////////////////////////////////////////////////////////////////////////
//
// 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 "NstInpFamilyTrainer.hpp"
namespace Nes
{
namespace Core
{
namespace Input
{
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("s", on)
#endif
FamilyTrainer::FamilyTrainer(const Cpu& c)
: Device(c,Api::Input::FAMILYTRAINER)
{
FamilyTrainer::Reset();
}
void FamilyTrainer::Reset()
{
output = 0;
state = ~0U;
}
void FamilyTrainer::SaveState(State::Saver& saver,const byte id) const
{
saver.Begin( AsciiId<'F','T'>::R(0,0,id) ).Write8( output ).End();
}
void FamilyTrainer::LoadState(State::Loader& loader,const dword id)
{
if (id == AsciiId<'F','T'>::V)
output = loader.Read8() & 0x1E;
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
void FamilyTrainer::Poll()
{
Controllers::FamilyTrainer& trainer = input->familyTrainer;
input = NULL;
if (Controllers::FamilyTrainer::callback( trainer ))
{
static const word lut[Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS] =
{
1U << 1 ^ 0x1FFF,
1U << 2 ^ 0x1FFF,
1U << 3 ^ 0x1FFF,
1U << 4 ^ 0x1FFF,
1U << 5 ^ 0x1FFF,
1U << 6 ^ 0x1FFF,
1U << 7 ^ 0x1FFF,
1U << 8 ^ 0x1FFF,
1U << 9 ^ 0x1FFF,
1U << 10 ^ 0x1FFF,
1U << 11 ^ 0x1FFF,
1U << 12 ^ 0x1FFF
};
uint bits = ~0U;
for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_A_BUTTONS; ++i)
{
if (trainer.sideA[i])
bits &= lut[i];
}
static const byte index[Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS] =
{
2,1,7,6,5,4,10,9
};
for (uint i=0; i < Controllers::FamilyTrainer::NUM_SIDE_B_BUTTONS; ++i)
{
if (trainer.sideB[i])
bits &= lut[index[i]];
}
state = bits;
}
}
uint FamilyTrainer::Peek(uint port)
{
return port == 1 ? output : 0;
}
void FamilyTrainer::Poke(const uint data)
{
if (input)
Poll();
if ((data & 0x1) == 0)
{
output = state >> 8 & 0x1E;
}
else if ((data & 0x2) == 0)
{
output = state >> 4 & 0x1E;
}
else if ((data & 0x4) == 0)
{
output = state >> 0 & 0x1E;
}
else
{
output = 0;
}
}
}
}
}
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