071c5c1a26
Make save/restore default feature, the configure option for save/restore removed from configure script and save/restore made available forever. All code now assume it is exists. Bochs save/restore tree previosly called "save_restore" renamed to "bochs" tree and it will be havily used everywhere, starting from save/restore and ending by various bochs debugger functions. I am going to rework debugger code to get rid of debug CPU access functions and use this "bochs" param tree instead
68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/////////////////////////////////////////////////////////////////////////
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// $Id: gameport.h,v 1.6 2007-09-28 19:52:00 sshwarts Exp $
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/////////////////////////////////////////////////////////////////////////
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//
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// Copyright (C) 2003 MandrakeSoft S.A.
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//
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// MandrakeSoft S.A.
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// 43, rue d'Aboukir
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// 75002 Paris - France
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// http://www.linux-mandrake.com/
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// http://www.mandrakesoft.com/
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef BX_IODEV_GAMEPORT_H
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#define BX_IODEV_GAMEPORT_H
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#if BX_USE_GAMEPORT_SMF
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# define BX_GAMEPORT_SMF static
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# define BX_GAMEPORT_THIS theGameport->
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#else
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# define BX_GAMEPORT_SMF
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# define BX_GAMEPORT_THIS this->
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#endif
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class bx_gameport_c : public bx_devmodel_c {
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public:
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bx_gameport_c();
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virtual ~bx_gameport_c();
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virtual void init(void);
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virtual void reset(unsigned type);
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virtual void register_state(void);
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private:
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int joyfd;
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Bit8u port;
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Bit16u delay_x;
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Bit16u delay_y;
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bx_bool timer_x;
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bx_bool timer_y;
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Bit64u write_usec;
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BX_GAMEPORT_SMF void poll_joydev(void);
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static Bit32u read_handler(void *this_ptr, Bit32u address, unsigned io_len);
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static void write_handler(void *this_ptr, Bit32u address, Bit32u value, unsigned io_len);
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#if !BX_USE_GAMEPORT_SMF
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Bit32u read(Bit32u address, unsigned io_len);
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void write(Bit32u address, Bit32u value, unsigned io_len);
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#endif
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};
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#endif
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