mirror of
https://github.com/RetroDECK/Supermodel.git
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160 lines
3.3 KiB
C++
Executable file
160 lines
3.3 KiB
C++
Executable file
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Outputs.h
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*
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* Base class for outputs.
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*/
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#ifndef INCLUDED_OUTPUTS_H
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#define INCLUDED_OUTPUTS_H
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#include "Game.h"
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#include "Types.h"
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/*
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* EOutputs enumeration of all available outputs.
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* Currently just contains the outputs for the driving games - more will need to be added for the other games.
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*/
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enum EOutputs
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{
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OutputUnknown = -1,
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OutputPause = 0,
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OutputLampStart,
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OutputLampView1,
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OutputLampView2,
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OutputLampView3,
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OutputLampView4,
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OutputLampLeader,
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OutputRawDrive,
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OutputRawLamps,
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OutputBill1,
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OutputBill2,
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OutputBill3,
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OutputBill4,
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OutputBill5
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};
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#define NUM_OUTPUTS 14
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class COutputs
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{
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public:
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/*
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* GetOutputName(output):
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*
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* Returns the name of the given output as a string.
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*/
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static const char *GetOutputName(EOutputs output);
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/*
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* GetOutputByName(name):
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*
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* Returns the output with the given name (if any).
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*/
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static EOutputs GetOutputByName(const char *name);
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/*
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* ~COutputs():
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*
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* Destructor.
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*/
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virtual ~COutputs();
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/*
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* Initialize():
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*
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* Initializes the outputs. Must be called before the outputs are attached.
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* To be implemented by the subclass.
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*/
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virtual bool Initialize() = 0;
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/*
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* Attached():
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*
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* Lets the outputs know they have been attached to the emulator.
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* To be implemented by the subclass.
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*/
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virtual void Attached() = 0;
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/*
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* GetGame():
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*
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* Returns the currently running game.
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*/
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const Game &GetGame() const;
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/*
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* SetGame(game):
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*
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* Sets the currently running game.
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*/
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void SetGame(const Game &game);
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/*
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* GetValue(output):
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*
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* Returns the current value of the given output.
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*/
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UINT8 GetValue(EOutputs output) const;
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/*
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* SetValue(output, value):
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*
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* Sets the current value of the given output.
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*/
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void SetValue(EOutputs output, UINT8 value);
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/*
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* HasValue(EOutputs output)
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*
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* Returns if the value has been set at least once,
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* meaning it is used by the game.
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*/
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bool HasValue(EOutputs output);
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protected:
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/*
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* COutputs():
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*
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* Constructor.
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*/
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COutputs();
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/*
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* SendOutput():
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*
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* Called when an output's value changes so that the subclass can handle it appropriately.
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* To be implemented by the subclass.
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*/
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virtual void SendOutput(EOutputs output, UINT8 prevValue, UINT8 value) = 0;
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private:
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static const char* s_outputNames[]; // Static array of output names
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Game m_game; // Currently running game
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bool m_first[NUM_OUTPUTS]; // For each output, true if an initial value has been set
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UINT8 m_values[NUM_OUTPUTS]; // Current value of each output
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};
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#endif // INCLUDED_OUTPUTS_H
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