BizHawk/BizHawk.MultiClient/Global.cs

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using BizHawk.DiscSystem;
using SlimDX.Direct3D9;
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using SlimDX.DirectSound;
#if WINDOWS
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#endif
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namespace BizHawk.MultiClient
{
public static class Global
{
public static MainForm MainForm;
#if WINDOWS
public static DirectSound DSound;
public static Direct3D Direct3D;
#endif
public static Sound Sound;
public static IRenderer RenderPanel;
public static OSDManager OSD = new OSDManager();
public static DisplayManager DisplayManager = new DisplayManager();
public static Config Config;
public static IEmulator Emulator;
public static CoreComm CoreComm;
public static GameInfo Game;
public static CheatList CheatList;
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public static Controller NullControls;
public static AutofireController AutofireNullControls;
/// <summary>
/// whether throttling is force-disabled by use of fast forward
/// </summary>
public static bool ForceNoThrottle;
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//the movie will be spliced inbetween these if it is present
public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
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public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
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/// <summary>
/// the global MovieSession can use this to deal with multitrack player remapping (should this be here? maybe it should be in MovieSession)
/// </summary>
public static MultitrackRewiringControllerAdapter MultitrackRewiringControllerAdapter = new MultitrackRewiringControllerAdapter();
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public static MovieSession MovieSession = new MovieSession();
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//dont take my word for it, since the final word is actually in RewireInputChain, but here is a guide...
//user -> Input -> ActiveController -> UDLR -> StickyXORPlayerInputAdapter -> TurboAdapter(TBD) -> Lua(?TBD?) -> ..
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//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> (MovieSession) -> MovieOutputAdapter -> ControllerOutput(1) -> Game
//(1)->Input Display
-Finished my simplification of InputAdapters for everything but TI-83 (I don't remember how to test it). Saved 183 lines from the last revision, and this number is probably going to grow tremendously after TI-83 is handled. -Inadvertently fixed the seemingly broken Genesis 3-Button Controller mnemonics...the controllers weren't responding at all before. I guess refactoring and working with simplified code IS worth it. <_< --That said, this is still really broken: ---Mnemonics don't show up while recording. ---Input goes past the frame length, and it's never labeled finished. ---Doesn't seem to sync at all. ---This exception: --------------------------- Oh, no, a terrible thing happened! System.Exception: unhandled opcode at pc=013648 at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147 at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106 at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676 at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346 at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47 --------------------------- System.Exception: unhandled opcode at pc=013648 at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147 at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106 at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676 at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346 at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47 --------------------------- OK --------------------------- --I don't think I broke anything...if anything, I fixed it slightly so that input is at least recognized in some way. --Question: Is Genesis going to be properly supported by release time? If so, I might hold off a Genesis TAS until this is done. I hate Gens. -Moved BUTTONS, COMMANDS, and new variable PLAYERS, which indicates how many players are for a given system, to Global.cs. --If there's a better place for this, please let me know. --That said, if there are places in the code that refer to the mnemonics of button names of a given system, we should definitely apply these variables for easier modification. Please let me know where these places might be. -Fixed ImportText(). It now only reads as many controllers as the given system supports. TODO: -Merge the TI-83 stuff. -Mnemonic header. -Comment! -Fix the TI-83 mnemonics with the IRCs blessings. -Port the new mnemonics to the wiki. -Fix the importers. --I don't think ImportMMV handles the Pause and Reset commands (Or buttons, I don't even know) covert.
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//the original source controller, bound to the user, sort of the "input" port for the chain, i think
public static Controller ActiveController;
//rapid fire version on the user controller, has its own key bindings and is OR'ed against ActiveController
public static AutofireController AutoFireController;
-Finished my simplification of InputAdapters for everything but TI-83 (I don't remember how to test it). Saved 183 lines from the last revision, and this number is probably going to grow tremendously after TI-83 is handled. -Inadvertently fixed the seemingly broken Genesis 3-Button Controller mnemonics...the controllers weren't responding at all before. I guess refactoring and working with simplified code IS worth it. <_< --That said, this is still really broken: ---Mnemonics don't show up while recording. ---Input goes past the frame length, and it's never labeled finished. ---Doesn't seem to sync at all. ---This exception: --------------------------- Oh, no, a terrible thing happened! System.Exception: unhandled opcode at pc=013648 at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147 at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106 at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676 at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346 at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47 --------------------------- System.Exception: unhandled opcode at pc=013648 at BizHawk.Emulation.CPUs.M68000.MC68000.ExecuteCycles(Int32 cycles) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\CPUs\68000\MC68000.cs:line 147 at BizHawk.Emulation.Consoles.Sega.Genesis.FrameAdvance(Boolean render) in C:\Users\Administrator\Repo\bizhawk\BizHawk.Emulation\Consoles\Sega\Genesis\Genesis.cs:line 106 at BizHawk.MultiClient.MainForm.StepRunLoop_Core() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 1676 at BizHawk.MultiClient.MainForm.ProgramRunLoop() in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\MainForm.cs:line 346 at BizHawk.MultiClient.Program.Main(String[] args) in C:\Users\Administrator\Repo\bizhawk\BizHawk.MultiClient\Program.cs:line 47 --------------------------- OK --------------------------- --I don't think I broke anything...if anything, I fixed it slightly so that input is at least recognized in some way. --Question: Is Genesis going to be properly supported by release time? If so, I might hold off a Genesis TAS until this is done. I hate Gens. -Moved BUTTONS, COMMANDS, and new variable PLAYERS, which indicates how many players are for a given system, to Global.cs. --If there's a better place for this, please let me know. --That said, if there are places in the code that refer to the mnemonics of button names of a given system, we should definitely apply these variables for easier modification. Please let me know where these places might be. -Fixed ImportText(). It now only reads as many controllers as the given system supports. TODO: -Merge the TI-83 stuff. -Mnemonic header. -Comment! -Fix the TI-83 mnemonics with the IRCs blessings. -Port the new mnemonics to the wiki. -Fix the importers. --I don't think ImportMMV handles the Pause and Reset commands (Or buttons, I don't even know) covert.
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//the "output" port for the controller chain.
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public static CopyControllerAdapter ControllerOutput = new CopyControllerAdapter();
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//input state which has been destined for game controller inputs are coalesced here
public static ControllerInputCoalescer ControllerInputCoalescer = new ControllerInputCoalescer();
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//input state which has been destined for client hotkey consumption are colesced here
public static InputCoalescer HotkeyCoalescer = new InputCoalescer();
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public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
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/// <summary>
/// provides an opportunity to mutate the player's input in an autohold style
/// </summary>
public static StickyXORAdapter StickyXORAdapter = new StickyXORAdapter();
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public static AutoFireStickyXORAdapter AutofireStickyXORAdapter = new AutoFireStickyXORAdapter();
/// <summary>
/// Forces any controller button to Off, useful for things like Joypad.Set
/// </summary>
public static ForceOffAdaptor ForceOffAdaptor = new ForceOffAdaptor();
/// <summary>
/// will OR together two IControllers
/// </summary>
public static ORAdapter OrControllerAdapter = new ORAdapter();
/// <summary>
/// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons
/// </summary>
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public static ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
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public static SimpleController MovieOutputController = new SimpleController();
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public static Controller ClientControls;
public static string GetOutputControllersAsMnemonic()
{
MnemonicsGenerator mg = new MnemonicsGenerator();
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mg.SetSource(ControllerOutput);
return mg.GetControllersAsMnemonic();
}
public static DiscHopper DiscHopper = new DiscHopper();
}
}