fix more input stuff better

This commit is contained in:
zeromus 2011-07-10 07:39:40 +00:00
parent 2425b3c87a
commit 61f466ca8e
4 changed files with 240 additions and 229 deletions

View File

@ -14,7 +14,6 @@ namespace BizHawk.MultiClient
public static IEmulator Emulator; public static IEmulator Emulator;
public static CoreInputComm CoreInputComm; public static CoreInputComm CoreInputComm;
public static RomGame Game; public static RomGame Game;
public static Controller ClientControls;
public static Controller SMSControls; public static Controller SMSControls;
public static Controller PCEControls; public static Controller PCEControls;
public static Controller GenControls; public static Controller GenControls;
@ -29,7 +28,8 @@ namespace BizHawk.MultiClient
public static MultitrackRewiringControllerAdapter MultitrackRewiringControllerAdapter = new MultitrackRewiringControllerAdapter(); public static MultitrackRewiringControllerAdapter MultitrackRewiringControllerAdapter = new MultitrackRewiringControllerAdapter();
//user -> ActiveController -> TurboAdapter(TBD) -> Lua(?) -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> MovieInputController -> ControllerOutput(1) -> Game //user -> Input -> ActiveController -> TurboAdapter(TBD) -> Lua(?) -> ..
//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> MovieInputController -> ControllerOutput(1) -> Game
//(1)->Input Display //(1)->Input Display
//the original source controller, bound to the user, sort of the "input" port for the chain, i think //the original source controller, bound to the user, sort of the "input" port for the chain, i think
@ -38,9 +38,15 @@ namespace BizHawk.MultiClient
//the "output" port for the controller chain. //the "output" port for the controller chain.
public static IController ControllerOutput; public static IController ControllerOutput;
public static Input.InputCoalescer InputCoalescer; //input state which has been destined for game controller inputs are coalesced here
public static InputCoalescer ControllerInputCoalescer = new InputCoalescer();
//input state which has been destined for client hotkey consumption are colesced here
public static InputCoalescer HotkeyCoalescer = new InputCoalescer();
public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter(); public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
public static Controller ClientControls;
public static string GetOutputControllersAsMnemonic() public static string GetOutputControllersAsMnemonic()
{ {
MnemonicsGenerator mg = new MnemonicsGenerator(); MnemonicsGenerator mg = new MnemonicsGenerator();

View File

@ -14,6 +14,7 @@ namespace BizHawk.MultiClient
private List<string> removeFromForcePressedButtons = new List<string>(); private List<string> removeFromForcePressedButtons = new List<string>();
private List<string> programmaticallyPressedButtons = new List<string>(); private List<string> programmaticallyPressedButtons = new List<string>();
//look for bindings which are activated by the supplied physical button.
public List<string> SearchBindings(string button) public List<string> SearchBindings(string button)
{ {
var ret = new List<string>(); var ret = new List<string>();

View File

@ -1,13 +1,28 @@
using System; using System;
using System.Linq;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
using System.Windows.Forms; using System.Windows.Forms;
using SlimDX.DirectInput; using SlimDX.DirectInput;
//maybe todo - split into an event processor class (which can grab events from the main input class and be used to step through them independently)
namespace BizHawk.MultiClient namespace BizHawk.MultiClient
{ {
//coalesces events back into instantaneous states
public class InputCoalescer : SimpleController
{
public void Receive(Input.InputEvent ie)
{
bool state = ie.EventType == Input.InputEventType.Press;
Buttons[ie.LogicalButton.ToString()] = state;
//when a button is released, all modified variants of it are released as well
if (!state)
{
var releases = Buttons.Where((kvp) => kvp.Key.Contains("+") && kvp.Key.EndsWith(ie.LogicalButton.Button)).ToArray();
foreach (var kvp in releases)
Buttons[kvp.Key] = false;
}
}
}
public class Input public class Input
{ {
@ -34,16 +49,6 @@ namespace BizHawk.MultiClient
Alt = 262144, Alt = 262144,
} }
//coalesces events back into instantaneous states
public class InputCoalescer : SimpleController
{
public void Receive(Input.InputEvent ie)
{
bool state = ie.EventType == InputEventType.Press;
Buttons[ie.LogicalButton.ToString()] = state;
}
}
public static Input Instance { get; private set; } public static Input Instance { get; private set; }
Thread UpdateThread; Thread UpdateThread;
@ -92,9 +97,6 @@ namespace BizHawk.MultiClient
} }
InputCoalescer Coalescer = new InputCoalescer();
WorkingDictionary<string, bool> LastState = new WorkingDictionary<string, bool>(); WorkingDictionary<string, bool> LastState = new WorkingDictionary<string, bool>();
@ -115,7 +117,8 @@ namespace BizHawk.MultiClient
ModifierKey _Modifiers; ModifierKey _Modifiers;
List<InputEvent> _NewEvents = new List<InputEvent>(); List<InputEvent> _NewEvents = new List<InputEvent>();
//TODO - maybe need clearevents for various purposes? maybe not. //TODO - maybe need clearevents for various purposes. perhaps when returning from modal dialogs?
Queue<InputEvent> InputEvents = new Queue<InputEvent>(); Queue<InputEvent> InputEvents = new Queue<InputEvent>();
public InputEvent DequeueEvent() public InputEvent DequeueEvent()
{ {
@ -128,14 +131,9 @@ namespace BizHawk.MultiClient
void EnqueueEvent(InputEvent ie) void EnqueueEvent(InputEvent ie)
{ {
lock (this) lock (this)
{
InputEvents.Enqueue(ie); InputEvents.Enqueue(ie);
Coalescer.Receive(ie);
}
} }
public bool CheckState(string button) { lock (this) return Coalescer.IsPressed(button); }
void UpdateThreadProc() void UpdateThreadProc()
{ {
for(;;) for(;;)
@ -187,14 +185,10 @@ namespace BizHawk.MultiClient
//so i will leave this method here for now.. //so i will leave this method here for now..
} }
public bool IsPressed(string control) //returns the next Press event, if available. should be useful
{
return Instance.CheckState(control);
}
public string GetNextPressedButtonOrNull() public string GetNextPressedButtonOrNull()
{ {
InputEvent ie = Instance.DequeueEvent(); InputEvent ie = DequeueEvent();
if (ie == null) return null; if (ie == null) return null;
if (ie.EventType == InputEventType.Release) return null; if (ie.EventType == InputEventType.Release) return null;
return ie.LogicalButton.ToString(); return ie.LogicalButton.ToString();

View File

@ -280,13 +280,10 @@ namespace BizHawk.MultiClient
} }
} }
bool _HACK_KEY_FF;
bool _HACK_KEY_REWIND;
void SyncThrottle() void SyncThrottle()
{ {
throttle.signal_unthrottle = unthrottled; throttle.signal_unthrottle = unthrottled;
if (_HACK_KEY_FF) if (Global.ClientControls["Fast Forward"])
throttle.SetSpeedPercent(Global.Config.SpeedPercentAlternate); throttle.SetSpeedPercent(Global.Config.SpeedPercentAlternate);
else else
throttle.SetSpeedPercent(Global.Config.SpeedPercent); throttle.SetSpeedPercent(Global.Config.SpeedPercent);
@ -316,8 +313,13 @@ namespace BizHawk.MultiClient
{ {
for (; ; ) for (; ; )
{ {
//client input-related duties
Input.Instance.Update(); Input.Instance.Update();
CheckHotkeys(); //handle events and dispatch as a hotkey action, or a hotkey button, or an input button
ProcessInput();
Global.ClientControls.LatchFromPhysical(Global.HotkeyCoalescer);
Global.ActiveController.LatchFromPhysical(Global.ControllerInputCoalescer);
StepRunLoop_Core(); StepRunLoop_Core();
if (!IsNullEmulator()) if (!IsNullEmulator())
@ -778,8 +780,9 @@ namespace BizHawk.MultiClient
void RewireInputChain() void RewireInputChain()
{ {
//insert turbo and lua here? //insert turbo and lua here?
Global.InputCoalescer = new Input.InputCoalescer(); Global.ControllerInputCoalescer = new InputCoalescer();
Global.InputCoalescer.Type = Global.ActiveController.Type; Global.ControllerInputCoalescer.Type = Global.ActiveController.Type;
Global.UD_LR_ControllerAdapter.Source = Global.ActiveController; Global.UD_LR_ControllerAdapter.Source = Global.ActiveController;
Global.MultitrackRewiringControllerAdapter.Source = Global.UD_LR_ControllerAdapter; Global.MultitrackRewiringControllerAdapter.Source = Global.UD_LR_ControllerAdapter;
Global.MovieInputSourceAdapter.Source = Global.MultitrackRewiringControllerAdapter; Global.MovieInputSourceAdapter.Source = Global.MultitrackRewiringControllerAdapter;
@ -968,218 +971,227 @@ namespace BizHawk.MultiClient
UpdateStatusSlots(); UpdateStatusSlots();
} }
public void CheckHotkeys() public void ProcessInput()
{ {
for(;;) for(;;)
{ {
//loop through all available events
var ie = Input.Instance.DequeueEvent(); var ie = Input.Instance.DequeueEvent();
if(ie == null) break; if(ie == null) break;
//TODO - wonder what happens if we pop up something interactive as a response to one of these hotkeys? may need to purge further processing //TODO - wonder what happens if we pop up something interactive as a response to one of these hotkeys? may need to purge further processing
//TODO - deal with these later somehow //look for client control bindings for this key
var triggers = Global.ClientControls.SearchBindings(ie.LogicalButton.ToString()); var triggers = Global.ClientControls.SearchBindings(ie.LogicalButton.ToString());
if (triggers.Count == 0) if (triggers.Count == 0)
{ {
//no hotkeys or player inputs bound this, so mutate it to an unmodified key //no hotkeys or player inputs bound this, so mutate it to an unmodified key and assign it for use as a game controller input
//(we have a rule that says: modified events may be used for game controller inputs but not hotkeys)
var mutated_ie = new Input.InputEvent(); var mutated_ie = new Input.InputEvent();
mutated_ie.EventType = ie.EventType; mutated_ie.EventType = ie.EventType;
mutated_ie.LogicalButton = ie.LogicalButton; mutated_ie.LogicalButton = ie.LogicalButton;
mutated_ie.LogicalButton.Modifiers = Input.ModifierKey.None; mutated_ie.LogicalButton.Modifiers = Input.ModifierKey.None;
Global.InputCoalescer.Receive(mutated_ie); Global.ControllerInputCoalescer.Receive(mutated_ie);
} }
foreach(var trigger in triggers)
bool handled = false;
if (ie.EventType == Input.InputEventType.Press)
{ {
if(trigger == "Fast Forward") foreach (var trigger in triggers)
{ {
_HACK_KEY_FF = ie.EventType == Input.InputEventType.Press; handled |= CheckHotkey(trigger);
continue;
}
if (trigger == "Rewind")
{
_HACK_KEY_REWIND = ie.EventType == Input.InputEventType.Press;
continue;
} }
}
if(ie.EventType == Input.InputEventType.Release) continue; //hotkeys which arent handled as actions get coalesced as pollable buttons
if (!handled)
//todo - could have these in a table somehow ? {
switch (trigger) Global.HotkeyCoalescer.Receive(ie);
{ }
case "ToolBox":
LoadToolBox();
break;
case "Quick Save State":
if (!IsNullEmulator())
SaveState("QuickSave" + SaveSlot.ToString());
break;
case "Quick Load State":
if (!IsNullEmulator())
LoadState("QuickSave" + SaveSlot.ToString());
break;
case "Unthrottle":
unthrottled ^= true;
Global.RenderPanel.AddMessage("Unthrottled: " + unthrottled);
break;
case "Hard Reset":
LoadRom(CurrentlyOpenRom);
break;
case "Screenshot":
TakeScreenshot();
break;
case "SaveSlot0": if (!IsNullEmulator()) SaveState("QuickSave0"); break;
case "SaveSlot1": if (!IsNullEmulator()) SaveState("QuickSave1"); break;
case "SaveSlot2": if (!IsNullEmulator()) SaveState("QuickSave2"); break;
case "SaveSlot3": if (!IsNullEmulator()) SaveState("QuickSave3"); break;
case "SaveSlot4": if (!IsNullEmulator()) SaveState("QuickSave4"); break;
case "SaveSlot5": if (!IsNullEmulator()) SaveState("QuickSave5"); break;
case "SaveSlot6": if (!IsNullEmulator()) SaveState("QuickSave6"); break;
case "SaveSlot7": if (!IsNullEmulator()) SaveState("QuickSave7"); break;
case "SaveSlot8": if (!IsNullEmulator()) SaveState("QuickSave8"); break;
case "SaveSlot9": if (!IsNullEmulator()) SaveState("QuickSave9"); break;
case "LoadSlot0": if (!IsNullEmulator()) LoadState("QuickSave0"); break;
case "LoadSlot1": if (!IsNullEmulator()) LoadState("QuickSave1"); break;
case "LoadSlot2": if (!IsNullEmulator()) LoadState("QuickSave2"); break;
case "LoadSlot3": if (!IsNullEmulator()) LoadState("QuickSave3"); break;
case "LoadSlot4": if (!IsNullEmulator()) LoadState("QuickSave4"); break;
case "LoadSlot5": if (!IsNullEmulator()) LoadState("QuickSave5"); break;
case "LoadSlot6": if (!IsNullEmulator()) LoadState("QuickSave6"); break;
case "LoadSlot7": if (!IsNullEmulator()) LoadState("QuickSave7"); break;
case "LoadSlot8": if (!IsNullEmulator()) LoadState("QuickSave8"); break;
case "LoadSlot9": if (!IsNullEmulator()) LoadState("QuickSave9"); break;
case "SelectSlot0": OnSelectSlot(0); break;
case "SelectSlot1": OnSelectSlot(1); break;
case "SelectSlot2": OnSelectSlot(2); break;
case "SelectSlot3": OnSelectSlot(3); break;
case "SelectSlot4": OnSelectSlot(4); break;
case "SelectSlot5": OnSelectSlot(5); break;
case "SelectSlot6": OnSelectSlot(6); break;
case "SelectSlot7": OnSelectSlot(7); break;
case "SelectSlot8": OnSelectSlot(8); break;
case "SelectSlot9": OnSelectSlot(9); break;
case "Toggle Fullscreen": ToggleFullscreen(); break;
case "Save Named State": SaveStateAs(); break;
case "Load Named State": LoadStateAs(); break;
case "Previous Slot": PreviousSlot(); break;
case "Next Slot": NextSlot(); break;
case "Ram Watch": LoadRamWatch(); break;
case "Ram Search": LoadRamSearch(); break;
case "Ram Poke":
{
RamPoke r = new RamPoke();
r.Show();
break;
}
case "Hex Editor": LoadHexEditor(); break;
case "Lua Console":
{
var window = new BizHawk.MultiClient.tools.LuaWindow();
window.Show();
break;
}
case "Cheats": LoadCheatsWindow(); break;
case "Open ROM":
{
OpenROM();
break;
}
case "Close ROM": CloseROM(); break;
case "Display FPS": ToggleFPS(); break;
case "Display FrameCounter": ToggleFrameCounter(); break;
case "Display LagCounter": ToggleLagCounter(); break;
case "Display Input": ToggleInputDisplay(); break;
case "Toggle Read Only": ToggleReadOnly(); break;
case "Play Movie":
{
PlayMovie();
break;
}
case "Record Movie":
{
RecordMovie();
break;
}
case "Stop Movie": StopUserMovie(); break;
case "Play Beginning": PlayMovieFromBeginning(); break;
case "Volume Up": VolumeUp(); break;
case "Volume Down": VolumeDown(); break;
case "Soft Reset": SoftReset(); break;
case "Toggle MultiTrack":
{
Global.MainForm.UserMovie.MultiTrack.IsActive = !Global.MainForm.UserMovie.MultiTrack.IsActive;
if (Global.MainForm.UserMovie.MultiTrack.IsActive)
{
Global.RenderPanel.AddMessage("MultiTrack Enabled");
Global.RenderPanel.MT = "Recording None";
}
else
Global.RenderPanel.AddMessage("MultiTrack Disabled");
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
break;
}
case "Increment Player":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer++;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
if (Global.MainForm.UserMovie.MultiTrack.CurrentPlayer > 5) //TODO: Replace with console's maximum or current maximum players??!
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 1;
}
Global.RenderPanel.MT = "Recording Player " + Global.MainForm.UserMovie.MultiTrack.CurrentPlayer.ToString();
break;
}
case "Decrement Player":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer--;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
if (Global.MainForm.UserMovie.MultiTrack.CurrentPlayer < 1)
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 5;//TODO: Replace with console's maximum or current maximum players??!
}
Global.RenderPanel.MT = "Recording Player " + Global.MainForm.UserMovie.MultiTrack.CurrentPlayer.ToString();
break;
}
case "Record All":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
Global.MainForm.UserMovie.MultiTrack.RecordAll = true;
Global.RenderPanel.MT = "Recording All";
break;
}
case "Record None":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
Global.RenderPanel.MT = "Recording None";
break;
}
case "Emulator Pause":
//used to be here: (the pause hotkey is ignored when we are frame advancing)
TogglePause();
break;
} //switch(trigger)
} //foreach triggered hotkey
} //foreach event } //foreach event
} }
bool CheckHotkey(string trigger)
{
//todo - could have these in a table somehow ?
switch (trigger)
{
default:
return false;
case "ToolBox":
LoadToolBox();
break;
case "Quick Save State":
if (!IsNullEmulator())
SaveState("QuickSave" + SaveSlot.ToString());
break;
case "Quick Load State":
if (!IsNullEmulator())
LoadState("QuickSave" + SaveSlot.ToString());
break;
case "Unthrottle":
unthrottled ^= true;
Global.RenderPanel.AddMessage("Unthrottled: " + unthrottled);
break;
case "Hard Reset":
LoadRom(CurrentlyOpenRom);
break;
case "Screenshot":
TakeScreenshot();
break;
case "SaveSlot0": if (!IsNullEmulator()) SaveState("QuickSave0"); break;
case "SaveSlot1": if (!IsNullEmulator()) SaveState("QuickSave1"); break;
case "SaveSlot2": if (!IsNullEmulator()) SaveState("QuickSave2"); break;
case "SaveSlot3": if (!IsNullEmulator()) SaveState("QuickSave3"); break;
case "SaveSlot4": if (!IsNullEmulator()) SaveState("QuickSave4"); break;
case "SaveSlot5": if (!IsNullEmulator()) SaveState("QuickSave5"); break;
case "SaveSlot6": if (!IsNullEmulator()) SaveState("QuickSave6"); break;
case "SaveSlot7": if (!IsNullEmulator()) SaveState("QuickSave7"); break;
case "SaveSlot8": if (!IsNullEmulator()) SaveState("QuickSave8"); break;
case "SaveSlot9": if (!IsNullEmulator()) SaveState("QuickSave9"); break;
case "LoadSlot0": if (!IsNullEmulator()) LoadState("QuickSave0"); break;
case "LoadSlot1": if (!IsNullEmulator()) LoadState("QuickSave1"); break;
case "LoadSlot2": if (!IsNullEmulator()) LoadState("QuickSave2"); break;
case "LoadSlot3": if (!IsNullEmulator()) LoadState("QuickSave3"); break;
case "LoadSlot4": if (!IsNullEmulator()) LoadState("QuickSave4"); break;
case "LoadSlot5": if (!IsNullEmulator()) LoadState("QuickSave5"); break;
case "LoadSlot6": if (!IsNullEmulator()) LoadState("QuickSave6"); break;
case "LoadSlot7": if (!IsNullEmulator()) LoadState("QuickSave7"); break;
case "LoadSlot8": if (!IsNullEmulator()) LoadState("QuickSave8"); break;
case "LoadSlot9": if (!IsNullEmulator()) LoadState("QuickSave9"); break;
case "SelectSlot0": OnSelectSlot(0); break;
case "SelectSlot1": OnSelectSlot(1); break;
case "SelectSlot2": OnSelectSlot(2); break;
case "SelectSlot3": OnSelectSlot(3); break;
case "SelectSlot4": OnSelectSlot(4); break;
case "SelectSlot5": OnSelectSlot(5); break;
case "SelectSlot6": OnSelectSlot(6); break;
case "SelectSlot7": OnSelectSlot(7); break;
case "SelectSlot8": OnSelectSlot(8); break;
case "SelectSlot9": OnSelectSlot(9); break;
case "Toggle Fullscreen": ToggleFullscreen(); break;
case "Save Named State": SaveStateAs(); break;
case "Load Named State": LoadStateAs(); break;
case "Previous Slot": PreviousSlot(); break;
case "Next Slot": NextSlot(); break;
case "Ram Watch": LoadRamWatch(); break;
case "Ram Search": LoadRamSearch(); break;
case "Ram Poke":
{
RamPoke r = new RamPoke();
r.Show();
break;
}
case "Hex Editor": LoadHexEditor(); break;
case "Lua Console":
{
var window = new BizHawk.MultiClient.tools.LuaWindow();
window.Show();
break;
}
case "Cheats": LoadCheatsWindow(); break;
case "Open ROM":
{
OpenROM();
break;
}
case "Close ROM": CloseROM(); break;
case "Display FPS": ToggleFPS(); break;
case "Display FrameCounter": ToggleFrameCounter(); break;
case "Display LagCounter": ToggleLagCounter(); break;
case "Display Input": ToggleInputDisplay(); break;
case "Toggle Read Only": ToggleReadOnly(); break;
case "Play Movie":
{
PlayMovie();
break;
}
case "Record Movie":
{
RecordMovie();
break;
}
case "Stop Movie": StopUserMovie(); break;
case "Play Beginning": PlayMovieFromBeginning(); break;
case "Volume Up": VolumeUp(); break;
case "Volume Down": VolumeDown(); break;
case "Soft Reset": SoftReset(); break;
case "Toggle MultiTrack":
{
Global.MainForm.UserMovie.MultiTrack.IsActive = !Global.MainForm.UserMovie.MultiTrack.IsActive;
if (Global.MainForm.UserMovie.MultiTrack.IsActive)
{
Global.RenderPanel.AddMessage("MultiTrack Enabled");
Global.RenderPanel.MT = "Recording None";
}
else
Global.RenderPanel.AddMessage("MultiTrack Disabled");
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
break;
}
case "Increment Player":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer++;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
if (Global.MainForm.UserMovie.MultiTrack.CurrentPlayer > 5) //TODO: Replace with console's maximum or current maximum players??!
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 1;
}
Global.RenderPanel.MT = "Recording Player " + Global.MainForm.UserMovie.MultiTrack.CurrentPlayer.ToString();
break;
}
case "Decrement Player":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer--;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
if (Global.MainForm.UserMovie.MultiTrack.CurrentPlayer < 1)
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 5;//TODO: Replace with console's maximum or current maximum players??!
}
Global.RenderPanel.MT = "Recording Player " + Global.MainForm.UserMovie.MultiTrack.CurrentPlayer.ToString();
break;
}
case "Record All":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
Global.MainForm.UserMovie.MultiTrack.RecordAll = true;
Global.RenderPanel.MT = "Recording All";
break;
}
case "Record None":
{
Global.MainForm.UserMovie.MultiTrack.CurrentPlayer = 0;
Global.MainForm.UserMovie.MultiTrack.RecordAll = false;
Global.RenderPanel.MT = "Recording None";
break;
}
case "Emulator Pause":
//used to be here: (the pause hotkey is ignored when we are frame advancing)
TogglePause();
break;
} //switch(trigger)
return true;
}
void StepRunLoop_Throttle() void StepRunLoop_Throttle()
{ {
SyncThrottle(); SyncThrottle();
@ -1199,7 +1211,7 @@ namespace BizHawk.MultiClient
double frameAdvanceTimestampDelta = (now - FrameAdvanceTimestamp).TotalMilliseconds; double frameAdvanceTimestampDelta = (now - FrameAdvanceTimestamp).TotalMilliseconds;
bool frameProgressTimeElapsed = Global.Config.FrameProgressDelayMs < frameAdvanceTimestampDelta; bool frameProgressTimeElapsed = Global.Config.FrameProgressDelayMs < frameAdvanceTimestampDelta;
if (/*Global.ClientControls["Frame Advance"] || PressFrameAdvance*/KeyInput.IsPressed(SlimDX.DirectInput.Key.F)) if (Global.ClientControls["Frame Advance"])
{ {
//handle the initial trigger of a frame advance //handle the initial trigger of a frame advance
if (FrameAdvanceTimestamp == DateTime.MinValue) if (FrameAdvanceTimestamp == DateTime.MinValue)
@ -1238,7 +1250,7 @@ namespace BizHawk.MultiClient
runFrame = true; runFrame = true;
} }
if (Global.Config.RewindEnabled && _HACK_KEY_REWIND || PressRewind) if (Global.Config.RewindEnabled && Global.ClientControls["Rewind"] || PressRewind)
{ {
rewindCredits += Global.Config.SpeedPercent; rewindCredits += Global.Config.SpeedPercent;
int rewindTodo = rewindCredits / 100; int rewindTodo = rewindCredits / 100;
@ -1260,7 +1272,7 @@ namespace BizHawk.MultiClient
if (runFrame) if (runFrame)
{ {
runloop_fps++; runloop_fps++;
bool ff = _HACK_KEY_FF; bool ff = Global.ClientControls["Fast Forward"];
bool updateFpsString = (runloop_last_ff != ff); bool updateFpsString = (runloop_last_ff != ff);
runloop_last_ff = ff; runloop_last_ff = ff;
@ -1284,8 +1296,6 @@ namespace BizHawk.MultiClient
else if (!Global.Config.MuteFrameAdvance) else if (!Global.Config.MuteFrameAdvance)
genSound = true; genSound = true;
Global.ActiveController.LatchFromPhysical(Global.InputCoalescer);
if (UserMovie.GetMovieMode() != MOVIEMODE.INACTIVE) if (UserMovie.GetMovieMode() != MOVIEMODE.INACTIVE)
{ {
UserMovie.LatchInputFromLog(); UserMovie.LatchInputFromLog();