Make Global fields into properties, a bit of cleanup
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@ -6,28 +6,28 @@ namespace BizHawk.Client.Common
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{
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public static class Global
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{
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public static IEmulator Emulator;
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public static Config Config;
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public static GameInfo Game;
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public static CheatCollection CheatList;
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public static FirmwareManager FirmwareManager;
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public static IEmulator Emulator { get; set; }
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public static Config Config { get; set; }
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public static GameInfo Game { get; set; }
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public static CheatCollection CheatList { get; set; } = new CheatCollection();
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public static FirmwareManager FirmwareManager { get; set; }
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public static IMovieSession MovieSession = new MovieSession();
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public static IMovieSession MovieSession { get; set; } = new MovieSession();
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/// <summary>
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/// Used to disable secondary throttling (e.g. vsync, audio) for unthrottled modes or when the primary (clock) throttle is taking over (e.g. during fast forward/rewind).
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/// </summary>
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public static bool DisableSecondaryThrottling;
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public static bool DisableSecondaryThrottling { get; set; }
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/// <summary>
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/// The maximum number of milliseconds the sound output buffer can go below full before causing a noticeable sound interruption.
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/// </summary>
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public static int SoundMaxBufferDeficitMs;
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public static int SoundMaxBufferDeficitMs { get; set; }
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// the movie will be spliced in between these if it is present
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public static readonly CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
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public static readonly CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
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public static readonly MultitrackRewiringControllerAdapter MultitrackRewiringAdapter = new MultitrackRewiringControllerAdapter();
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public static CopyControllerAdapter MovieInputSourceAdapter { get; } = new CopyControllerAdapter();
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public static CopyControllerAdapter MovieOutputHardpoint { get; } = new CopyControllerAdapter();
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public static MultitrackRewiringControllerAdapter MultitrackRewiringAdapter { get; } = new MultitrackRewiringControllerAdapter();
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// don't take my word for it, since the final word is actually in RewireInputChain, but here is a guide...
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// user -> Input -> ActiveController -> UDLR -> StickyXORPlayerInputAdapter -> TurboAdapter(TBD) -> Lua(?TBD?) -> ..
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@ -35,39 +35,39 @@ namespace BizHawk.Client.Common
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// (1)->Input Display
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// the original source controller, bound to the user, sort of the "input" port for the chain, i think
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public static Controller ActiveController;
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public static Controller ActiveController { get; set; }
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// rapid fire version on the user controller, has its own key bindings and is OR'ed against ActiveController
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public static AutofireController AutoFireController;
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public static AutofireController AutoFireController { get; set; }
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// the "output" port for the controller chain.
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public static readonly CopyControllerAdapter ControllerOutput = new CopyControllerAdapter();
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public static CopyControllerAdapter ControllerOutput { get; } = new CopyControllerAdapter();
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public static readonly UdlrControllerAdapter UD_LR_ControllerAdapter = new UdlrControllerAdapter();
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public static UdlrControllerAdapter UD_LR_ControllerAdapter { get; } = new UdlrControllerAdapter();
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public static readonly AutoFireStickyXorAdapter AutofireStickyXORAdapter = new AutoFireStickyXorAdapter();
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public static AutoFireStickyXorAdapter AutofireStickyXORAdapter { get; } = new AutoFireStickyXorAdapter();
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/// <summary>
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/// provides an opportunity to mutate the player's input in an autohold style
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/// </summary>
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public static readonly StickyXorAdapter StickyXORAdapter = new StickyXorAdapter();
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public static StickyXorAdapter StickyXORAdapter { get; } = new StickyXorAdapter();
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/// <summary>
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/// Used to AND to another controller, used for <see cref="JoypadApi.Set(System.Collections.Generic.Dictionary{string,bool},System.Nullable{int})">JoypadApi.Set</see>
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/// Used to AND to another controller, used for <see cref="JoypadApi.Set(Dictionary{string, bool}, int?)">JoypadApi.Set</see>
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/// </summary>
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public static readonly OverrideAdapter ButtonOverrideAdaptor = new OverrideAdapter();
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public static OverrideAdapter ButtonOverrideAdaptor { get; } = new OverrideAdapter();
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/// <summary>
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/// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons
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/// </summary>
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public static readonly ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
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public static ClickyVirtualPadController ClickyVirtualPadController { get; } = new ClickyVirtualPadController();
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public static Controller ClientControls;
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public static Controller ClientControls { get; set; }
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// Input state which has been estine for game controller inputs are coalesce here
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// Input state for game controller inputs are coalesced here
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// This relies on a client specific implementation!
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public static SimpleController ControllerInputCoalescer;
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public static SimpleController ControllerInputCoalescer { get; set; }
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public static Dictionary<string, object> UserBag = new Dictionary<string, object>();
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public static Dictionary<string, object> UserBag { get; set; } = new Dictionary<string, object>();
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}
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}
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@ -228,7 +228,6 @@ namespace BizHawk.Client.EmuHawk
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Emulator = new NullEmulator();
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GlobalWin.Tools = new ToolManager(this, Config, Emulator);
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Global.CheatList = new CheatCollection();
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CheatList.Changed += Tools.UpdateCheatRelatedTools;
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UpdateStatusSlots();
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@ -841,8 +840,6 @@ namespace BizHawk.Client.EmuHawk
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set => Global.Game = value;
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}
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private GLManager GLManager => GlobalWin.GLManager;
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private Sound Sound => GlobalWin.Sound;
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private CheatCollection CheatList => Global.CheatList;
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private AutofireController AutoFireController => Global.AutoFireController;
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