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using BizHawk.DiscSystem;
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using SlimDX.Direct3D9;
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using SlimDX.DirectSound;
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using BizHawk.Client.Common;
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namespace BizHawk.MultiClient
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{
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public static class GlobalWinF
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{
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public static MainForm MainForm;
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#if WINDOWS
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public static DirectSound DSound;
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public static Direct3D Direct3D;
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#endif
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public static Sound Sound;
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public static IRenderer RenderPanel;
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public static OSDManager OSD = new OSDManager();
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public static DisplayManager DisplayManager = new DisplayManager();
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public static CoreComm CoreComm;
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public static Controller NullControls;
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public static AutofireController AutofireNullControls;
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/// <summary>
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/// whether throttling is force-disabled by use of fast forward
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/// </summary>
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public static bool ForceNoThrottle;
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//the movie will be spliced inbetween these if it is present
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public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
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public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
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//dont 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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//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> (MovieSession) -> MovieOutputAdapter -> ControllerOutput(1) -> Game
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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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//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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//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
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public static ControllerInputCoalescer ControllerInputCoalescer = new ControllerInputCoalescer();
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//input state which has been destined for client hotkey consumption are colesced here
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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>
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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 StickyXORAdapter StickyXORAdapter = new StickyXORAdapter();
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public static AutoFireStickyXORAdapter AutofireStickyXORAdapter = new AutoFireStickyXORAdapter();
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/// <summary>
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/// Forces any controller button to Off, useful for things like Joypad.Set
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/// </summary>
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public static ForceOffAdaptor ForceOffAdaptor = new ForceOffAdaptor();
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/// <summary>
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/// will OR together two IControllers
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/// </summary>
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public static ORAdapter OrControllerAdapter = new ORAdapter();
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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 ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
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public static SimpleController MovieOutputController = new SimpleController();
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public static Controller ClientControls;
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public static string GetOutputControllersAsMnemonic()
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{
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MnemonicsGenerator mg = new MnemonicsGenerator();
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mg.SetSource(ControllerOutput);
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return mg.GetControllersAsMnemonic();
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}
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public static DiscHopper DiscHopper = new DiscHopper();
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}
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}
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