Delegate ClientApi implementation to an instantiable class

The new class, EmuClientApi, is abstracted as IEmuClient, but this interface is
not an IExternalApi. This is because a future commit will add a ctor not
compatible with the current instantiation code in ApiManager.
This commit is contained in:
YoshiRulz 2020-06-12 05:26:24 +10:00
parent 8c06de56c2
commit f78af85cc6
No known key found for this signature in database
GPG Key ID: C4DE31C245353FB7
8 changed files with 707 additions and 377 deletions
src
BizHawk.Client.Common
BizHawk.Client.EmuHawk

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@ -0,0 +1,225 @@
using System;
using System.Drawing;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
public interface IEmuClient
{
SystemInfo RunningSystem { get; }
/// <summary>
/// Occurs before a quickload is done (just after user has pressed the shortcut button
/// or has click on the item menu)
/// </summary>
event BeforeQuickLoadEventHandler BeforeQuickLoad;
/// <summary>
/// Occurs before a quicksave is done (just after user has pressed the shortcut button
/// or has click on the item menu)
/// </summary>
event BeforeQuickSaveEventHandler BeforeQuickSave;
/// <summary>
/// Occurs when a ROM is successfully loaded
/// </summary>
event EventHandler RomLoaded;
/// <summary>
/// Occurs when a savestate is successfully loaded
/// </summary>
event StateLoadedEventHandler StateLoaded;
/// <summary>
/// Occurs when a savestate is successfully saved
/// </summary>
event StateSavedEventHandler StateSaved;
int BorderHeight();
int BorderWidth();
int BufferHeight();
int BufferWidth();
void ClearAutohold();
void CloseEmulator();
void CloseEmulatorWithCode(int exitCode);
void CloseRom();
void DisplayMessages(bool value);
/// <summary>
/// THE FrameAdvance stuff
/// </summary>
void DoFrameAdvance();
/// <summary>
/// THE FrameAdvance stuff
/// Auto unpause emulation
/// </summary>
void DoFrameAdvanceAndUnpause();
void EnableRewind(bool enabled);
void FrameSkip(int numFrames);
/// <summary>
/// Gets a <see cref="Joypad"/> for specified player
/// </summary>
/// <param name="player">Player (one based) you want current inputs</param>
/// <returns>A <see cref="Joypad"/> populated with current inputs</returns>
/// <exception cref="IndexOutOfRangeException">Raised when you specify a player less than 1 or greater than maximum allows (see SystemInfo class to get this information)</exception>
Joypad GetInput(int player);
bool GetSoundOn();
int GetTargetScanlineIntensity();
int GetWindowSize();
/// <summary>
/// Use with <see cref="SeekFrame(int)"/> for CamHack.
/// Refer to <c>MainForm.InvisibleEmulation</c> for the workflow details.
/// </summary>
void InvisibleEmulation(bool invisible);
bool IsPaused();
bool IsSeeking();
bool IsTurbo();
/// <summary>
/// Load a savestate specified by its name
/// </summary>
/// <param name="name">Savestate friendly name</param>
void LoadState(string name);
/// <summary>
/// Raised before a quickload is done (just after pressing shortcut button)
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="quickSaveSlotName">Slot used for quickload</param>
/// <param name="eventHandled">A boolean that can be set if users want to handle save themselves; if so, BizHawk won't do anything</param>
void OnBeforeQuickLoad(object sender, string quickSaveSlotName, out bool eventHandled);
/// <summary>
/// Raised before a quicksave is done (just after pressing shortcut button)
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="quickSaveSlotName">Slot used for quicksave</param>
/// <param name="eventHandled">A boolean that can be set if users want to handle save themselves; if so, BizHawk won't do anything</param>
void OnBeforeQuickSave(object sender, string quickSaveSlotName, out bool eventHandled);
/// <summary>
/// Raise when a rom is successfully Loaded
/// </summary>
void OnRomLoaded(IEmulator emu);
/// <summary>
/// Raise when a state is loaded
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="stateName">User friendly name for saved state</param>
void OnStateLoaded(object sender, string stateName);
/// <summary>
/// Raise when a state is saved
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="stateName">User friendly name for saved state</param>
void OnStateSaved(object sender, string stateName);
void OpenRom(string path);
void Pause();
void PauseAv();
void RebootCore();
void SaveRam();
/// <summary>
/// Save a state with specified name
/// </summary>
/// <param name="name">Savestate friendly name</param>
void SaveState(string name);
int ScreenHeight();
void Screenshot(string path = null);
void ScreenshotToClipboard();
int ScreenWidth();
/// <summary>
/// Use with <see cref="InvisibleEmulation(bool)"/> for CamHack.
/// Refer to <c>MainForm.InvisibleEmulation</c> for the workflow details.
/// </summary>
void SeekFrame(int frame);
/// <summary>
/// Sets the extra padding added to the 'native' surface so that you can draw HUD elements in predictable placements
/// </summary>
/// <param name="left">Left padding</param>
/// <param name="top">Top padding</param>
/// <param name="right">Right padding</param>
/// <param name="bottom">Bottom padding</param>
void SetExtraPadding(int left, int top = 0, int right = 0, int bottom = 0);
/// <summary>
/// Sets the extra padding added to the 'native' surface so that you can draw HUD elements in predictable placements
/// </summary>
/// <param name="left">Left padding</param>
/// <param name="top">Top padding</param>
/// <param name="right">Right padding</param>
/// <param name="bottom">Bottom padding</param>
void SetGameExtraPadding(int left, int top = 0, int right = 0, int bottom = 0);
/// <summary>
/// Set inputs in specified <see cref="Joypad"/> to specified player
/// </summary>
/// <param name="player">Player (one based) whom inputs must be set</param>
/// <param name="joypad"><see cref="Joypad"/> with inputs</param>
/// <exception cref="IndexOutOfRangeException">Raised when you specify a player less than 1 or greater than maximum allows (see SystemInfo class to get this information)</exception>
/// <remarks>Still have some strange behaviour with multiple inputs; so this feature is still in beta</remarks>
void SetInput(int player, Joypad joypad);
void SetScreenshotOSD(bool value);
void SetSoundOn(bool enable);
void SetTargetScanlineIntensity(int val);
void SetWindowSize(int size);
void SpeedMode(int percent);
void TogglePause();
Point TransformPoint(Point point);
void Unpause();
void UnpauseAv();
/// <summary>
/// Resume the emulation
/// </summary>
void UnpauseEmulation();
void UpdateEmulatorAndVP(IEmulator emu = null);
int Xpos();
int Ypos();
}
}

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@ -1,8 +1,8 @@
using System;
using BizHawk.Client.Common;
using BizHawk.Common;
namespace BizHawk.Client.EmuHawk
namespace BizHawk.Client.Common
{
/// <summary>
/// This class holds a joypad for any type of console
@ -20,7 +20,7 @@ namespace BizHawk.Client.EmuHawk
/// <param name="system">What <see cref="SystemInfo"/> this <see cref="Joypad"/> is used for</param>
/// <param name="player">Which player this controller is assigned to</param>
/// <exception cref="IndexOutOfRangeException"><paramref name="player"/> not in range <c>1..max</c> where <c>max</c> is <paramref name="system"/>.<see cref="SystemInfo.MaxControllers"/></exception>
internal Joypad(SystemInfo system, int player)
public Joypad(SystemInfo system, int player)
{
if (!1.RangeTo(system.MaxControllers).Contains(player))
{

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@ -1,13 +1,13 @@
using System;
namespace BizHawk.Client.EmuHawk
namespace BizHawk.Client.Common
{
/// <summary>
/// This class holds event data for BeforeQuickLoad event
/// </summary>
public sealed class BeforeQuickLoadEventArgs : EventArgs
{
internal BeforeQuickLoadEventArgs(string name)
public BeforeQuickLoadEventArgs(string name)
{
Name = name;
}
@ -35,7 +35,7 @@ namespace BizHawk.Client.EmuHawk
/// </summary>
public sealed class BeforeQuickSaveEventArgs : EventArgs
{
internal BeforeQuickSaveEventArgs(string name)
public BeforeQuickSaveEventArgs(string name)
{
Name = name;
}
@ -66,7 +66,7 @@ namespace BizHawk.Client.EmuHawk
/// Initialize a new instance of <see cref="StateLoadedEventArgs"/>
/// </summary>
/// <param name="stateName">User friendly name of loaded state</param>
internal StateLoadedEventArgs(string stateName)
public StateLoadedEventArgs(string stateName)
{
Name = stateName;
}
@ -86,7 +86,7 @@ namespace BizHawk.Client.EmuHawk
/// Initialize a new instance of <see cref="StateSavedEventArgs"/>
/// </summary>
/// <param name="stateName">User friendly name of loaded state</param>
internal StateSavedEventArgs(string stateName)
public StateSavedEventArgs(string stateName)
{
Name = stateName;
}

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@ -1,449 +1,211 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
using BizHawk.Client.Common;
using BizHawk.Common;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Nintendo.Gameboy;
using BizHawk.Emulation.Cores.PCEngine;
using BizHawk.Emulation.Cores.Sega.MasterSystem;
// ReSharper disable UnusedMember.Global
namespace BizHawk.Client.EmuHawk
{
/// <summary>
/// This class contains some methods that
/// interact with BizHawk client
/// </summary>
public static class ClientApi
{
private static IEmulator Emulator { get; set; }
/// <inheritdoc cref="IEmuClient.DoFrameAdvance"/>
public static SystemInfo RunningSystem => GlobalWin.ClientApi.RunningSystem;
private static IVideoProvider VideoProvider { get; set; }
private static readonly IReadOnlyCollection<JoypadButton> JoypadButtonsArray = Enum.GetValues(typeof(JoypadButton)).Cast<JoypadButton>().ToList(); //TODO can the return of GetValues be cast to JoypadButton[]? --yoshi
internal static readonly BizHawkSystemIdToEnumConverter SystemIdConverter = new BizHawkSystemIdToEnumConverter();
private static readonly JoypadStringToEnumConverter JoypadConverter = new JoypadStringToEnumConverter();
private static List<Joypad> _allJoyPads;
/// <summary>
/// Occurs before a quickload is done (just after user has pressed the shortcut button
/// or has click on the item menu)
/// </summary>
public static event BeforeQuickLoadEventHandler BeforeQuickLoad;
/// <summary>
/// Occurs before a quicksave is done (just after user has pressed the shortcut button
/// or has click on the item menu)
/// </summary>
public static event BeforeQuickSaveEventHandler BeforeQuickSave;
/// <summary>
/// Occurs when a ROM is successfully loaded
/// </summary>
public static event EventHandler RomLoaded;
/// <summary>
/// Occurs when a savestate is successfully loaded
/// </summary>
public static event StateLoadedEventHandler StateLoaded;
/// <summary>
/// Occurs when a savestate is successfully saved
/// </summary>
public static event StateSavedEventHandler StateSaved;
public static void UpdateEmulatorAndVP(IEmulator emu = null)
/// <inheritdoc cref="IEmuClient.BeforeQuickLoad"/>
public static event BeforeQuickLoadEventHandler BeforeQuickLoad
{
Emulator = emu;
VideoProvider = emu.AsVideoProviderOrDefault();
add => GlobalWin.ClientApi.BeforeQuickLoad += value;
remove => GlobalWin.ClientApi.BeforeQuickLoad -= value;
}
/// <summary>
/// THE FrameAdvance stuff
/// </summary>
public static void DoFrameAdvance()
/// <inheritdoc cref="IEmuClient.BeforeQuickSave"/>
public static event BeforeQuickSaveEventHandler BeforeQuickSave
{
GlobalWin.MainForm.FrameAdvance();
GlobalWin.MainForm.StepRunLoop_Throttle();
GlobalWin.MainForm.Render();
add => GlobalWin.ClientApi.BeforeQuickSave += value;
remove => GlobalWin.ClientApi.BeforeQuickSave -= value;
}
/// <summary>
/// THE FrameAdvance stuff
/// Auto unpause emulation
/// </summary>
public static void DoFrameAdvanceAndUnpause()
/// <inheritdoc cref="IEmuClient.RomLoaded"/>
public static event EventHandler RomLoaded
{
DoFrameAdvance();
UnpauseEmulation();
add => GlobalWin.ClientApi.RomLoaded += value;
remove => GlobalWin.ClientApi.RomLoaded -= value;
}
/// <summary>
/// Use with <see cref="InvisibleEmulation(bool)"/> for CamHack.
/// Refer to <see cref="MainForm.InvisibleEmulation"/> for the workflow details.
/// </summary>
public static void SeekFrame(int frame)
/// <inheritdoc cref="IEmuClient.StateLoaded"/>
public static event StateLoadedEventHandler StateLoaded
{
var wasPaused = GlobalWin.MainForm.EmulatorPaused;
while (Emulator.Frame != frame) GlobalWin.MainForm.SeekFrameAdvance();
if (!wasPaused) GlobalWin.MainForm.UnpauseEmulator();
add => GlobalWin.ClientApi.StateLoaded += value;
remove => GlobalWin.ClientApi.StateLoaded -= value;
}
/// <summary>
/// Use with <see cref="SeekFrame(int)"/> for CamHack.
/// Refer to <see cref="MainForm.InvisibleEmulation"/> for the workflow details.
/// </summary>
public static void InvisibleEmulation(bool invisible) => GlobalWin.MainForm.InvisibleEmulation = invisible;
/// <summary>
/// Gets a <see cref="Joypad"/> for specified player
/// </summary>
/// <param name="player">Player (one based) you want current inputs</param>
/// <returns>A <see cref="Joypad"/> populated with current inputs</returns>
/// <exception cref="IndexOutOfRangeException">Raised when you specify a player less than 1 or greater than maximum allows (see SystemInfo class to get this information)</exception>
public static Joypad GetInput(int player)
/// <inheritdoc cref="IEmuClient.StateSaved"/>
public static event StateSavedEventHandler StateSaved
{
if (!1.RangeTo(RunningSystem.MaxControllers).Contains(player))
throw new IndexOutOfRangeException($"{RunningSystem.DisplayName} does not support {player} controller(s)");
GetAllInputs();
return _allJoyPads[player - 1];
add => GlobalWin.ClientApi.StateSaved += value;
remove => GlobalWin.ClientApi.StateSaved -= value;
}
/// <summary>
/// Load a savestate specified by its name
/// </summary>
/// <param name="name">Savestate friendly name</param>
public static void LoadState(string name) => GlobalWin.MainForm.LoadState(Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), $"{name}.State"), name, suppressOSD: false);
/// <inheritdoc cref="IEmuClient.BorderHeight"/>
public static int BorderHeight() => GlobalWin.ClientApi.BorderHeight();
/// <summary>
/// Raised before a quickload is done (just after pressing shortcut button)
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="quickSaveSlotName">Slot used for quickload</param>
/// <param name="eventHandled">A boolean that can be set if users want to handle save themselves; if so, BizHawk won't do anything</param>
public static void OnBeforeQuickLoad(object sender, string quickSaveSlotName, out bool eventHandled)
{
if (BeforeQuickLoad == null)
{
eventHandled = false;
return;
}
var e = new BeforeQuickLoadEventArgs(quickSaveSlotName);
BeforeQuickLoad(sender, e);
eventHandled = e.Handled;
}
/// <inheritdoc cref="IEmuClient.BorderWidth"/>
public static int BorderWidth() => GlobalWin.ClientApi.BorderWidth();
/// <inheritdoc cref="IEmuClient.BufferHeight"/>
public static int BufferHeight() => GlobalWin.ClientApi.BufferHeight();
/// <summary>
/// Raised before a quicksave is done (just after pressing shortcut button)
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="quickSaveSlotName">Slot used for quicksave</param>
/// <param name="eventHandled">A boolean that can be set if users want to handle save themselves; if so, BizHawk won't do anything</param>
public static void OnBeforeQuickSave(object sender, string quickSaveSlotName, out bool eventHandled)
{
if (BeforeQuickSave == null)
{
eventHandled = false;
return;
}
var e = new BeforeQuickSaveEventArgs(quickSaveSlotName);
BeforeQuickSave(sender, e);
eventHandled = e.Handled;
}
/// <inheritdoc cref="IEmuClient.BufferWidth"/>
public static int BufferWidth() => GlobalWin.ClientApi.BufferWidth();
/// <inheritdoc cref="IEmuClient.ClearAutohold"/>
public static void ClearAutohold() => GlobalWin.ClientApi.ClearAutohold();
/// <summary>
/// Raise when a state is loaded
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="stateName">User friendly name for saved state</param>
public static void OnStateLoaded(object sender, string stateName) => StateLoaded?.Invoke(sender, new StateLoadedEventArgs(stateName));
/// <inheritdoc cref="IEmuClient.CloseEmulator"/>
public static void CloseEmulator() => GlobalWin.ClientApi.CloseEmulator();
/// <summary>
/// Raise when a state is saved
/// </summary>
/// <param name="sender">Object who raised the event</param>
/// <param name="stateName">User friendly name for saved state</param>
public static void OnStateSaved(object sender, string stateName) => StateSaved?.Invoke(sender, new StateSavedEventArgs(stateName));
/// <inheritdoc cref="IEmuClient.CloseEmulatorWithCode"/>
public static void CloseEmulatorWithCode(int exitCode) => GlobalWin.ClientApi.CloseEmulatorWithCode(exitCode);
/// <summary>
/// Raise when a rom is successfully Loaded
/// </summary>
public static void OnRomLoaded(IEmulator emu)
{
Emulator = emu;
VideoProvider = emu.AsVideoProviderOrDefault();
RomLoaded?.Invoke(null, EventArgs.Empty);
/// <inheritdoc cref="IEmuClient.CloseRom"/>
public static void CloseRom() => GlobalWin.ClientApi.CloseRom();
try
{
_allJoyPads = new List<Joypad>(RunningSystem.MaxControllers);
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
_allJoyPads.Add(new Joypad(RunningSystem, i));
}
catch (Exception e)
{
Console.Error.WriteLine("Apihawk is garbage and may not work this session.");
Console.Error.WriteLine(e);
}
}
/// <inheritdoc cref="IEmuClient.DisplayMessages"/>
public static void DisplayMessages(bool value) => GlobalWin.ClientApi.DisplayMessages(value);
/// <summary>
/// Save a state with specified name
/// </summary>
/// <param name="name">Savestate friendly name</param>
public static void SaveState(string name) => GlobalWin.MainForm.SaveState(Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), $"{name}.State"), name, fromLua: false);
/// <inheritdoc cref="IEmuClient.DoFrameAdvance"/>
public static void DoFrameAdvance() => GlobalWin.ClientApi.DoFrameAdvance();
/// <summary>
/// Sets the extra padding added to the 'native' surface so that you can draw HUD elements in predictable placements
/// </summary>
/// <param name="left">Left padding</param>
/// <param name="top">Top padding</param>
/// <param name="right">Right padding</param>
/// <param name="bottom">Bottom padding</param>
public static void SetGameExtraPadding(int left, int top = 0, int right = 0, int bottom = 0)
{
GlobalWin.DisplayManager.GameExtraPadding = new Padding(left, top, right, bottom);
GlobalWin.MainForm.FrameBufferResized();
}
/// <inheritdoc cref="IEmuClient.DoFrameAdvanceAndUnpause"/>
public static void DoFrameAdvanceAndUnpause() => GlobalWin.ClientApi.DoFrameAdvanceAndUnpause();
/// <summary>
/// Sets the extra padding added to the 'native' surface so that you can draw HUD elements in predictable placements
/// </summary>
/// <param name="left">Left padding</param>
/// <param name="top">Top padding</param>
/// <param name="right">Right padding</param>
/// <param name="bottom">Bottom padding</param>
public static void SetExtraPadding(int left, int top = 0, int right = 0, int bottom = 0)
{
GlobalWin.DisplayManager.ClientExtraPadding = new Padding(left, top, right, bottom);
GlobalWin.MainForm.FrameBufferResized();
}
/// <inheritdoc cref="IEmuClient.EnableRewind"/>
public static void EnableRewind(bool enabled) => GlobalWin.ClientApi.EnableRewind(enabled);
/// <summary>
/// Set inputs in specified <see cref="Joypad"/> to specified player
/// </summary>
/// <param name="player">Player (one based) whom inputs must be set</param>
/// <param name="joypad"><see cref="Joypad"/> with inputs</param>
/// <exception cref="IndexOutOfRangeException">Raised when you specify a player less than 1 or greater than maximum allows (see SystemInfo class to get this information)</exception>
/// <remarks>Still have some strange behaviour with multiple inputs; so this feature is still in beta</remarks>
public static void SetInput(int player, Joypad joypad)
{
if (!1.RangeTo(RunningSystem.MaxControllers).Contains(player)) throw new IndexOutOfRangeException($"{RunningSystem.DisplayName} does not support {player} controller(s)");
/// <inheritdoc cref="IEmuClient.FrameSkip"/>
public static void FrameSkip(int numFrames) => GlobalWin.ClientApi.FrameSkip(numFrames);
if (joypad.Inputs == 0)
{
GlobalWin.InputManager.AutofireStickyXorAdapter.ClearStickies();
}
else
{
foreach (var button in JoypadButtonsArray.Where(button => joypad.Inputs.HasFlag(button)))
{
GlobalWin.InputManager.AutofireStickyXorAdapter.SetSticky(
RunningSystem == SystemInfo.GB
? $"{JoypadConverter.ConvertBack(button, RunningSystem)}"
: $"P{player} {JoypadConverter.ConvertBack(button, RunningSystem)}",
isSticky: true
);
}
}
/// <inheritdoc cref="IEmuClient.GetInput"/>
public static Joypad GetInput(int player) => GlobalWin.ClientApi.GetInput(player);
#if false // Using this breaks joypad usage (even in UI); have to figure out why
if ((RunningSystem.AvailableButtons & JoypadButton.AnalogStick) == JoypadButton.AnalogStick)
{
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
{
GlobalWin.InputManager.AutofireStickyXorAdapter.SetAxis($"P{i} X Axis", _allJoyPads[i - 1].AnalogX);
GlobalWin.InputManager.AutofireStickyXorAdapter.SetAxis($"P{i} Y Axis", _allJoyPads[i - 1].AnalogY);
}
}
#endif
}
/// <inheritdoc cref="IEmuClient.GetSoundOn"/>
public static bool GetSoundOn() => GlobalWin.ClientApi.GetSoundOn();
/// <summary>
/// Resume the emulation
/// </summary>
public static void UnpauseEmulation() => GlobalWin.MainForm.UnpauseEmulator();
/// <inheritdoc cref="IEmuClient.GetTargetScanlineIntensity"/>
public static int GetTargetScanlineIntensity() => GlobalWin.ClientApi.GetTargetScanlineIntensity();
/// <summary>
/// Gets all current inputs for each joypad and store
/// them in <see cref="Joypad"/> class collection
/// </summary>
private static void GetAllInputs()
{
var joypadAdapter = GlobalWin.InputManager.AutofireStickyXorAdapter;
/// <inheritdoc cref="IEmuClient.GetWindowSize"/>
public static int GetWindowSize() => GlobalWin.ClientApi.GetWindowSize();
var pressedButtons = joypadAdapter.Definition.BoolButtons.Where(b => joypadAdapter.IsPressed(b));
/// <inheritdoc cref="IEmuClient.InvisibleEmulation"/>
public static void InvisibleEmulation(bool invisible) => GlobalWin.ClientApi.InvisibleEmulation(invisible);
foreach (var j in _allJoyPads) j.ClearInputs();
/// <inheritdoc cref="IEmuClient.IsPaused"/>
public static bool IsPaused() => GlobalWin.ClientApi.IsPaused();
Parallel.ForEach(pressedButtons, button =>
{
if (RunningSystem == SystemInfo.GB) _allJoyPads[0].AddInput(JoypadConverter.Convert(button));
else if (int.TryParse(button.Substring(1, 2), out var player)) _allJoyPads[player - 1].AddInput(JoypadConverter.Convert(button.Substring(3)));
});
/// <inheritdoc cref="IEmuClient.IsSeeking"/>
public static bool IsSeeking() => GlobalWin.ClientApi.IsSeeking();
if ((RunningSystem.AvailableButtons & JoypadButton.AnalogStick) == JoypadButton.AnalogStick)
{
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
{
_allJoyPads[i - 1].AnalogX = joypadAdapter.AxisValue($"P{i} X Axis");
_allJoyPads[i - 1].AnalogY = joypadAdapter.AxisValue($"P{i} Y Axis");
}
}
}
/// <inheritdoc cref="IEmuClient.IsTurbo"/>
public static bool IsTurbo() => GlobalWin.ClientApi.IsTurbo();
public static void CloseEmulator() => GlobalWin.MainForm.CloseEmulator();
/// <inheritdoc cref="IEmuClient.LoadState"/>
public static void LoadState(string name) => GlobalWin.ClientApi.LoadState(name);
public static void CloseEmulatorWithCode(int exitCode) => GlobalWin.MainForm.CloseEmulator(exitCode);
/// <inheritdoc cref="IEmuClient.OnBeforeQuickLoad"/>
public static void OnBeforeQuickLoad(object sender, string quickSaveSlotName, out bool eventHandled) => GlobalWin.ClientApi.OnBeforeQuickLoad(sender, quickSaveSlotName, out eventHandled);
public static int BorderHeight() => GlobalWin.DisplayManager.TransformPoint(new Point(0, 0)).Y;
/// <inheritdoc cref="IEmuClient.OnBeforeQuickSave"/>
public static void OnBeforeQuickSave(object sender, string quickSaveSlotName, out bool eventHandled) => GlobalWin.ClientApi.OnBeforeQuickSave(sender, quickSaveSlotName, out eventHandled);
public static int BorderWidth() => GlobalWin.DisplayManager.TransformPoint(new Point(0, 0)).X;
/// <inheritdoc cref="IEmuClient.OnRomLoaded"/>
public static void OnRomLoaded(IEmulator emu) => GlobalWin.ClientApi.OnRomLoaded(emu);
public static int BufferHeight() => VideoProvider.BufferHeight;
/// <inheritdoc cref="IEmuClient.OnStateLoaded"/>
public static void OnStateLoaded(object sender, string stateName) => GlobalWin.ClientApi.OnStateLoaded(sender, stateName);
public static int BufferWidth() => VideoProvider.BufferWidth;
/// <inheritdoc cref="IEmuClient.OnStateSaved"/>
public static void OnStateSaved(object sender, string stateName) => GlobalWin.ClientApi.OnStateSaved(sender, stateName);
public static void ClearAutohold() => GlobalWin.MainForm.ClearHolds();
/// <inheritdoc cref="IEmuClient.OpenRom"/>
public static void OpenRom(string path) => GlobalWin.ClientApi.OpenRom(path);
public static void CloseRom() => GlobalWin.MainForm.CloseRom();
/// <inheritdoc cref="IEmuClient.Pause"/>
public static void Pause() => GlobalWin.ClientApi.Pause();
public static void DisplayMessages(bool value) => GlobalWin.Config.DisplayMessages = value;
/// <inheritdoc cref="IEmuClient.PauseAv"/>
public static void PauseAv() => GlobalWin.ClientApi.PauseAv();
public static void EnableRewind(bool enabled) => GlobalWin.MainForm.EnableRewind(enabled);
/// <inheritdoc cref="IEmuClient.RebootCore"/>
public static void RebootCore() => GlobalWin.ClientApi.RebootCore();
public static void FrameSkip(int numFrames)
{
if (numFrames > 0)
{
GlobalWin.Config.FrameSkip = numFrames;
GlobalWin.MainForm.FrameSkipMessage();
}
else
{
Console.WriteLine("Invalid frame skip value");
}
}
/// <inheritdoc cref="IEmuClient.SaveRam"/>
public static void SaveRam() => GlobalWin.ClientApi.SaveRam();
public static int GetTargetScanlineIntensity() => GlobalWin.Config.TargetScanlineFilterIntensity;
/// <inheritdoc cref="IEmuClient.SaveState"/>
public static void SaveState(string name) => GlobalWin.ClientApi.SaveState(name);
public static int GetWindowSize() => GlobalWin.Config.TargetZoomFactors[Emulator.SystemId];
/// <inheritdoc cref="IEmuClient.ScreenHeight"/>
public static int ScreenHeight() => GlobalWin.ClientApi.ScreenHeight();
public static void SetSoundOn(bool enable)
{
if (enable != GlobalWin.Config.SoundEnabled) GlobalWin.MainForm.ToggleSound();
}
/// <inheritdoc cref="IEmuClient.Screenshot"/>
public static void Screenshot(string path = null) => GlobalWin.ClientApi.Screenshot(path);
public static bool GetSoundOn() => GlobalWin.Config.SoundEnabled;
/// <inheritdoc cref="IEmuClient.ScreenshotToClipboard"/>
public static void ScreenshotToClipboard() => GlobalWin.ClientApi.ScreenshotToClipboard();
public static bool IsPaused() => GlobalWin.MainForm.EmulatorPaused;
/// <inheritdoc cref="IEmuClient.ScreenWidth"/>
public static int ScreenWidth() => GlobalWin.ClientApi.ScreenWidth();
public static bool IsTurbo() => GlobalWin.MainForm.IsTurboing;
/// <inheritdoc cref="IEmuClient.SeekFrame"/>
public static void SeekFrame(int frame) => GlobalWin.ClientApi.SeekFrame(frame);
public static bool IsSeeking() => GlobalWin.MainForm.IsSeeking;
/// <inheritdoc cref="IEmuClient.SetExtraPadding"/>
public static void SetExtraPadding(int left, int top = 0, int right = 0, int bottom = 0) => GlobalWin.ClientApi.SetExtraPadding(left, top, right, bottom);
public static void OpenRom(string path) => GlobalWin.MainForm.LoadRom(path, new MainForm.LoadRomArgs { OpenAdvanced = OpenAdvancedSerializer.ParseWithLegacy(path) });
/// <inheritdoc cref="IEmuClient.SetGameExtraPadding"/>
public static void SetGameExtraPadding(int left, int top = 0, int right = 0, int bottom = 0) => GlobalWin.ClientApi.SetGameExtraPadding(left, top, right, bottom);
public static void Pause() => GlobalWin.MainForm.PauseEmulator();
/// <inheritdoc cref="IEmuClient.SetInput"/>
public static void SetInput(int player, Joypad joypad) => GlobalWin.ClientApi.SetInput(player, joypad);
public static void PauseAv() => GlobalWin.MainForm.PauseAvi = true;
/// <inheritdoc cref="IEmuClient.SetScreenshotOSD"/>
public static void SetScreenshotOSD(bool value) => GlobalWin.ClientApi.SetScreenshotOSD(value);
public static void RebootCore() => GlobalWin.MainForm.RebootCore();
/// <inheritdoc cref="IEmuClient.SetSoundOn"/>
public static void SetSoundOn(bool enable) => GlobalWin.ClientApi.SetSoundOn(enable);
public static void SaveRam() => GlobalWin.MainForm.FlushSaveRAM();
/// <inheritdoc cref="IEmuClient.SetTargetScanlineIntensity"/>
public static void SetTargetScanlineIntensity(int val) => GlobalWin.ClientApi.SetTargetScanlineIntensity(val);
public static int ScreenHeight() => GlobalWin.MainForm.PresentationPanel.NativeSize.Height;
/// <inheritdoc cref="IEmuClient.SetWindowSize"/>
public static void SetWindowSize(int size) => GlobalWin.ClientApi.SetWindowSize(size);
public static void Screenshot(string path = null)
{
if (path == null) GlobalWin.MainForm.TakeScreenshot();
else GlobalWin.MainForm.TakeScreenshot(path);
}
/// <inheritdoc cref="IEmuClient.SpeedMode"/>
public static void SpeedMode(int percent) => GlobalWin.ClientApi.SpeedMode(percent);
public static void ScreenshotToClipboard() => GlobalWin.MainForm.TakeScreenshotToClipboard();
/// <inheritdoc cref="IEmuClient.TogglePause"/>
public static void TogglePause() => GlobalWin.ClientApi.TogglePause();
public static void SetTargetScanlineIntensity(int val) => GlobalWin.Config.TargetScanlineFilterIntensity = val;
/// <inheritdoc cref="IEmuClient.TransformPoint"/>
public static Point TransformPoint(Point point) => GlobalWin.ClientApi.TransformPoint(point);
public static void SetScreenshotOSD(bool value) => GlobalWin.Config.ScreenshotCaptureOsd = value;
/// <inheritdoc cref="IEmuClient.Unpause"/>
public static void Unpause() => GlobalWin.ClientApi.Unpause();
public static int ScreenWidth() => GlobalWin.MainForm.PresentationPanel.NativeSize.Width;
/// <inheritdoc cref="IEmuClient.UnpauseAv"/>
public static void UnpauseAv() => GlobalWin.ClientApi.UnpauseAv();
public static void SetWindowSize(int size)
{
if (size == 1 || size == 2 || size == 3 || size == 4 || size == 5 || size == 10)
{
GlobalWin.Config.TargetZoomFactors[Emulator.SystemId] = size;
GlobalWin.MainForm.FrameBufferResized();
GlobalWin.OSD.AddMessage($"Window size set to {size}x");
}
else
{
Console.WriteLine("Invalid window size");
}
}
/// <inheritdoc cref="IEmuClient.UnpauseEmulation"/>
public static void UnpauseEmulation() => GlobalWin.ClientApi.UnpauseEmulation();
public static void SpeedMode(int percent)
{
if (percent.StrictlyBoundedBy(0.RangeTo(6400))) GlobalWin.MainForm.ClickSpeedItem(percent);
else Console.WriteLine("Invalid speed value");
}
/// <inheritdoc cref="IEmuClient.UpdateEmulatorAndVP"/>
public static void UpdateEmulatorAndVP(IEmulator emu = null) => GlobalWin.ClientApi.UpdateEmulatorAndVP(emu);
public static void TogglePause() => GlobalWin.MainForm.TogglePause();
/// <inheritdoc cref="IEmuClient.Xpos"/>
public static int Xpos() => GlobalWin.ClientApi.Xpos();
public static Point TransformPoint(Point point) => GlobalWin.DisplayManager.TransformPoint(point);
public static void Unpause() => GlobalWin.MainForm.UnpauseEmulator();
public static void UnpauseAv() => GlobalWin.MainForm.PauseAvi = false;
public static int Xpos() => GlobalWin.MainForm.DesktopLocation.X;
public static int Ypos() => GlobalWin.MainForm.DesktopLocation.Y;
/// <summary>
/// Gets current emulated system
/// </summary>
public static SystemInfo RunningSystem
{
get
{
switch (GlobalWin.Emulator.SystemId)
{
case "PCE" when GlobalWin.Emulator is PCEngine pceHawk:
return pceHawk.Type switch
{
NecSystemType.TurboGrafx => SystemInfo.PCE,
NecSystemType.TurboCD => SystemInfo.PCECD,
NecSystemType.SuperGrafx => SystemInfo.SGX,
_ => throw new ArgumentOutOfRangeException()
};
case "PCE":
return SystemInfo.PCE; // not always accurate, but anyone wanting accuracy has probably figured out how to use IEmu.GetSystemId()
case "SMS":
var sms = (SMS) GlobalWin.Emulator;
return sms.IsSG1000
? SystemInfo.SG
: sms.IsGameGear
? SystemInfo.GG
: SystemInfo.SMS;
case "GB":
if (GlobalWin.Emulator is Gameboy gb) return gb.IsCGBMode() ? SystemInfo.GBC : SystemInfo.GB;
return SystemInfo.DualGB;
default:
return SystemInfo.FindByCoreSystem(SystemIdConverter.Convert(GlobalWin.Emulator.SystemId));
}
}
}
/// <inheritdoc cref="IEmuClient.Ypos"/>
public static int Ypos() => GlobalWin.ClientApi.Ypos();
}
}

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@ -0,0 +1,340 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
using BizHawk.Client.Common;
using BizHawk.Common;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Cores.Nintendo.Gameboy;
using BizHawk.Emulation.Cores.PCEngine;
using BizHawk.Emulation.Cores.Sega.MasterSystem;
namespace BizHawk.Client.EmuHawk
{
public class EmuClientApi : IEmuClient
{
private List<Joypad> _allJoyPads;
private IEmulator Emulator { get; set; }
private readonly IReadOnlyCollection<JoypadButton> JoypadButtonsArray = Enum.GetValues(typeof(JoypadButton)).Cast<JoypadButton>().ToList(); //TODO can the return of GetValues be cast to JoypadButton[]? --yoshi
private readonly JoypadStringToEnumConverter JoypadConverter = new JoypadStringToEnumConverter();
public SystemInfo RunningSystem
{
get
{
switch (GlobalWin.Emulator.SystemId)
{
case "PCE" when GlobalWin.Emulator is PCEngine pceHawk:
return pceHawk.Type switch
{
NecSystemType.TurboGrafx => SystemInfo.PCE,
NecSystemType.TurboCD => SystemInfo.PCECD,
NecSystemType.SuperGrafx => SystemInfo.SGX,
_ => throw new ArgumentOutOfRangeException()
};
case "PCE":
return SystemInfo.PCE; // not always accurate, but anyone wanting accuracy has probably figured out how to use IEmu.GetSystemId()
case "SMS":
var sms = (SMS) GlobalWin.Emulator;
return sms.IsSG1000
? SystemInfo.SG
: sms.IsGameGear
? SystemInfo.GG
: SystemInfo.SMS;
case "GB":
if (GlobalWin.Emulator is Gameboy gb) return gb.IsCGBMode() ? SystemInfo.GBC : SystemInfo.GB;
return SystemInfo.DualGB;
default:
return SystemInfo.FindByCoreSystem(SystemIdConverter.Convert(GlobalWin.Emulator.SystemId));
}
}
}
internal readonly BizHawkSystemIdToEnumConverter SystemIdConverter = new BizHawkSystemIdToEnumConverter();
private IVideoProvider VideoProvider { get; set; }
public event BeforeQuickLoadEventHandler BeforeQuickLoad;
public event BeforeQuickSaveEventHandler BeforeQuickSave;
public event EventHandler RomLoaded;
public event StateLoadedEventHandler StateLoaded;
public event StateSavedEventHandler StateSaved;
public int BorderHeight() => GlobalWin.DisplayManager.TransformPoint(new Point(0, 0)).Y;
public int BorderWidth() => GlobalWin.DisplayManager.TransformPoint(new Point(0, 0)).X;
public int BufferHeight() => VideoProvider.BufferHeight;
public int BufferWidth() => VideoProvider.BufferWidth;
public void ClearAutohold() => GlobalWin.MainForm.ClearHolds();
public void CloseEmulator() => GlobalWin.MainForm.CloseEmulator();
public void CloseEmulatorWithCode(int exitCode) => GlobalWin.MainForm.CloseEmulator(exitCode);
public void CloseRom() => GlobalWin.MainForm.CloseRom();
public void DisplayMessages(bool value) => GlobalWin.Config.DisplayMessages = value;
public void DoFrameAdvance()
{
GlobalWin.MainForm.FrameAdvance();
GlobalWin.MainForm.StepRunLoop_Throttle();
GlobalWin.MainForm.Render();
}
public void DoFrameAdvanceAndUnpause()
{
DoFrameAdvance();
UnpauseEmulation();
}
public void EnableRewind(bool enabled) => GlobalWin.MainForm.EnableRewind(enabled);
public void FrameSkip(int numFrames)
{
if (numFrames > 0)
{
GlobalWin.Config.FrameSkip = numFrames;
GlobalWin.MainForm.FrameSkipMessage();
}
else
{
Console.WriteLine("Invalid frame skip value");
}
}
private void GetAllInputs()
{
var joypadAdapter = GlobalWin.InputManager.AutofireStickyXorAdapter;
var pressedButtons = joypadAdapter.Definition.BoolButtons.Where(b => joypadAdapter.IsPressed(b));
foreach (var j in _allJoyPads) j.ClearInputs();
Parallel.ForEach(pressedButtons, button =>
{
if (RunningSystem == SystemInfo.GB) _allJoyPads[0].AddInput(JoypadConverter.Convert(button));
else if (int.TryParse(button.Substring(1, 2), out var player)) _allJoyPads[player - 1].AddInput(JoypadConverter.Convert(button.Substring(3)));
});
if ((RunningSystem.AvailableButtons & JoypadButton.AnalogStick) == JoypadButton.AnalogStick)
{
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
{
_allJoyPads[i - 1].AnalogX = joypadAdapter.AxisValue($"P{i} X Axis");
_allJoyPads[i - 1].AnalogY = joypadAdapter.AxisValue($"P{i} Y Axis");
}
}
}
public Joypad GetInput(int player)
{
if (!1.RangeTo(RunningSystem.MaxControllers).Contains(player))
throw new IndexOutOfRangeException($"{RunningSystem.DisplayName} does not support {player} controller(s)");
GetAllInputs();
return _allJoyPads[player - 1];
}
public bool GetSoundOn() => GlobalWin.Config.SoundEnabled;
public int GetTargetScanlineIntensity() => GlobalWin.Config.TargetScanlineFilterIntensity;
public int GetWindowSize() => GlobalWin.Config.TargetZoomFactors[Emulator.SystemId];
public void InvisibleEmulation(bool invisible) => GlobalWin.MainForm.InvisibleEmulation = invisible;
public bool IsPaused() => GlobalWin.MainForm.EmulatorPaused;
public bool IsSeeking() => GlobalWin.MainForm.IsSeeking;
public bool IsTurbo() => GlobalWin.MainForm.IsTurboing;
public void LoadState(string name) => GlobalWin.MainForm.LoadState(Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), $"{name}.State"), name, suppressOSD: false);
public void OnBeforeQuickLoad(object sender, string quickSaveSlotName, out bool eventHandled)
{
if (BeforeQuickLoad == null)
{
eventHandled = false;
return;
}
var e = new BeforeQuickLoadEventArgs(quickSaveSlotName);
BeforeQuickLoad(sender, e);
eventHandled = e.Handled;
}
public void OnBeforeQuickSave(object sender, string quickSaveSlotName, out bool eventHandled)
{
if (BeforeQuickSave == null)
{
eventHandled = false;
return;
}
var e = new BeforeQuickSaveEventArgs(quickSaveSlotName);
BeforeQuickSave(sender, e);
eventHandled = e.Handled;
}
public void OnRomLoaded(IEmulator emu)
{
Emulator = emu;
VideoProvider = emu.AsVideoProviderOrDefault();
RomLoaded?.Invoke(null, EventArgs.Empty);
try
{
_allJoyPads = new List<Joypad>(RunningSystem.MaxControllers);
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
_allJoyPads.Add(new Joypad(RunningSystem, i));
}
catch (Exception e)
{
Console.Error.WriteLine("Apihawk is garbage and may not work this session.");
Console.Error.WriteLine(e);
}
}
public void OnStateLoaded(object sender, string stateName) => StateLoaded?.Invoke(sender, new StateLoadedEventArgs(stateName));
public void OnStateSaved(object sender, string stateName) => StateSaved?.Invoke(sender, new StateSavedEventArgs(stateName));
public void OpenRom(string path) => GlobalWin.MainForm.LoadRom(path, new MainForm.LoadRomArgs { OpenAdvanced = OpenAdvancedSerializer.ParseWithLegacy(path) });
public void Pause() => GlobalWin.MainForm.PauseEmulator();
public void PauseAv() => GlobalWin.MainForm.PauseAvi = true;
public void RebootCore() => GlobalWin.MainForm.RebootCore();
public void SaveRam() => GlobalWin.MainForm.FlushSaveRAM();
public void SaveState(string name) => GlobalWin.MainForm.SaveState(Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), $"{name}.State"), name, fromLua: false);
public int ScreenHeight() => GlobalWin.MainForm.PresentationPanel.NativeSize.Height;
public void Screenshot(string path)
{
if (path == null) GlobalWin.MainForm.TakeScreenshot();
else GlobalWin.MainForm.TakeScreenshot(path);
}
public void ScreenshotToClipboard() => GlobalWin.MainForm.TakeScreenshotToClipboard();
public int ScreenWidth() => GlobalWin.MainForm.PresentationPanel.NativeSize.Width;
public void SeekFrame(int frame)
{
var wasPaused = GlobalWin.MainForm.EmulatorPaused;
while (Emulator.Frame != frame) GlobalWin.MainForm.SeekFrameAdvance();
if (!wasPaused) GlobalWin.MainForm.UnpauseEmulator();
}
public void SetExtraPadding(int left, int top, int right, int bottom)
{
GlobalWin.DisplayManager.ClientExtraPadding = new Padding(left, top, right, bottom);
GlobalWin.MainForm.FrameBufferResized();
}
public void SetGameExtraPadding(int left, int top, int right, int bottom)
{
GlobalWin.DisplayManager.GameExtraPadding = new Padding(left, top, right, bottom);
GlobalWin.MainForm.FrameBufferResized();
}
public void SetInput(int player, Joypad joypad)
{
if (!1.RangeTo(RunningSystem.MaxControllers).Contains(player)) throw new IndexOutOfRangeException($"{RunningSystem.DisplayName} does not support {player} controller(s)");
if (joypad.Inputs == 0)
{
GlobalWin.InputManager.AutofireStickyXorAdapter.ClearStickies();
}
else
{
foreach (var button in JoypadButtonsArray.Where(button => joypad.Inputs.HasFlag(button)))
{
GlobalWin.InputManager.AutofireStickyXorAdapter.SetSticky(
RunningSystem == SystemInfo.GB
? $"{JoypadConverter.ConvertBack(button, RunningSystem)}"
: $"P{player} {JoypadConverter.ConvertBack(button, RunningSystem)}",
isSticky: true
);
}
}
#if false // Using this breaks joypad usage (even in UI); have to figure out why
if ((RunningSystem.AvailableButtons & JoypadButton.AnalogStick) == JoypadButton.AnalogStick)
{
for (var i = 1; i <= RunningSystem.MaxControllers; i++)
{
GlobalWin.InputManager.AutofireStickyXorAdapter.SetAxis($"P{i} X Axis", _allJoyPads[i - 1].AnalogX);
GlobalWin.InputManager.AutofireStickyXorAdapter.SetAxis($"P{i} Y Axis", _allJoyPads[i - 1].AnalogY);
}
}
#endif
}
public void SetScreenshotOSD(bool value) => GlobalWin.Config.ScreenshotCaptureOsd = value;
public void SetSoundOn(bool enable)
{
if (enable != GlobalWin.Config.SoundEnabled) GlobalWin.MainForm.ToggleSound();
}
public void SetTargetScanlineIntensity(int val) => GlobalWin.Config.TargetScanlineFilterIntensity = val;
public void SetWindowSize(int size)
{
if (size == 1 || size == 2 || size == 3 || size == 4 || size == 5 || size == 10)
{
GlobalWin.Config.TargetZoomFactors[Emulator.SystemId] = size;
GlobalWin.MainForm.FrameBufferResized();
GlobalWin.OSD.AddMessage($"Window size set to {size}x");
}
else
{
Console.WriteLine("Invalid window size");
}
}
public void SpeedMode(int percent)
{
if (percent.StrictlyBoundedBy(0.RangeTo(6400))) GlobalWin.MainForm.ClickSpeedItem(percent);
else Console.WriteLine("Invalid speed value");
}
public void TogglePause() => GlobalWin.MainForm.TogglePause();
public Point TransformPoint(Point point) => GlobalWin.DisplayManager.TransformPoint(point);
public void Unpause() => GlobalWin.MainForm.UnpauseEmulator();
public void UnpauseAv() => GlobalWin.MainForm.PauseAvi = false;
public void UnpauseEmulation() => GlobalWin.MainForm.UnpauseEmulator();
public void UpdateEmulatorAndVP(IEmulator emu)
{
Emulator = emu;
VideoProvider = emu.AsVideoProviderOrDefault();
}
public int Xpos() => GlobalWin.MainForm.DesktopLocation.X;
public int Ypos() => GlobalWin.MainForm.DesktopLocation.Y;
}
}

View File

@ -47,5 +47,7 @@ namespace BizHawk.Client.EmuHawk
public static GameInfo Game { get; set; }
public static IMovieSession MovieSession { get; set; }
public static InputManager InputManager { get; } = new InputManager();
public static EmuClientApi ClientApi { get; set; }
}
}

View File

@ -275,6 +275,7 @@ namespace BizHawk.Client.EmuHawk
public MainForm(string[] args)
{
GlobalWin.MainForm = this;
GlobalWin.ClientApi = new EmuClientApi();
//do this threaded stuff early so it has plenty of time to run in background
Database.InitializeDatabase(Path.Combine(PathUtils.ExeDirectoryPath, "gamedb", "gamedb.txt"));

View File

@ -99,7 +99,7 @@ namespace BizHawk.Client.EmuHawk
item.Tag = (externalToolFile.Location, entryPoint.FullName); // Tag set => no errors (show custom icon even when disabled)
if (applicabilityAttrs.Count == 1)
{
var system = ClientApi.SystemIdConverter.Convert(GlobalWin.Emulator.SystemId);
var system = GlobalWin.ClientApi.SystemIdConverter.Convert(GlobalWin.Emulator.SystemId);
if (applicabilityAttrs[0].NotApplicableTo(system))
{
item.ToolTipText = system == CoreSystem.Null