using System.Collections.Generic; using BizHawk.Emulation.Common; // ReSharper disable StyleCop.SA1401 namespace BizHawk.Client.Common { public static class Global { public static IEmulator Emulator; public static Config Config; public static GameInfo Game; public static CheatCollection CheatList; public static FirmwareManager FirmwareManager; public static IMovieSession MovieSession = new MovieSession(); /// /// 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). /// public static bool DisableSecondaryThrottling; /// /// The maximum number of milliseconds the sound output buffer can go below full before causing a noticeable sound interruption. /// public static int SoundMaxBufferDeficitMs; // the movie will be spliced in between these if it is present public static readonly CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter(); public static readonly CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter(); public static readonly MultitrackRewiringControllerAdapter MultitrackRewiringAdapter = new MultitrackRewiringControllerAdapter(); // 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?) -> .. // .. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> (MovieSession) -> MovieOutputAdapter -> ControllerOutput(1) -> Game // (1)->Input Display // 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; // the "output" port for the controller chain. public static readonly CopyControllerAdapter ControllerOutput = new CopyControllerAdapter(); public static readonly UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter(); public static readonly AutoFireStickyXorAdapter AutofireStickyXORAdapter = new AutoFireStickyXorAdapter(); /// /// provides an opportunity to mutate the player's input in an autohold style /// public static readonly StickyXorAdapter StickyXORAdapter = new StickyXorAdapter(); /// /// Used to AND to another controller, used for JoypadApi.Set /// public static readonly OverrideAdaptor ButtonOverrideAdaptor = new OverrideAdaptor(); /// /// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons /// public static readonly ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController(); public static Controller ClientControls; // Input state which has been estine for game controller inputs are coalesce here // This relies on a client specific implementation! public static SimpleController ControllerInputCoalescer; public static Dictionary UserBag = new Dictionary(); } }