using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using BizHawk.Common; using BizHawk.Emulation.Common; using System.ComponentModel; namespace BizHawk.Client.Common { public sealed partial class TasMovie : Bk2Movie, INotifyPropertyChanged { private readonly Bk2MnemonicConstants Mnemonics = new Bk2MnemonicConstants(); private List LagLog = new List(); private readonly TasStateManager StateManager; public TasMovieMarkerList Markers { get; set; } public const string DefaultProjectName = "default"; public TasMovie(string path, bool startsFromSavestate = false) : base(path) { // TODO: how to call the default constructor AND the base(path) constructor? And is base(path) calling base() ? StateManager = new TasStateManager(this); Header[HeaderKeys.MOVIEVERSION] = "BizHawk v2.0 Tasproj v1.0"; Markers = new TasMovieMarkerList(this); Markers.CollectionChanged += Markers_CollectionChanged; Markers.Add(0, startsFromSavestate ? "Savestate" : "Power on"); } public TasMovie(bool startsFromSavestate = false) : base() { StateManager = new TasStateManager(this); Header[HeaderKeys.MOVIEVERSION] = "BizHawk v2.0 Tasproj v1.0"; Markers = new TasMovieMarkerList(this); Markers.CollectionChanged += Markers_CollectionChanged; Markers.Add(0, startsFromSavestate ? "Savestate" : "Power on"); } public override string PreferredExtension { get { return Extension; } } public TasStateManager TasStateManager { get { return StateManager; } } public new const string Extension = "tasproj"; public TasMovieRecord this[int index] { get { return new TasMovieRecord { State = StateManager[index], LogEntry = GetInputLogEntry(index), Lagged = (index < LagLog.Count) ? LagLog[index] : (bool?)null }; } } public override bool Stop(bool saveChanges = true) { return base.Stop(saveChanges); } #region Events and Handlers public event PropertyChangedEventHandler PropertyChanged; private bool _changes; public override bool Changes { get { return _changes; } protected set { if (_changes != value) { _changes = value; OnPropertyChanged("Changes"); } } } // This event is Raised ony when Changes is TOGGLED. private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { // Raising the event when FirstName or LastName property value changed PropertyChanged.Invoke(this, new PropertyChangedEventArgs(propertyName)); } } void Markers_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e) { Changes = true; } #endregion public void ClearChanges() { Changes = false; } public void FlagChanges() { Changes = true; } public override void StartNewRecording() { LagLog.Clear(); StateManager.Clear(); Markers.Clear(); base.StartNewRecording(); Markers.Add(0, StartsFromSavestate ? "Savestate" : "Power on"); } public override void SwitchToPlay() { _mode = Moviemode.Play; } /// /// Removes lag log and greenzone after this frame /// /// The last frame that can be valid. private void InvalidateAfter(int frame) { if (frame < LagLog.Count) { LagLog.RemoveRange(frame + 1, LagLog.Count - frame - 1); } StateManager.Invalidate(frame + 1); Changes = true; // TODO check if this actually removed anything before flagging changes } /// /// Returns the mnemonic value for boolean buttons, and actual value for floats, /// for a given frame and button. /// public string DisplayValue(int frame, string buttonName) { if (UseInputCache && InputStateCache.ContainsKey(frame)) { return CreateDisplayValueForButton(InputStateCache[frame], buttonName); } var adapter = GetInputState(frame); if (UseInputCache) { InputStateCache.Add(frame, adapter); } return CreateDisplayValueForButton(adapter, buttonName); } private readonly Dictionary InputStateCache = new Dictionary(); public bool UseInputCache { get; set; } public void FlushInputCache() { InputStateCache.Clear(); } public string CreateDisplayValueForButton(IController adapter, string buttonName) { if (adapter.Type.BoolButtons.Contains(buttonName)) { return adapter.IsPressed(buttonName) ? Mnemonics[buttonName].ToString() : string.Empty; } if (adapter.Type.FloatControls.Contains(buttonName)) { return adapter.GetFloat(buttonName).ToString(); } return "!"; } public void ToggleBoolState(int frame, string buttonName) { if (frame < _log.Count) { var adapter = GetInputState(frame) as Bk2ControllerAdapter; adapter[buttonName] = !adapter.IsPressed(buttonName); var lg = LogGeneratorInstance(); lg.SetSource(adapter); _log[frame] = lg.GenerateLogEntry(); Changes = true; InvalidateAfter(frame); } } public void SetBoolState(int frame, string buttonName, bool val) { if (frame < _log.Count) { var adapter = GetInputState(frame) as Bk2ControllerAdapter; var old = adapter[buttonName]; adapter[buttonName] = val; var lg = LogGeneratorInstance(); lg.SetSource(adapter); _log[frame] = lg.GenerateLogEntry(); if (old != val) { InvalidateAfter(frame); Changes = true; } } } public void SetFloatState(int frame, string buttonName, float val) { if (frame < _log.Count) { var adapter = GetInputState(frame) as Bk2ControllerAdapter; var old = adapter.GetFloat(buttonName); adapter.SetFloat(buttonName, val); var lg = LogGeneratorInstance(); lg.SetSource(adapter); _log[frame] = lg.GenerateLogEntry(); if (old != val) { InvalidateAfter(frame); Changes = true; } } } public bool BoolIsPressed(int frame, string buttonName) { var adapter = GetInputState(frame) as Bk2ControllerAdapter; return adapter.IsPressed(buttonName); } public float GetFloatValue(int frame, string buttonName) { var adapter = GetInputState(frame) as Bk2ControllerAdapter; return adapter.GetFloat(buttonName); } // TODO: try not to need this, or at least use GetInputState and then a log entry generator public string GetInputLogEntry(int frame) { if (frame < FrameCount && frame >= 0) { int getframe; if (LoopOffset.HasValue) { if (frame < _log.Count) { getframe = frame; } else { getframe = ((frame - LoopOffset.Value) % (_log.Count - LoopOffset.Value)) + LoopOffset.Value; } } else { getframe = frame; } return _log[getframe]; } return string.Empty; } public void ClearGreenzone() { if (StateManager.Any()) { StateManager.ClearGreenzone(); Changes = true; } } public override IController GetInputState(int frame) { // TODO: states and lag capture if (Global.Emulator.Frame == frame) // Take this opportunity to capture lag and state info if we do not have it { if (frame == LagLog.Count) // I intentionally did not do >=, if it were >= we missed some entries somewhere, oops, maybe this shoudl be a dictionary with frame values? { LagLog.Add(Global.Emulator.IsLagFrame); } if (!StateManager.HasState(frame)) { StateManager.Capture(); } } return base.GetInputState(frame); } } }