using BizHawk.Emulation.Common; using BizHawk.Emulation.Cores.Nintendo.Gameboy; using BizHawk.Emulation.Cores.Sega.MasterSystem; using BizHawk.Emulation.DiscSystem; namespace BizHawk.Client.Common { public static class Global { public static IEmulator Emulator; public static CoreComm CoreComm; public static Config Config; public static GameInfo Game; public static CheatCollection CheatList; public static FirmwareManager FirmwareManager; public static Rewinder Rewinder; public static MovieSession MovieSession = new MovieSession(); /// /// whether throttling is force-disabled by use of fast forward /// public static bool ForceNoThrottle; public static Controller NullControls; public static AutofireController AutofireNullControls; //the movie will be spliced inbetween these if it is present public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter(); public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter(); public static 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 CopyControllerAdapter ControllerOutput = new CopyControllerAdapter(); public static DiscHopper DiscHopper = new DiscHopper(); public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter(); public static AutoFireStickyXorAdapter AutofireStickyXORAdapter = new AutoFireStickyXorAdapter(); /// /// provides an opportunity to mutate the player's input in an autohold style /// public static StickyXorAdapter StickyXORAdapter = new StickyXorAdapter(); /// /// Used to AND to another controller, used for Joypad.Set() /// public static OverrideAdaptor LuaAndAdaptor = new OverrideAdaptor(); /// /// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons /// public static ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController(); public static SimpleController MovieOutputController = new SimpleController(); 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 SystemInfo SystemInfo { get { switch(Global.Emulator.SystemId) { default: case "NULL": return SystemInfo.Null; case "NES": return SystemInfo.Nes; case "INTV": return SystemInfo.Intellivision; case "SG": return SystemInfo.SG; case "SMS": if ((Global.Emulator as SMS).IsGameGear) { return SystemInfo.GG; } else if ((Global.Emulator as SMS).IsSG1000) { return SystemInfo.SG; } return SystemInfo.SMS; case "PCECD": return SystemInfo.PCECD; case "PCE": return SystemInfo.PCE; case "SGX": return SystemInfo.SGX; case "GEN": return SystemInfo.Genesis; case "TI83": return SystemInfo.TI83; case "SNES": return SystemInfo.SNES; case "GB": if ((Global.Emulator as Gameboy).IsCGBMode()) { return SystemInfo.GBC; } return SystemInfo.GB; case "A26": return SystemInfo.Atari2600; case "A78": return SystemInfo.Atari7800; case "C64": return SystemInfo.C64; case "Coleco": return SystemInfo.Coleco; case "GBA": return SystemInfo.GBA; case "N64": return SystemInfo.N64; case "SAT": return SystemInfo.Saturn; case "DGB": return SystemInfo.DualGB; case "WSWAN": return SystemInfo.WonderSwan; case "LYNX": return SystemInfo.Lynx; } } } } }