BizHawk/BizHawk.MultiClient/Global.cs

103 lines
4.0 KiB
C#

using BizHawk.DiscSystem;
using SlimDX.Direct3D9;
using SlimDX.DirectSound;
#if WINDOWS
#endif
namespace BizHawk.MultiClient
{
public static class Global
{
public static MainForm MainForm;
#if WINDOWS
public static DirectSound DSound;
public static Direct3D Direct3D;
#endif
public static Sound Sound;
public static IRenderer RenderPanel;
public static OSDManager OSD = new OSDManager();
public static DisplayManager DisplayManager = new DisplayManager();
public static Config Config;
public static IEmulator Emulator;
public static CoreComm CoreComm;
public static GameInfo Game;
public static CheatList CheatList;
public static Controller NullControls;
public static AutofireController AutofireNullControls;
/// <summary>
/// whether throttling is force-disabled by use of fast forward
/// </summary>
public static bool ForceNoThrottle;
//the movie will be spliced inbetween these if it is present
public static CopyControllerAdapter MovieInputSourceAdapter = new CopyControllerAdapter();
public static CopyControllerAdapter MovieOutputHardpoint = new CopyControllerAdapter();
/// <summary>
/// the global MovieSession can use this to deal with multitrack player remapping (should this be here? maybe it should be in MovieSession)
/// </summary>
public static MultitrackRewiringControllerAdapter MultitrackRewiringControllerAdapter = new MultitrackRewiringControllerAdapter();
public static MovieSession MovieSession = new MovieSession();
//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();
//input state which has been destined for game controller inputs are coalesced here
public static ControllerInputCoalescer ControllerInputCoalescer = new ControllerInputCoalescer();
//input state which has been destined for client hotkey consumption are colesced here
public static InputCoalescer HotkeyCoalescer = new InputCoalescer();
public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
/// <summary>
/// provides an opportunity to mutate the player's input in an autohold style
/// </summary>
public static StickyXORAdapter StickyXORAdapter = new StickyXORAdapter();
public static AutoFireStickyXORAdapter AutofireStickyXORAdapter = new AutoFireStickyXORAdapter();
/// <summary>
/// Forces any controller button to Off, useful for things like Joypad.Set
/// </summary>
public static ForceOffAdaptor ForceOffAdaptor = new ForceOffAdaptor();
/// <summary>
/// will OR together two IControllers
/// </summary>
public static ORAdapter OrControllerAdapter = new ORAdapter();
/// <summary>
/// fire off one-frame logical button clicks here. useful for things like ti-83 virtual pad and reset buttons
/// </summary>
public static ClickyVirtualPadController ClickyVirtualPadController = new ClickyVirtualPadController();
public static SimpleController MovieOutputController = new SimpleController();
public static Controller ClientControls;
public static string GetOutputControllersAsMnemonic()
{
MnemonicsGenerator mg = new MnemonicsGenerator();
mg.SetSource(ControllerOutput);
return mg.GetControllersAsMnemonic();
}
public static DiscHopper DiscHopper = new DiscHopper();
}
}