BizHawk/BizHawk.Client.Common/Global.cs

74 lines
3.6 KiB
C#

using System.Collections.Generic;
using BizHawk.Emulation.Common;
// ReSharper disable StyleCop.SA1401
namespace BizHawk.Client.Common
{
public static class Global
{
public static IEmulator Emulator { get; set; }
public static Config Config { get; set; }
public static GameInfo Game { get; set; }
public static CheatCollection CheatList { get; set; } = new CheatCollection();
public static FirmwareManager FirmwareManager { get; set; }
public static IMovieSession MovieSession { get; set; } = new MovieSession();
/// <summary>
/// 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).
/// </summary>
public static bool DisableSecondaryThrottling { get; set; }
/// <summary>
/// The maximum number of milliseconds the sound output buffer can go below full before causing a noticeable sound interruption.
/// </summary>
public static int SoundMaxBufferDeficitMs { get; set; }
// the movie will be spliced in between these if it is present
public static CopyControllerAdapter MovieInputSourceAdapter { get; } = new CopyControllerAdapter();
public static CopyControllerAdapter MovieOutputHardpoint { get; } = new CopyControllerAdapter();
public static MultitrackRewiringControllerAdapter MultitrackRewiringAdapter { get; } = new MultitrackRewiringControllerAdapter();
// don't 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 { get; set; }
// rapid fire version on the user controller, has its own key bindings and is OR'ed against ActiveController
public static AutofireController AutoFireController { get; set; }
// the "output" port for the controller chain.
public static CopyControllerAdapter ControllerOutput { get; } = new CopyControllerAdapter();
public static UdlrControllerAdapter UD_LR_ControllerAdapter { get; } = new UdlrControllerAdapter();
public static AutoFireStickyXorAdapter AutofireStickyXORAdapter { get; } = new AutoFireStickyXorAdapter();
/// <summary>
/// provides an opportunity to mutate the player's input in an autohold style
/// </summary>
public static StickyXorAdapter StickyXORAdapter { get; } = new StickyXorAdapter();
/// <summary>
/// Used to AND to another controller, used for <see cref="JoypadApi.Set(Dictionary{string, bool}, int?)">JoypadApi.Set</see>
/// </summary>
public static OverrideAdapter ButtonOverrideAdapter { get; } = new OverrideAdapter();
/// <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 { get; } = new ClickyVirtualPadController();
public static Controller ClientControls { get; set; }
// Input state for game controller inputs are coalesced here
// This relies on a client specific implementation!
public static SimpleController ControllerInputCoalescer { get; set; }
public static Dictionary<string, object> UserBag { get; set; } = new Dictionary<string, object>();
}
}