More improvements to new wiimote plugin: Added emulated Drums/Guitar extensions. Wiimote rumble now handled for every output report. Fixed some mem leaks. Hopefully fixed a floating point exception in Linux, thanks to glennrics.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5403 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak 2010-04-24 00:44:10 +00:00
parent 1d8db5ce3f
commit 23689387e1
24 changed files with 540 additions and 166 deletions

View file

@ -4,11 +4,9 @@
#include <X11/Xlib.h>
#endif
const char modifier[] = "Modifier";
ControllerEmu::~ControllerEmu()
{
// control groups
std::vector<ControlGroup*>::const_iterator
i = groups.begin(),
e = groups.end();
@ -18,12 +16,14 @@ ControllerEmu::~ControllerEmu()
ControllerEmu::ControlGroup::~ControlGroup()
{
// controls
std::vector<Control*>::const_iterator
ci = controls.begin(),
ce = controls.end();
for ( ; ci!=ce; ++ci )
delete *ci;
// settings
std::vector<Setting*>::const_iterator
si = settings.begin(),
se = settings.end();
@ -31,6 +31,20 @@ ControllerEmu::ControlGroup::~ControlGroup()
delete *si;
}
ControllerEmu::Extension::~Extension()
{
// attachments
std::vector<ControllerEmu*>::const_iterator
ai = attachments.begin(),
ae = attachments.end();
for ( ; ai!=ae; ++ai )
delete *ai;
}
ControllerEmu::ControlGroup::Control::~Control()
{
delete control_ref;
}
void ControllerEmu::UpdateReferences( ControllerInterface& devi )
{
std::vector<ControlGroup*>::const_iterator
@ -170,7 +184,7 @@ void ControllerEmu::ControlGroup::SaveConfig( IniFile::Section& sec, const std::
for ( ; ci!=ce; ++ci )
{
// control and dev qualifier
sec[group + (*ci)->name] = (*ci)->control_ref->control_qualifier.name;
sec.Set( group+(*ci)->name, (*ci)->control_ref->control_qualifier.name );
sec.Set( group+(*ci)->name+"/Device", (*ci)->control_ref->device_qualifier.ToString(), defdev );
// range
@ -200,7 +214,7 @@ void ControllerEmu::SaveConfig( IniFile::Section& sec, const std::string& base )
{
const std::string defdev = default_device.ToString();
if ( base.empty() )
sec[ std::string(" ") + base + "Device" ] = defdev;
sec.Set( std::string(" ") + base + "Device", defdev );
std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end();
@ -213,7 +227,7 @@ ControllerEmu::AnalogStick::AnalogStick( const char* const _name ) : ControlGrou
for ( unsigned int i = 0; i < 4; ++i )
controls.push_back( new Input( named_directions[i] ) );
controls.push_back( new Input( modifier ) );
controls.push_back( new Input( "Modifier" ) );
settings.push_back( new Setting("Dead Zone", 0, 1, 50 ) );
settings.push_back( new Setting("Square Stick", 0 ) );
@ -230,6 +244,11 @@ ControllerEmu::MixedTriggers::MixedTriggers( const char* const _name ) : Control
settings.push_back( new Setting("Threshold", 0.9f ) );
}
ControllerEmu::Triggers::Triggers( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_TRIGGERS )
{
settings.push_back( new Setting("Dead Zone", 0, 1, 50 ) );
}
ControllerEmu::Force::Force( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_FORCE )
{
controls.push_back( new Input( "X-" ) );
@ -255,7 +274,7 @@ ControllerEmu::Tilt::Tilt( const char* const _name ) : ControlGroup( _name, GROU
controls.push_back( new Input( "Left" ) );
controls.push_back( new Input( "Right" ) );
controls.push_back( new Input( modifier ) );
controls.push_back( new Input( "Modifier" ) );
settings.push_back( new Setting("Dead Zone", 0, 1, 50 ) );
settings.push_back( new Setting("Circle Stick", 0 ) );
@ -275,31 +294,6 @@ ControllerEmu::Cursor::Cursor( const char* const _name, const SWiimoteInitialize
}
//void GetMousePos(float& x, float& y, const SWiimoteInitialize* const wiimote_initialize)
//{
//#ifdef _WIN32
// // Get the cursor position for the entire screen
// POINT point;
// GetCursorPos(&point);
// // Get the cursor position relative to the upper left corner of the rendering window
// ScreenToClient(wiimote_initialize->hWnd, &point);
//
// // Get the size of the rendering window. (In my case Rect.top and Rect.left was zero.)
// RECT Rect;
// GetClientRect(wiimote_initialize->hWnd, &Rect);
// // Width and height is the size of the rendering window
// float WinWidth = (float)(Rect.right - Rect.left);
// float WinHeight = (float)(Rect.bottom - Rect.top);
// float XOffset = 0, YOffset = 0;
// float PictureWidth = WinWidth, PictureHeight = WinHeight;
//#endif
//
// x = ((float)point.x - XOffset) / PictureWidth;
// y = ((float)point.y - YOffset) / PictureHeight;
// x *=2; x-=1;
// y *=2; y-=1;
//}
void GetMousePos(float& x, float& y, const SWiimoteInitialize* const wiimote_initialize)
{
unsigned int win_width = 2, win_height = 2;