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https://github.com/dolphin-emu/dolphin.git
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Moved WiimoteNew into Dolphin and eliminated the old wiimote plugin. Removed wiimote plugin support. Moved input dialog related InputUICommon stuff into DolphinWX. Removed now unused InputCommon files. UDPWiimote stuff is temporarily disabled until it is reorganized so Core won't depend on wx. Real wiimotes are now initialized on first need(wiimote diag open or game start) and left initialized until Dolphin exit.(maybe this will work better for Linux/OS X) (scons probably needs some fixes)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6270 8ced0084-cf51-0410-be5f-012b33b47a6e
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de3ad37299
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116 changed files with 661 additions and 14529 deletions
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@ -57,12 +57,14 @@ Core::GetWindowHandle().
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#include "HW/DVDInterface.h"
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#include "HW/ProcessorInterface.h"
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#include "HW/GCPad.h"
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#include "HW/Wiimote.h"
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#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
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#include "State.h"
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#include "VolumeHandler.h"
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#include "NANDContentLoader.h"
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#include "WXInputBase.h"
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#include "../../InputUICommon/Src/ConfigDiag.h"
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#include "WiimoteConfigDiag.h"
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#include "InputConfigDiag.h"
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#include <wx/datetime.h> // wxWidgets
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@ -1024,42 +1026,50 @@ void CFrame::OnPluginDSP(wxCommandEvent& WXUNUSED (event))
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void CFrame::OnPluginPAD(wxCommandEvent& WXUNUSED (event))
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{
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InputPlugin *pad_plugin = PAD_GetPlugin();
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InputPlugin *const pad_plugin = Pad::GetPlugin();
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bool was_init = false;
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if ( pad_plugin->controller_interface.IsInit() ) // check if game is running
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if (g_controller_interface.IsInit()) // check if game is running
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was_init = true;
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else
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{
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#if defined(HAVE_X11) && HAVE_X11
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Window win = X11Utils::XWindowFromHandle(GetHandle());
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GCPad_Init((void *)win);
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Pad::Initialize((void *)win);
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#else
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GCPad_Init(GetHandle());
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Pad::Initialize(GetHandle());
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#endif
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}
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InputConfigDialog* m_ConfigFrame = new InputConfigDialog(this, *pad_plugin, "Dolphin GCPad Configuration");
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InputConfigDialog *const m_ConfigFrame = new InputConfigDialog(this, *pad_plugin, "Dolphin GCPad Configuration");
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m_ConfigFrame->ShowModal();
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m_ConfigFrame->Destroy();
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if (!was_init) // if game isn't running
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{
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GCPad_Deinit();
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Pad::Shutdown();
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}
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}
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void CFrame::OnPluginWiimote(wxCommandEvent& WXUNUSED (event))
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{
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#ifdef _WIN32
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Disable(); // Fake a modal dialog
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#endif
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CPluginManager::GetInstance().OpenConfig(
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this,
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SConfig::GetInstance().m_LocalCoreStartupParameter.m_strWiimotePlugin.c_str(),
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PLUGIN_TYPE_WIIMOTE
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);
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#ifdef _WIN32
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Enable();
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Raise();
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#endif
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InputPlugin *const wiimote_plugin = Wiimote::GetPlugin();
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bool was_init = false;
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if (g_controller_interface.IsInit()) // check if game is running
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was_init = true;
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else
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{
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#if defined(HAVE_X11) && HAVE_X11
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Window win = X11Utils::XWindowFromHandle(GetHandle());
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Wiimote::Initialize((void *)win);
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#else
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Wiimote::Initialize(GetHandle());
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#endif
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}
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WiimoteConfigDiag *const m_ConfigFrame = new WiimoteConfigDiag(this, *wiimote_plugin);
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m_ConfigFrame->ShowModal();
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m_ConfigFrame->Destroy();
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if (!was_init) // if game isn't running
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{
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Wiimote::Shutdown();
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}
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}
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void CFrame::OnHelp(wxCommandEvent& event)
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