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
This commit is contained in:
Jordan Woyak 2010-10-12 19:42:29 +00:00
parent de3ad37299
commit 7e08fc19fc
116 changed files with 661 additions and 14529 deletions

View file

@ -0,0 +1,349 @@
// Copyright (C) 2010 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "InputConfigDiag.h"
void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
{
wxFont small_font(6, wxFONTFAMILY_DEFAULT, wxFONTSTYLE_NORMAL, wxFONTWEIGHT_BOLD);
g_controller_interface.UpdateInput();
// don't want game thread updating input when we are using it here
if (false == g_controller_interface.update_lock.TryEnter())
return;
GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
std::vector< ControlGroupBox* >::iterator
g = current_page->control_groups.begin(),
ge = current_page->control_groups.end();
for ( ; g != ge; ++g )
{
// if this control group has a bitmap
if ( (*g)->static_bitmap )
{
wxMemoryDC dc;
wxBitmap bitmap((*g)->static_bitmap->GetBitmap());
dc.SelectObject(bitmap);
dc.Clear();
dc.SetFont(small_font);
dc.SetTextForeground(0xC0C0C0);
// label for sticks and stuff
if (64 == bitmap.GetHeight())
dc.DrawText(wxString::FromAscii((*g)->control_group->name).Upper(), 4, 2);
switch ( (*g)->control_group->type )
{
case GROUP_TYPE_TILT :
case GROUP_TYPE_STICK :
case GROUP_TYPE_CURSOR :
{
// this is starting to be a mess combining all these in one case
float x = 0, y = 0, z = 0;
float xx, yy;
switch ((*g)->control_group->type)
{
case GROUP_TYPE_STICK :
((ControllerEmu::AnalogStick*)(*g)->control_group)->GetState( &x, &y, 32.0, 32-1.5 );
break;
case GROUP_TYPE_TILT :
((ControllerEmu::Tilt*)(*g)->control_group)->GetState( &x, &y, 32.0, 32-1.5 );
break;
case GROUP_TYPE_CURSOR :
((ControllerEmu::Cursor*)(*g)->control_group)->GetState( &x, &y, &z );
x *= (32-1.5); x+= 32;
y *= (32-1.5); y+= 32;
break;
}
xx = (*g)->control_group->controls[3]->control_ref->State();
xx -= (*g)->control_group->controls[2]->control_ref->State();
yy = (*g)->control_group->controls[1]->control_ref->State();
yy -= (*g)->control_group->controls[0]->control_ref->State();
xx *= 32 - 1; xx += 32;
yy *= 32 - 1; yy += 32;
// draw the shit
// ir cursor forward movement
if (GROUP_TYPE_CURSOR == (*g)->control_group->type)
{
if (z)
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
}
else
{
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
}
dc.DrawRectangle( 0, 31 - z*31, 64, 2);
}
// circle for visual aid for diagonal adjustment
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxWHITE_BRUSH);
if ( GROUP_TYPE_STICK == (*g)->control_group->type )
{
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawCircle( 32, 32, 32);
}
else
dc.DrawRectangle( 16, 16, 32, 32 );
if ( GROUP_TYPE_CURSOR != (*g)->control_group->type )
{
// deadzone circle
dc.SetBrush(*wxLIGHT_GREY_BRUSH);
dc.DrawCircle( 32, 32, ((*g)->control_group)->settings[0]->value * 32 );
}
// raw dot
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
// i like the dot better than the cross i think
dc.DrawRectangle( xx - 2, yy - 2, 4, 4 );
//dc.DrawRectangle( xx-1, 64-yy-4, 2, 8 );
//dc.DrawRectangle( xx-4, 64-yy-1, 8, 2 );
// adjusted dot
if (x!=32 || y!=32)
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle( x-2, 64-y-2, 4, 4 );
// i like the dot better than the cross i think
//dc.DrawRectangle( x-1, 64-y-4, 2, 8 );
//dc.DrawRectangle( x-4, 64-y-1, 8, 2 );
}
}
break;
case GROUP_TYPE_FORCE :
{
float raw_dot[3];
float adj_dot[3];
const float deadzone = 32 * ((*g)->control_group)->settings[0]->value;
// adjusted
((ControllerEmu::Force*)(*g)->control_group)->GetState( adj_dot, 32.0, 32-1.5 );
// raw
for ( unsigned int i=0; i<3; ++i )
{
raw_dot[i] = (*g)->control_group->controls[i*2 + 1]->control_ref->State()
- (*g)->control_group->controls[i*2]->control_ref->State();
raw_dot[i] *= 32 - 1; raw_dot[i] += 32;
}
// deadzone rect for forward/backward visual
dc.SetBrush(*wxLIGHT_GREY_BRUSH);
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.DrawRectangle( 0, 32 - deadzone, 64, deadzone * 2 );
// raw forward/background line
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
dc.DrawRectangle( 0, raw_dot[2] - 1, 64, 2 );
// adjusted forward/background line
if ( adj_dot[2]!=32 )
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle( 0, adj_dot[2] - 1, 64, 2 );
}
// a rectangle, for looks i guess
dc.SetBrush(*wxWHITE_BRUSH);
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.DrawRectangle( 16, 16, 32, 32 );
// deadzone square
dc.SetBrush(*wxLIGHT_GREY_BRUSH);
dc.DrawRectangle( 32 - deadzone, 32 - deadzone, deadzone * 2, deadzone * 2 );
// raw dot
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
dc.DrawRectangle( raw_dot[1] - 2, raw_dot[0] - 2, 4, 4 );
// adjusted dot
if ( adj_dot[1]!=32 || adj_dot[0]!=32 )
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle( adj_dot[1]-2, adj_dot[0]-2, 4, 4 );
}
}
break;
case GROUP_TYPE_BUTTONS :
{
const unsigned int button_count = ((unsigned int)(*g)->control_group->controls.size());
// draw the shit
dc.SetPen(*wxGREY_PEN);
unsigned int * const bitmasks = new unsigned int[ button_count ];
for (unsigned int n = 0; n<button_count; ++n)
bitmasks[n] = (1 << n);
unsigned int buttons = 0;
((ControllerEmu::Buttons*)(*g)->control_group)->GetState( &buttons, bitmasks );
for (unsigned int n = 0; n<button_count; ++n)
{
if ( buttons & bitmasks[n] )
dc.SetBrush( *wxRED_BRUSH );
else
{
unsigned char amt = 255 - (*g)->control_group->controls[n]->control_ref->State() * 128;
dc.SetBrush(wxBrush(wxColor(amt, amt, amt)));
}
dc.DrawRectangle(n * 12, 0, 14, 12);
// text
const char* const name = (*g)->control_group->controls[n]->name;
// bit of hax so ZL, ZR show up as L, R
dc.DrawText(wxString::FromAscii((name[1] && name[1] < 'a') ? name[1] : name[0]), n*12 + 2, 1);
}
delete[] bitmasks;
}
break;
case GROUP_TYPE_TRIGGERS :
{
const unsigned int trigger_count = ((unsigned int)((*g)->control_group->controls.size()));
// draw the shit
dc.SetPen(*wxGREY_PEN);
ControlState deadzone = (*g)->control_group->settings[0]->value;
unsigned int* const trigs = new unsigned int[trigger_count];
((ControllerEmu::Triggers*)(*g)->control_group)->GetState( trigs, 64 );
for ( unsigned int n = 0; n < trigger_count; ++n )
{
ControlState trig_r = (*g)->control_group->controls[n]->control_ref->State();
// outline
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxWHITE_BRUSH);
dc.DrawRectangle(0, n*12, 64, 14);
// raw
dc.SetBrush(*wxGREY_BRUSH);
dc.DrawRectangle(0, n*12, trig_r*64, 14);
// deadzone affected
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle(0, n*12, trigs[n], 14);
// text
dc.DrawText(wxString::FromAscii((*g)->control_group->controls[n]->name), 3, n*12 + 1);
}
delete[] trigs;
// deadzone box
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, deadzone*64, trigger_count*14);
}
break;
case GROUP_TYPE_MIXED_TRIGGERS :
{
const unsigned int trigger_count = ((unsigned int)((*g)->control_group->controls.size() / 2));
// draw the shit
dc.SetPen(*wxGREY_PEN);
ControlState thresh = (*g)->control_group->settings[0]->value;
for ( unsigned int n = 0; n < trigger_count; ++n )
{
dc.SetBrush(*wxRED_BRUSH);
ControlState trig_d = (*g)->control_group->controls[n]->control_ref->State();
ControlState trig_a = trig_d > thresh ? 1
: (*g)->control_group->controls[n+trigger_count]->control_ref->State();
dc.DrawRectangle(0, n*12, 64+20, 14);
if ( trig_d <= thresh )
dc.SetBrush(*wxWHITE_BRUSH);
dc.DrawRectangle(trig_a*64, n*12, 64+20, 14);
dc.DrawRectangle(64, n*12, 32, 14);
// text
dc.DrawText(wxString::FromAscii((*g)->control_group->controls[n+trigger_count]->name), 3, n*12 + 1);
dc.DrawText(wxString::FromAscii((*g)->control_group->controls[n]->name[0]), 64 + 3, n*12 + 1);
}
// threshold box
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(thresh*64, 0, 128, trigger_count*14);
}
break;
case GROUP_TYPE_SLIDER:
{
const ControlState deadzone = (*g)->control_group->settings[0]->value;
ControlState state = (*g)->control_group->controls[1]->control_ref->State() - (*g)->control_group->controls[0]->control_ref->State();
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
dc.DrawRectangle(31 + state * 30, 0, 2, 14);
((ControllerEmu::Slider*)(*g)->control_group)->GetState(&state, 1);
if (state)
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle(31 + state * 30, 0, 2, 14);
}
// deadzone box
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(32 - deadzone * 32, 0, deadzone * 64, 14);
}
break;
default :
break;
}
// box outline
// Windows XP color
dc.SetPen(wxPen(_T("#7f9db9")));
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight());
dc.SelectObject(wxNullBitmap);
(*g)->static_bitmap->SetBitmap(bitmap);
}
}
g_controller_interface.update_lock.Leave();
}