mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-03 00:42:39 +00:00
Calibrated emulated Wiimote aiming in widescreen mode. Added config menu to Wiimote. Added hide cursor option to OpenGL plugin. Added custom Wii settings and moved SYSCONF to User/Config (it will be copied by the game to Wii/shared2/sys when a game is run). Made the DSP and Video debugging windowses run on the same dll instance as the main instance.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1188 8ced0084-cf51-0410-be5f-012b33b47a6e
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ecf6825a97
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39 changed files with 756 additions and 116 deletions
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@ -54,33 +54,42 @@
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SVideoInitialize g_VideoInitialize;
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#define VERSION_STRING "0.1"
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// Create debugging window. We can't use Show() here as usual because then DLL_PROCESS_DETACH will
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// be called immediately. And if we use ShowModal() we block the main video window from appearing.
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// So I've made a separate function called DoDllDebugger() that creates the window.
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/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
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if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
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clsoe the window if it has auto started, and then restart it after the dll has loaded
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for the purpose of the game. At that point there is no need to use the same dll instance
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as the one that is rendering the game. However, that could be done. */
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#if defined(OSX64)
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void DllDebugger(HWND _hParent) { }
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void DoDllDebugger() { }
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#else
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CDebugger* m_frame;
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void DllDebugger(HWND _hParent)
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void DllDebugger(HWND _hParent, bool Show)
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{
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if(m_frame) // if we have created it, let us show it again
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if(m_frame && Show) // if we have created it, let us show it again
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{
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m_frame->Show();
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}
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else
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else if(!m_frame && Show)
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{
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m_frame = new CDebugger(NULL);
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m_frame->Show();
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}
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else if(m_frame && !Show)
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{
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wxMessageBox(_T("The debugging window will open after you start a game."));
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m_frame->Hide();
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}
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}
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void DoDllDebugger()
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{
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m_frame = new CDebugger(NULL);
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m_frame->Show();
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//m_frame = new CDebugger(NULL);
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//m_frame->Show();
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}
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#endif
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void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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@ -99,9 +108,13 @@ void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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void DllConfig(HWND _hParent)
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{
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#if defined(_WIN32)
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wxWindow win;
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win.SetHWND(_hParent);
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ConfigDialog frame(&win);
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//wxWindow win;
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//win.SetHWND(_hParent);
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//ConfigDialog frame(&win);
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//ConfigDialog frame(NULL);
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ConfigDialog *frame;
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frame = new ConfigDialog(NULL);
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DWORD iModeNum = 0;
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DEVMODE dmi;
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@ -130,13 +143,16 @@ void DllConfig(HWND _hParent)
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{
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resos[i] = strBuffer;
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i++;
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frame.AddFSReso(szBuffer);
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frame.AddWindowReso(szBuffer);
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//frame.AddFSReso(szBuffer);
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//frame.AddWindowReso(szBuffer);
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frame->AddFSReso(szBuffer);
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frame->AddWindowReso(szBuffer);
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}
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ZeroMemory(&dmi, sizeof(dmi));
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}
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frame.ShowModal();
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win.SetHWND(0);
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//frame.ShowModal();
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frame->ShowModal();
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//win.SetHWND(0);
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#elif defined(__linux__)
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ConfigDialog frame(NULL);
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@ -185,7 +201,16 @@ void Video_Initialize(SVideoInitialize* _pVideoInitialize)
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#ifdef _WIN32
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// OpenConsole();
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#endif
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/* Dolphin currently crashes if the dll is loaded when a game is started so we clsoe the
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debugger and open it again after loading */
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/*
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if(m_frame)
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{
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m_frame->EndModal(0); wxEntryCleanup();
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}//use wxUninitialize() if you don't want GUI
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*/
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frameCount = 0;
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g_VideoInitialize = *_pVideoInitialize;
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InitLUTs();
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@ -323,4 +348,4 @@ void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
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void Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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Renderer::AddMessage(pstr,milliseconds);
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}
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}
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