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
This commit is contained in:
John Peterson 2008-11-16 20:09:13 +00:00
parent ecf6825a97
commit be6a6215c9
39 changed files with 756 additions and 116 deletions

View file

@ -54,33 +54,42 @@
SVideoInitialize g_VideoInitialize;
#define VERSION_STRING "0.1"
// Create debugging window. We can't use Show() here as usual because then DLL_PROCESS_DETACH will
// be called immediately. And if we use ShowModal() we block the main video window from appearing.
// So I've made a separate function called DoDllDebugger() that creates the window.
/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
clsoe the window if it has auto started, and then restart it after the dll has loaded
for the purpose of the game. At that point there is no need to use the same dll instance
as the one that is rendering the game. However, that could be done. */
#if defined(OSX64)
void DllDebugger(HWND _hParent) { }
void DoDllDebugger() { }
#else
CDebugger* m_frame;
void DllDebugger(HWND _hParent)
void DllDebugger(HWND _hParent, bool Show)
{
if(m_frame) // if we have created it, let us show it again
if(m_frame && Show) // if we have created it, let us show it again
{
m_frame->Show();
}
else
else if(!m_frame && Show)
{
m_frame = new CDebugger(NULL);
m_frame->Show();
}
else if(m_frame && !Show)
{
wxMessageBox(_T("The debugging window will open after you start a game."));
m_frame->Hide();
}
}
void DoDllDebugger()
{
m_frame = new CDebugger(NULL);
m_frame->Show();
//m_frame = new CDebugger(NULL);
//m_frame->Show();
}
#endif
void GetDllInfo (PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
@ -99,9 +108,13 @@ void GetDllInfo (PLUGIN_INFO* _PluginInfo)
void DllConfig(HWND _hParent)
{
#if defined(_WIN32)
wxWindow win;
win.SetHWND(_hParent);
ConfigDialog frame(&win);
//wxWindow win;
//win.SetHWND(_hParent);
//ConfigDialog frame(&win);
//ConfigDialog frame(NULL);
ConfigDialog *frame;
frame = new ConfigDialog(NULL);
DWORD iModeNum = 0;
DEVMODE dmi;
@ -130,13 +143,16 @@ void DllConfig(HWND _hParent)
{
resos[i] = strBuffer;
i++;
frame.AddFSReso(szBuffer);
frame.AddWindowReso(szBuffer);
//frame.AddFSReso(szBuffer);
//frame.AddWindowReso(szBuffer);
frame->AddFSReso(szBuffer);
frame->AddWindowReso(szBuffer);
}
ZeroMemory(&dmi, sizeof(dmi));
}
frame.ShowModal();
win.SetHWND(0);
//frame.ShowModal();
frame->ShowModal();
//win.SetHWND(0);
#elif defined(__linux__)
ConfigDialog frame(NULL);
@ -185,7 +201,16 @@ void Video_Initialize(SVideoInitialize* _pVideoInitialize)
#ifdef _WIN32
// OpenConsole();
#endif
/* Dolphin currently crashes if the dll is loaded when a game is started so we clsoe the
debugger and open it again after loading */
/*
if(m_frame)
{
m_frame->EndModal(0); wxEntryCleanup();
}//use wxUninitialize() if you don't want GUI
*/
frameCount = 0;
g_VideoInitialize = *_pVideoInitialize;
InitLUTs();
@ -323,4 +348,4 @@ void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
void Video_AddMessage(const char* pstr, u32 milliseconds)
{
Renderer::AddMessage(pstr,milliseconds);
}
}