Now Dolphin officially supports Multi-WiiMote (up to 4)

* You can connect/disconnect one or more WiiMote from Menu->Tools any time (must pause game first)

* Up to 4 Emulated Wiimotes can work together at the same timer

(PS: "Wiimote_Real" needs to be rewritten to support Multi-WiiMote, and it could be broken already now)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4736 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx 2009-12-27 19:31:02 +00:00
parent 4483f2c7b5
commit d62d6b0c33
36 changed files with 2046 additions and 2749 deletions

View file

@ -72,7 +72,7 @@ void SetDeviceForcesXY(int pad, int nXYForce);
HRESULT InitRumble(HWND hWnd);
LPDIRECTINPUT8 g_Rumble; // DInput Rumble object
RUMBLE pRumble[4]; // 4 GC Rumble Pads
RUMBLE pRumble[MAX_WIIMOTES];
//////////////////////
// Use PAD rumble
@ -80,7 +80,7 @@ RUMBLE pRumble[4]; // 4 GC Rumble Pads
void Pad_Use_Rumble(u8 _numPAD)
{
if (PadMapping[_numPAD].Rumble)
if (WiiMapping[_numPAD].Rumble)
{
if (!g_Rumble)
{
@ -106,12 +106,12 @@ void PAD_Rumble(u8 _numPAD, unsigned int _uType)
int Strenght = 0;
if (PadMapping[_numPAD].Rumble) // rumble activated
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (_uType == 1)
{
// it looks like _uStrength is equal to 3 everytime anyway...
Strenght = 1000 * (PadMapping[_numPAD].RumbleStrength);
Strenght = 1000 * (WiiMapping[_numPAD].RumbleStrength);
Strenght = Strenght > 10000 ? 10000 : Strenght;
}
else
@ -138,10 +138,10 @@ HRESULT InitRumble(HWND hWnd)
if (FAILED(hr = g_Rumble->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumFFDevicesCallback, NULL, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK)))
return hr;
for (int i=0; i<4; i++)
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (NULL == pRumble[i].g_pDevice)
PadMapping[i].Rumble = false; // Disable Rumble for this pad only.
WiiMapping[i].Rumble = false; // Disable Rumble for this pad only.
else
{
pRumble[i].g_pDevice->SetDataFormat(&c_dfDIJoystick);
@ -161,7 +161,7 @@ HRESULT InitRumble(HWND hWnd)
{
PanicAlert("Device %d doesn't seem to work ! \nRumble for device %d is now Disabled !", i+1);
PadMapping[i].Rumble = false; // Disable Rumble for this pad
WiiMapping[i].Rumble = false; // Disable Rumble for this pad
continue; // Next pad
}
@ -268,15 +268,15 @@ BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContex
else
return DIENUM_CONTINUE;
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID);
//PanicAlert("DInput ID : %d \nSDL ID (1-4) : %d / %d / %d / %d\n", JoystickID, WiiMapping[0].ID, WiiMapping[1].ID, WiiMapping[2].ID, WiiMapping[3].ID);
for (int i=0; i<4; i++)
{
if (PadMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
if (WiiMapping[i].ID == JoystickID) // if SDL ID = DInput ID -> we're dealing with the same device
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (PadMapping[i].enabled) // && PadMapping[i].Rumble
//if (WiiMapping[i].enabled) // && WiiMapping[i].Rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}
@ -298,7 +298,7 @@ void PAD_RumbleClose()
// It may look weird, but we don't free anything here, it was the cause of crashes
// on stop, and the DLL isn't unloaded anyway, so the pointers stay
// We just stop the rumble in case it's still playing an effect.
for (int i=0; i<4; i++)
for (int i = 0; i < MAX_WIIMOTES; i++)
{
if (pRumble[i].g_pDevice && pRumble[i].g_pEffect)
pRumble[i].g_pEffect->Stop();
@ -337,7 +337,7 @@ bool PAD_Init_Rumble(u8 _numPAD, SDL_Joystick *SDL_Device)
{
SDL_HapticClose(pRumble[_numPAD].g_pDevice); // No effect
pRumble[_numPAD].g_pDevice = 0;
PadMapping[_numPAD].Rumble = false;
WiiMapping[_numPAD].Rumble = false;
return false;
}
@ -369,7 +369,7 @@ void PAD_Rumble(u8 _numPAD, unsigned int _uType)
int Strenght = 0;
#ifdef SDL_RUMBLE
if (PadMapping[_numPAD].Rumble) // rumble activated
if (WiiMapping[_numPAD].Rumble) // rumble activated
{
if (!pRumble[_numPAD].g_pDevice)
return;