The usage of "Wii Remote" and "Wiimote" in the interface is inconsistent. "Wiimote" is also not a real word nor is it an official product name. Therefore I have changed instances of "Wiimote" in the UI to instead say "Wii Remote". I also made a couple of minor grammatical changes as well.
This is mostly a resubmission of #4338 but there are some minor other changes as well.
Currently, `g_controller_interface` is initialized and shut down by each
of `GCKeyboard`, `GCPad`, `Wiimote`, and `HotkeyManager`.
This 1) is weird conceptually, because it necessitates passing a pointer
to the native window to each of those classes, which don't need it, and
2) can cause issues when controller backends are initialized or shutdown
multiple times in succession.
s_dvd_thread_done_working makes the logic more complicated,
and degasus pointed out a race condition that can happen if
the CPU thread calls WaitForIdle right in between the DVD
thread executing done_working.Set() and done_working.Reset()
while there is work left to do. To avoid this, let's just get
rid of s_dvd_thread_done_working. It's a relic from the old
DVDThread design. Thanks to the last few commits, WaitUntilIdle
only gets called rarely (disc change and savestate), so it's
not a problem if WaitUntilIdle ends up being slower.
This is a preparation for adding a queue to DVDThread.
Currently, s_read_request and s_read_result act somewhat like
queues that only can contain one object.
Instead of directly reading/storing settings from/to the SYSCONF, we
now store Wii settings to Dolphin's own configuration, and apply them
on boot. This prevents issues with settings not being saved, being
overridden and lost (if the user opens a dialog that writes to the
SYSCONF while a game is running).
This also fixes restoring settings from the config cache after a
graceful shutdown; for some reason, settings were only restored
after a normal shutdown.
Fixes issue 9825 and 9826
Using u8 as indexers is kind of silly, since the rest of the public API
essentially uses int for this sort of thing. Changing these to int also
gets rid of quite a few implicit truncations.
This also allows for getting rid of similar silliness in the netplay API.
This adds the ability to passthrough a whole Bluetooth adapter and skip
the majority of the Bluetooth emulation code. We use libusb to send HCI
commands, receive HCI events and transfer ACL data directly to the
first adapter that is found or to a specific adapter (if configured to)
This is possible because the Wii's Bluetooth module is actually just
a pretty standard Bluetooth adapter…
…except for two vendor-specific commands, for which replies are faked,
and also for the sync button. This adds a hotkey that works in the
exact same way as the sync button would on a Wii: it triggers an HCI
event, which emulated software interpret as a command to perform
a BT inquiry.
This commit also changes the UI code to expose passthrough mode
and WII_IPC_HLE to be a bit more thread safe (for the device map).
This moves the unordered_map used to store connected Wiimotes IDs to
WiimoteReal, and makes the ID insert/erase logic common so we don't
have to duplicate this code in scanner backends.
The Balance board detection logic is already implemented in a simpler
way in Wiimote::IsBalanceBoard() (since hidapi also needs it).
Therefore, IOWin now only needs to check if a device is a Wiimote.
This is intended to make reconnecting Wiimotes easier with a DolphinBar.
Unfortunately, this change isn't enough as it doesn't always catch
disconnections for Wiimotes connected with a DolphinBar.
But it's better than nothing and eventually a disconnection will be
detected when something tries to write to the Wiimote, instead of never.
There is no other solution as the DolphinBar always exposes 4 HIDs even
when the associated Wiimotes are not connected.
We could try to detect this using the fake input reports sent by the
DolphinBar, but this only works for the first HID (probably because of
a bug in the firmware?), so this method is not an option.
If FindWiimotes() took more time than the UI shutting down, the scanner
would try connecting a Wiimote and sending an event to the UI code
long after it has shut down, which causes a segfault.
This fixes the race by ignoring any found Wiimotes during shutdown.
Normally this would have never happened, but it is possible with hidapi
since Wiimotes can be connected before Dolphin starts.
Based on ca0c2efe7a. Credits go to flacs.
However, unlike the original commit, hidapi does not completely replace
the current implementations, so we can still connect Wiimotes with 1+2
(without pairing).
Also, it is only used on Linux and OS X for now. This removes the
advantage of having only one implementation but there is no other
choice: using hidapi on Windows is currently impossible because
hid_write() is implemented in a way that won't work with Wiimotes.
Additionally:
* We now check for the device name in addition to the PID/VID so we can
support the Balance Board and maybe third-party Wiimotes too. This
doesn't achieve anything with the DolphinBar but it does with hidraw.
* Added a check to not connect to the same device more than once.
This adds support for triggering the power event (in the STM), so that
stopping emulation first triggers a shutdown event, which notably gives
emulated software time to save game data (issue 8979) and clean up
SYSCONF (to disconnect Wiimotes and update their state in the SYSCONF).
On the first press, the stop button/hotkey/whatever will trigger a STM
power event. On a second try, we will forcefully stop emulation, just
like how it was working before.