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				synced 2025-10-26 18:09:20 +00:00 
			
		
		
		
	No need to press the "refresh wiimotes" button on pair up anymore, checking the extended pair up box(still experimental) allows u to pair and hook up the wiimote while being ingame. You still need to do the ALT+F5/F6/F7/F8 connect, but you wont need to press the pair up button + refresh button anymore, feel free to test it, its not perfect yes. Just press 1+2 on your Wiimote to pair it up ingame(you need to check the extended pair up box for that feature). PS I hope I didnt break nonwin32 builds, I gave my best however. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5413 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			81 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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| // This program is free software: you can redistribute it and/or modify
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| // it under the terms of the GNU General Public License as published by
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| // the Free Software Foundation, version 2.0.
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| 
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| // This program is distributed in the hope that it will be useful,
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| // but WITHOUT ANY WARRANTY; without even the implied warranty of
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| // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| // GNU General Public License 2.0 for more details.
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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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| 
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| #ifndef WIIMOTE_REAL_H
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| #define WIIMOTE_REAL_H
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| 
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| 
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| #include "wiiuse.h"
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| #include "ChunkFile.h"
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| 
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| #ifndef EXCLUDE_H
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| //this one is required for Common::Event
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| #include "Thread.h"
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| #endif
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| 
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| namespace WiiMoteReal
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| {
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| 
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| int Initialize();
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| #ifdef _WIN32
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| int WiimotePairUp(bool unpair);
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| #endif
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| 
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| void Allocate();
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| void DoState(PointerWrap &p);
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| void Shutdown(void);
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| void InterruptChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size);
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| void ControlChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size);
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| void Update(int _WiimoteNumber);
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| 
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| void SendAcc(u8 _ReportID);
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| void SetDataReportingMode(u8 ReportingMode = 0);
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| void ClearEvents();
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| 
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| bool SafeClose();
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| 
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| // The alternative Wiimote loop
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| void ReadWiimote();
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| bool IRDataOK(struct wiimote_t* wm);
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| 
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| #ifndef EXCLUDE_H
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| 	extern wiimote_t**		g_WiiMotesFromWiiUse;
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| 	extern bool				g_Shutdown;
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| 	extern Common::Event	g_StartThread;
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| 	extern Common::Event	g_StopThreadTemporary;
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| 	extern int				g_NumberOfWiiMotes;
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| 	extern bool				g_MotionSensing;
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| 	extern bool				g_IRSensing;
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| 	extern u64				g_UpdateTime;
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| 	extern int				g_UpdateCounter;
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| 	extern bool				g_RunTemporary;
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| 	extern int				g_RunTemporaryCountdown;
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| 	extern u8				g_EventBuffer[32];
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| #ifdef _WIN32
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| 	extern Common::Thread*	g_AutoPairUpInvisibleWindow;
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| 	extern Common::Thread*	g_AutoPairUpMonitoring;
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| 	extern Common::Event	g_StartAutopairThread;
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| 	THREAD_RETURN			PairUp_ThreadFunc(void* arg);
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| 	THREAD_RETURN			RunInvisibleMessageWindow_ThreadFunc(void* arg);
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| #endif
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| #endif
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| 
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| }; // WiiMoteReal
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| 
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| #endif
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| 
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