Gamepads (minor change) > Fixed it so it doesn't always check for new pads on startup

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4543 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson 2009-11-12 21:14:41 +00:00
parent 7f66fe1ef6
commit 18450737be
5 changed files with 12 additions and 4 deletions

View File

@ -253,8 +253,10 @@ void ConsoleListener::PixelSpace(int Left, int Top, int Width, int Height, bool
void ConsoleListener::CustomLog(const char *Text)
{
#ifdef _WIN32
DWORD cCharsWritten;
WriteConsole(hConsole, Text, (DWORD)strlen(Text), &cCharsWritten, NULL);
#endif
}
void ConsoleListener::Log(LogTypes::LOG_LEVELS Level, const char *Text)

View File

@ -692,8 +692,11 @@ void WiimotePadConfigDialog::Update(wxTimerEvent& WXUNUSED(event))
{
if (!LiveUpdates) return;
// Don't run this the first time
int OldNumDIDevices;
if (WiiMoteEmu::NumDIDevices == -1) OldNumDIDevices = InputCommon::SearchDIDevices();
// Search for connected devices and update dialog
int OldNumDIDevices = WiiMoteEmu::NumDIDevices;
OldNumDIDevices = WiiMoteEmu::NumDIDevices;
WiiMoteEmu::NumDIDevices = InputCommon::SearchDIDevices();
// Update if a pad has been connected/disconnected. Todo: Add a better check that also takes into consideration the pad id

View File

@ -57,7 +57,7 @@ wiimote_key g_ExtKey; // The extension encryption key
bool g_Encryption; // Encryption on or off
// Gamepad input
int NumPads = 0, NumDIDevices = 0; // Number of pads
int NumPads = 0, NumDIDevices = -1; // Number of pads
bool SDLPolling = true;
std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
InputCommon::CONTROLLER_STATE_NEW PadState[4];

View File

@ -173,8 +173,11 @@ void PADConfigDialognJoy::UpdateSlow()
{
if (!LiveUpdates) return;
// Don't run this the first time
int OldNumDIDevices;
if (NumDIDevices == -1) OldNumDIDevices = InputCommon::SearchDIDevices();
// Search for connected devices and update dialog
int OldNumDIDevices = NumDIDevices;
OldNumDIDevices = NumDIDevices;
NumDIDevices = InputCommon::SearchDIDevices();
// Update if a pad has been connected/disconnected. Todo: Add a better check that also takes into consideration the pad id

View File

@ -49,7 +49,7 @@ InputCommon::CONTROLLER_STATE PadState[4];
InputCommon::CONTROLLER_MAPPING PadMapping[4];
bool g_EmulatorRunning = false;
bool SDLPolling = true;
int NumPads = 0, NumDIDevices = 0, LastPad = 0;
int NumPads = 0, NumDIDevices = -1, LastPad = 0;
#ifdef _WIN32
HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
#endif