mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Some clean up
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3377 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -16,34 +16,31 @@
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Current issues
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/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/*
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The real Wiimote fails to answer the core correctly sometmes. Leading to an
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unwanted disconnection. And there is currenty no functions to reconnect with
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the game. There are two ways to solve this:
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The real Wiimote fails to answer the core correctly sometmes. Leading to an unwanted disconnection. And
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there is currenty no functions to reconnect with the game. There are two ways to solve this:
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1. Make a reconnect function in the IOS emulation
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2. Detect failed answers in this plugin and solve it by replacing them with emulated answers.
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1. Make a reconnect function in the IOS emulation
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The first solution seems easier, if I knew a little better how the /dev/usb/oh1 and Wiimote functions
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worked.
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2. Detect failed answers in this plugin and solve it by replacing them with
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emulated answers.
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/////////////////////////////////////////////*/
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The first solution seems easier, if I knew a little better how the /dev/usb/oh1
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and Wiimote functions worked.
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*/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#include "Common.h" // Common
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#include "StringUtil.h"
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#include "Timer.h"
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#define EXCLUDEMAIN_H // Avoid certain declarations in main.h
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#include "EmuDefinitions.h" // Local
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#include "wiimote_hid.h"
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#include "main.h"
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#include "Logging.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigDlg.h"
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#endif
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@ -53,12 +50,8 @@ worked.
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#if HAVE_WIIUSE
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#include "wiimote_real.h"
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#endif
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///////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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SWiimoteInitialize g_WiimoteInitialize;
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PLUGIN_GLOBALS* globals = NULL;
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@ -114,12 +107,9 @@ HWND g_ParentHWND = NULL;
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Main function and WxWidgets initialization
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#ifdef _WIN32
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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@ -149,7 +139,6 @@ BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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return TRUE;
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}
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#endif
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/////////////////////////////////////
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//******************************************************************************
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@ -536,9 +525,7 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
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// data[4]: Size and error
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// data[5, 6]: The registry offset
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// ---------------------------------------------------------------------
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// Show the extension ID
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// --------------------------
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if ((data[4] == 0x10 || data[4] == 0x20 || data[4] == 0x50) && data[5] == 0x00 && (data[6] == 0xfa || data[6] == 0xfe))
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{
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if(data[4] == 0x10)
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@ -584,13 +571,11 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
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INFO_LOG(CONSOLE, "Game got the decrypted extension ID: %02x%02x%02x%02x%02x%02x\n\n", data[7], data[8], data[9], data[10], data[11], data[12]);
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}
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}
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// ---------------------------------------------
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// ---------------------------------------------------------------------
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// Show the Wiimote neutral values
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// --------------------------
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/* The only difference between the Nunchuck and Wiimote that we go after is calibration here is
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the offset in memory. If needed we can check the preceding 0x17 request to. */
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/* The only difference between the Nunchuck and Wiimote that we go
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after is calibration here is the offset in memory. If needed we can
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check the preceding 0x17 request to. */
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if(data[4] == 0xf0 && data[5] == 0x00 && data[6] == 0x10)
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{
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if(data[6] == 0x10)
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@ -604,11 +589,8 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
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INFO_LOG(CONSOLE, "Cal_g.z: %i\n", data[7 +12]);
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}
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}
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// ---------------------------------------------
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// ---------------------------------------------------------------------
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// Show the Nunchuck neutral values
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// --------------------------
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if(data[4] == 0xf0 && data[5] == 0x00 && (data[6] == 0x20 || data[6] == 0x30))
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{
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// Save the encrypted data
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@ -680,7 +662,6 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
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// Show the encrypted data
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INFO_LOG(CONSOLE, "%s", TmpData.c_str());
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}
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// ---------------------------------------------
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break;
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case WM_WRITE_DATA_REPLY: // 0x22
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@ -727,9 +708,9 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
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if (!DataReport && g_DebugComm)
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{
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std::string TmpData = ArrayToString(data, size + 2, 0, 30);
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std::string tmpData = ArrayToString(data, size + 2, 0, 30);
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//LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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INFO_LOG(CONSOLE, "Read[%s] %s: %s\n", (Emu ? "Emu" : "Real"), Name.c_str(), TmpData.c_str()); // No timestamp
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INFO_LOG(CONSOLE, "Read[%s] %s: %s\n", (Emu ? "Emu" : "Real"), Name.c_str(), tmpData.c_str()); // No timestamp
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//INFO_LOG(CONSOLE, " (%s): %s\n", Tm(true).c_str(), Temp.c_str()); // Timestamp
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}
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@ -1083,18 +1064,16 @@ int GetUpdateRate()
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void DoInitialize()
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{
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// Open console
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//OpenConsole(true);
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// Run this first so that WiiMoteReal::Initialize() overwrites g_Eeprom
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WiiMoteEmu::Initialize();
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/* We will run WiiMoteReal::Initialize() even if we are not using a real wiimote,
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to check if there is a real wiimote connected. We will initiate wiiuse.dll, but
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we will return before creating a new thread for it if we find no real Wiimotes.
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Then g_RealWiiMotePresent will also be false. This function call will be done
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instantly whether there is a real Wiimote connected or not. It takes no time for
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Wiiuse to check for connected Wiimotes. */
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/* We will run WiiMoteReal::Initialize() even if we are not using a real
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wiimote, to check if there is a real wiimote connected. We will initiate
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wiiuse.dll, but we will return before creating a new thread for it if we
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find no real Wiimotes. Then g_RealWiiMotePresent will also be
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false. This function call will be done instantly whether there is a real
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Wiimote connected or not. It takes no time for Wiiuse to check for
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connected Wiimotes. */
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#if HAVE_WIIUSE
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if (g_Config.bConnectRealWiimote) WiiMoteReal::Initialize();
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#endif
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