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Add nunchuk support to tas input.
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@ -163,7 +163,7 @@ bool PlayInput(const std::string& filename);
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void LoadInput(const std::string& filename);
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void ReadHeader();
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void PlayController(GCPadStatus* PadStatus, int controllerID);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const struct wiimote_key key);
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bool PlayWiimote(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const wiimote_key key);
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void EndPlayInput(bool cont);
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void SaveRecording(const std::string& filename);
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void DoState(PointerWrap &p);
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@ -171,16 +171,16 @@ void CheckMD5();
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void GetMD5();
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void Shutdown();
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void CheckPadStatus(GCPadStatus* PadStatus, int controllerID);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const struct wiimote_key key);
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void CheckWiimoteStatus(int wiimote, u8* data, const struct WiimoteEmu::ReportFeatures& rptf, int ext, const wiimote_key key);
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std::string GetInputDisplay();
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// Done this way to avoid mixing of core and gui code
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typedef void(*GCManipFunction)(GCPadStatus*, int);
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typedef void(*WiiManipFunction)(u8*, WiimoteEmu::ReportFeatures, int);
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typedef void(*WiiManipFunction)(u8*, WiimoteEmu::ReportFeatures, int, int, wiimote_key);
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void SetGCInputManip(GCManipFunction);
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void SetWiiInputManip(WiiManipFunction);
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void CallGCInputManip(GCPadStatus* PadStatus, int controllerID);
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void CallWiiInputManip(u8* core, WiimoteEmu::ReportFeatures rptf, int controllerID);
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void CallWiiInputManip(u8* core, WiimoteEmu::ReportFeatures rptf, int controllerID, int ext, const wiimote_key key);
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}
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