Make the gui more accurately reflect connected wiimotes. Also connect and disconnect wiimotes when settings are changed in the wiimote configuration dialog during emulation.

Fix the number of connected wiimotes in the configuration dialog so it works with translations, and update translations accordingly.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6771 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice
2011-01-07 15:18:00 +00:00
parent dcbfd4ea4c
commit 418357190b
19 changed files with 539 additions and 527 deletions

View File

@ -1206,18 +1206,22 @@ void CFrame::OnLoadWiiMenu(wxCommandEvent& event)
}
}
void CFrame::OnConnectWiimote(wxCommandEvent& event)
void CFrame::ConnectWiimote(int wm_idx, bool connect)
{
if (Core::isRunning() && SConfig::GetInstance().m_LocalCoreStartupParameter.bWii)
{
int Id = event.GetId() - IDM_CONNECT_WIIMOTE1;
bNoWiimoteMsg = !event.IsChecked();
GetUsbPointer()->AccessWiiMote(Id | 0x100)->Activate(event.IsChecked());
wxString msg(wxString::Format(wxT("Wiimote %i %s"), Id + 1, (event.IsChecked()) ? _("Connected") : _("Disconnected")));
GetUsbPointer()->AccessWiiMote(wm_idx | 0x100)->Activate(connect);
wxString msg(wxString::Format(wxT("Wiimote %i %s"), wm_idx + 1,
connect ? _("Connected") : _("Disconnected")));
Core::DisplayMessage(msg.ToAscii(), 3000);
}
}
void CFrame::OnConnectWiimote(wxCommandEvent& event)
{
ConnectWiimote(event.GetId() - IDM_CONNECT_WIIMOTE1, event.IsChecked());
}
// Toogle fullscreen. In Windows the fullscreen mode is accomplished by expanding the m_Panel to cover
// the entire screen (when we render to the main window).
void CFrame::OnToggleFullscreen(wxCommandEvent& WXUNUSED (event))