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Wiimote: Fixed crash that would occur if no gamepad was detected
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2211 8ced0084-cf51-0410-be5f-012b33b47a6e
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c1214d2026
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@ -83,7 +83,7 @@ void Config::Load(bool ChangePad)
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/* Prevent a crash from illegal access to joyinfo that will only have values for
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the current amount of connected PadMapping */
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if(WiiMoteEmu::PadMapping[i].ID >= SDL_NumJoysticks()) continue;
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if(WiiMoteEmu::PadMapping[i].ID >= WiiMoteEmu::joyinfo.size()) continue;
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// Create a section name
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SectionName = WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[i].ID].Name;
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@ -146,7 +146,7 @@ void Config::Save(int Slot)
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/* Save joypad specific settings. Check for "PadMapping[i].ID < SDL_NumJoysticks()" to
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avoid reading a joyinfo that does't exist */
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if(WiiMoteEmu::PadMapping[i].ID >= SDL_NumJoysticks()) continue;
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if(WiiMoteEmu::PadMapping[i].ID >= WiiMoteEmu::joyinfo.size()) continue;
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// Create a new section name after the joypad name
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SectionName = WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[i].ID].Name;
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@ -1143,9 +1143,21 @@ void ConfigDialog::UpdateGUI(int Slot)
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m_UseRealWiimote[Page]->Enable((m_bEnableUseRealWiimote && g_RealWiiMotePresent && g_Config.bConnectRealWiimote) || !g_EmulatorRunning);
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// Linux has no FindItem()
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// Disable all pad items if no pads are detected
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if(ControlsCreated)
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{
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bool PadEnabled = WiiMoteEmu::NumGoodPads != 0;
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#ifdef _WIN32
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for(int i = IDB_ANALOG_LEFT_X; i <= IDB_TRIGGER_R; i++) m_Notebook->FindItem(i)->Enable(PadEnabled);
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m_Notebook->FindItem(IDC_JOYNAME)->Enable(PadEnabled);
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m_Notebook->FindItem(ID_TRIGGER_TYPE)->Enable(PadEnabled);
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#endif
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}
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// Disable all recording buttons
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bool ActiveRecording = !(m_bWaitForRecording || m_bRecording);
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#ifdef _WIN32
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// Disable all recording buttons
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for(int i = IDB_RECORD + 1; i < (IDB_RECORD + RECORDING_ROWS + 1); i++)
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if(ControlsCreated) m_Notebook->FindItem(i)->Enable(!(m_bWaitForRecording || m_bRecording));
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if(ControlsCreated) m_Notebook->FindItem(i)->Enable(ActiveRecording);
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#endif
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}
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@ -365,10 +365,13 @@ void SingleShake(u8 &_z, u8 &_y)
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// ------------------------------------------
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/* Tilting Wiimote with gamepad. We can guess that the game will calculate a Wiimote pitch and use it as a
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measure of the tilting of the Wiimote. We are interested in this tilting range
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90° to -90° */
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90° to -90° */
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// ---------------
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void TiltWiimoteGamepad(u8 &_y, u8 &_z)
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{
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// Return if we have no pads
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if (NumGoodPads == 0) return;
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// Update the pad state
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const int Page = 0;
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WiiMoteEmu::GetJoyState(PadState[Page], PadMapping[Page], Page, joyinfo[PadMapping[Page].ID].NumButtons);
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