Gecko codes: Added parenthesis where they were needed.(thanks to glennrics and soren) Fixed a copy paste error with write & fill 8bit codes. Also forgot to remove a return false;.(some more codes should work (fixed issue 2968)) New Wiimote Plugin: Added emulated swinging.(seems to work) Changed the emulated calibration data to some nice values. ControllerInterface: moved and constified some stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5980 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-07-26 05:30:50 +00:00
parent 0eaa7352fd
commit 5be58c6772
17 changed files with 224 additions and 224 deletions

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@ -168,7 +168,7 @@ bool RamWriteAndFill()
u32 new_addr = code.GetAddress();
const u32& data = code.data;
u16 count = (data >> 16) + 1; // note: +1
u32 count = (data >> 16) + 1; // note: +1
switch (code.subtype)
{
@ -176,7 +176,7 @@ bool RamWriteAndFill()
case DATATYPE_8BIT :
while (count--)
{
Memory::Write_U16((u16)data, new_addr);
Memory::Write_U8((u8)data, new_addr);
++new_addr;
}
break;
@ -232,7 +232,7 @@ bool RamWriteAndFill()
const u8 data_type = current_code->address >> 28;
const u32 data_inc = current_code->data; // amount to increment the data
const u16 addr_inc = (u16)current_code->address; // amount to increment the address
count = (current_code->address >> 16) & 0xFFF + 1; // count is different from the other subtypes, note: +1
count = ((current_code->address >> 16) & 0xFFF) + 1; // count is different from the other subtypes, note: +1
while (count--)
{
// switch inside the loop, :/ o well
@ -435,7 +435,6 @@ bool FlowControl()
// needs -1 cause iterator gets ++ after code runs
current_code = codes_start + block[block_num].address - 1;
}
return false; //
break;
// CST2 : Return

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@ -65,37 +65,35 @@ void GCPad_Init( void* const hwnd )
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
memset( _pPADStatus, 0, sizeof(*_pPADStatus) );
memset(_pPADStatus, 0, sizeof(*_pPADStatus));
_pPADStatus->err = PAD_ERR_NONE;
// wtf is this?
_pPADStatus->button |= PAD_USE_ORIGIN;
// wtf is this?
_pPADStatus->button = PAD_USE_ORIGIN;
// try lock
if ( false == g_plugin.controls_crit.TryEnter() )
if (false == g_plugin.controls_crit.TryEnter())
{
// if gui has lock (messing with controls), skip this input cycle
// center axes and return
memset( &_pPADStatus->stickX, 0x80, 4 );
memset(&_pPADStatus->stickX, 0x80, 4);
return;
}
// if we are on the next input cycle, update output and input
// if we can get a lock
static int _last_numPAD = 4;
if ( _numPAD <= _last_numPAD && g_plugin.interface_crit.TryEnter() )
if (_numPAD <= _last_numPAD)
{
g_plugin.controller_interface.UpdateOutput();
g_plugin.controller_interface.UpdateInput();
g_plugin.interface_crit.Leave();
}
_last_numPAD = _numPAD;
// get input
((GCPad*)g_plugin.controllers[ _numPAD ])->GetInput( _pPADStatus );
((GCPad*)g_plugin.controllers[_numPAD])->GetInput(_pPADStatus);
// leave
g_plugin.controls_crit.Leave();
}
// __________________________________________________________________________________________________

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@ -261,13 +261,15 @@ ControllerEmu::Triggers::Triggers( const char* const _name ) : ControlGroup( _na
ControllerEmu::Force::Force( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_FORCE )
{
memset(m_swing, 0, sizeof(m_swing));
controls.push_back( new Input( "Up" ) );
controls.push_back( new Input( "Down" ) );
controls.push_back( new Input( "Left" ) );
controls.push_back( new Input( "Right" ) );
controls.push_back( new Input( "Forward" ) );
controls.push_back( new Input( "Backward" ) );
controls.push_back( new Input( "Modifier" ) );
//controls.push_back( new Input( "Modifier" ) );
settings.push_back( new Setting("Dead Zone", 0, 0, 50 ) );
}
@ -277,8 +279,6 @@ ControllerEmu::Tilt::Tilt( const char* const _name )
{
memset(m_tilt, 0, sizeof(m_tilt));
//for ( unsigned int i = 0; i < 4; ++i )
//controls.push_back( new Input( named_directions[i] ) );
controls.push_back( new Input( "Forward" ) );
controls.push_back( new Input( "Backward" ) );
controls.push_back( new Input( "Left" ) );

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@ -253,19 +253,35 @@ public:
Force( const char* const _name );
template <typename C, typename R>
void GetState( C* axis, const u8 base, const R range )
void GetState(C* axis, const u8 base, const R range)
{
const float deadzone = settings[0]->value;
for ( unsigned int i=0; i<6; i+=2 )
for (unsigned int i=0; i<6; i+=2)
{
float tmpf = 0;
const float state = controls[i+1]->control_ref->State() - controls[i]->control_ref->State();
if (fabsf(state) > deadzone)
*axis++ = (C)((state - (deadzone * sign(state))) / (1 - deadzone) * range + base);
//*axis++ = state * range + base;
tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone));
else
*axis++ = (C)(base);
tmpf = 0;
float &ax = m_swing[i >> 1];
if (fabs(tmpf) > fabsf(ax))
{
if (tmpf > ax)
ax = std::min(ax + 0.15f, tmpf);
else if (tmpf < ax)
ax = std::max(ax - 0.15f, tmpf);
}
else
ax = tmpf;
*axis++ = (C)(ax * range + base);
}
}
private:
float m_swing[3];
};
class Tilt : public ControlGroup

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@ -121,8 +121,13 @@ void ControllerInterface::SetHwnd( void* const hwnd )
//
// update input for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateInput()
bool ControllerInterface::UpdateInput(const bool force)
{
if (force)
update_lock.Enter();
else if (false == update_lock.TryEnter())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
@ -137,6 +142,7 @@ bool ControllerInterface::UpdateInput()
//(*d)->ClearInputState();
}
update_lock.Leave();
return (m_devices.size() == ok_count);
}
@ -145,8 +151,13 @@ bool ControllerInterface::UpdateInput()
//
// update output for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateOutput()
bool ControllerInterface::UpdateOutput(const bool force)
{
if (force)
update_lock.Enter();
else if (false == update_lock.TryEnter())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
@ -155,6 +166,7 @@ bool ControllerInterface::UpdateOutput()
for (;d != e; ++d)
(*d)->UpdateOutput();
update_lock.Leave();
return (m_devices.size() == ok_count);
}

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@ -6,7 +6,9 @@
#include <sstream>
#include <map>
#include <algorithm>
#include "Common.h"
#include "Thread.h"
// enable disable sources
#ifdef _WIN32
@ -214,12 +216,14 @@ public:
bool IsInit() const { return m_is_init; }
void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const;
bool UpdateInput();
bool UpdateOutput();
bool UpdateInput(const bool force = false);
bool UpdateOutput(const bool force = false);
const std::vector<Device*>& Devices() const { return m_devices; }
Device* FindDevice(const DeviceQualifier& devq) const;
Common::CriticalSection update_lock;
private:
bool m_is_init;
std::vector<Device*> m_devices;

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@ -19,7 +19,7 @@ namespace ciface
namespace DInput
{
static struct
static const struct
{
const BYTE code;
const char* const name;
@ -28,7 +28,7 @@ static struct
#include "NamedKeys.h"
};
static struct
static const struct
{
const BYTE code;
const char* const name;

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@ -9,7 +9,7 @@ namespace ciface
namespace XInput
{
static struct
static const struct
{
const char* const name;
const WORD bitmask;

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@ -44,7 +44,7 @@ public:
std::vector< ControllerEmu* > controllers;
Common::CriticalSection controls_crit, interface_crit; // lock controls first
Common::CriticalSection controls_crit; // critical section for changing any control references
ControllerInterface controller_interface;
const char * const ini_name;

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@ -429,7 +429,7 @@ void GamepadPage::ClearControl( wxCommandEvent& event )
{
ControlButton* const btn = (ControlButton*)event.GetEventObject();
btn->control_reference->expression.clear();
//btn->control_reference->device_qualifier = controller->default_device;
btn->control_reference->range = 1.0f;
m_plugin.controls_crit.Enter(); // enter
controller->UpdateReferences( m_plugin.controller_interface );

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@ -32,14 +32,11 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
if ( (*g)->static_bitmap )
{
m_plugin.controller_interface.UpdateInput();
// don't want game thread updating input when we are using it here
if ( false == m_plugin.interface_crit.TryEnter() )
if (false == m_plugin.controller_interface.update_lock.TryEnter())
return;
//if ( false == is_game_running )
// just always update
m_plugin.controller_interface.UpdateInput();
wxMemoryDC dc;
wxBitmap bitmap((*g)->static_bitmap->GetBitmap());
dc.SelectObject(bitmap);
@ -324,7 +321,7 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
dc.SelectObject(wxNullBitmap);
(*g)->static_bitmap->SetBitmap(bitmap);
m_plugin.interface_crit.Leave();
m_plugin.controller_interface.update_lock.Leave();
}
}