Fixed WXKeyToString which had several problems, mostly just to get

hotkey configuration working with wx 2.9, but it turned out to be
too tempting to use it to hack up OS X keyboard support using wx
key events in the "old" input plugins.

It was with some reluctance that I used PAD_Input (and copied it
for Wiimote as well) as that is clearly a deprecated interface,
but this way the hack is contained within the old plugins for when
the switchover to ControllerInterface happens.

The idea is to provide stable keyboard support on OS X for both
GCPad and Wiimote while we debug HID keyboard and real 'mote code.

It works pretty well, although the wx approach does impose a few
limitations like no arrow keys and left/right side modifier keys
are considered equivalent.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5622 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang
2010-06-05 19:03:37 +00:00
parent 7d0f03cb61
commit 5c335a8c85
23 changed files with 364 additions and 156 deletions

View File

@ -294,6 +294,21 @@ void EmuStateChange(PLUGIN_EMUSTATE newState)
g_EmulatorState = newState;
}
// Hack to use wx key events
volatile bool wxkeystate[256];
// Set buttons status from keyboard input. Currently this is done from
// wxWidgets in the main application.
// --------------
void Wiimote_Input(u16 _Key, u8 _UpDown)
{
#if defined(__APPLE__) && defined(USE_WX) && USE_WX
if (_Key < 256)
{
wxkeystate[_Key] = _UpDown;
}
#endif
}
/* This function produce Wiimote Input (reports from the Wiimote) in response
to Output from the Wii. It's called from WII_IPC_HLE_WiiMote.cpp.
@ -415,6 +430,9 @@ unsigned int Wiimote_GetAttachedControllers()
bool IsFocus()
{
#if defined(__APPLE__) && defined(USE_WX) && USE_WX
return true; /* XXX */
#endif
return g_WiimoteInitialize.pRendererHasFocus();
}