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Now you can switch between Emulated and Real WiiMotes, connect more Real Wiimotes and even pair them up (if you have MS BT Stack) during gameplay!
All you gotta do is Pause the emulation! That's useful for when your batteries run out during gameplay, for example... But if you change the WiiMote source (between Emulated, Real or Inactive) you must disconnect and reconnect (Menu Tools -> Connect WiiMote) the WiiMotes affected by the change... Thanks to jack.fr0st who did all the emulation state notification work! Now every plugin has a way to know the current emulation state (paused, stopped or playing) @ayuanx: I thought about doing a PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, current_number); so that the user gets asked to reconnect that WiiMote, trying to avoid having to disconnect and reconnect, but it didn't work because shooting that message only asks to reconnect, doesn't do a disconnect... Do you have any ideas on how to accomplish that? Also, if anyone could check if Issue 1916 is finally fixed... Or at least when is the cursor being hidden or not... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4789 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -31,6 +31,7 @@ namespace Common
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typedef void (__cdecl * TInitialize)(void *);
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typedef void (__cdecl * TShutdown)();
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typedef void (__cdecl * TDoState)(unsigned char**, int);
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typedef void (__cdecl * TEmuStateChange)(PLUGIN_EMUSTATE);
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class CPlugin
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{
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@ -50,6 +51,7 @@ public:
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void About(HWND _hwnd);
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void Debug(HWND _hwnd, bool Show);
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void DoState(unsigned char **ptr, int mode);
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void EmuStateChange(PLUGIN_EMUSTATE newState);
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void Initialize(void *init);
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void Shutdown();
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@ -66,6 +68,7 @@ private:
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TInitialize m_Initialize;
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TShutdown m_Shutdown;
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TDoState m_DoState;
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TEmuStateChange m_EmuStateChange;
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};
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} // Namespace
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