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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
The Mega Change Of Doom - or, fixing Stop. Almost. At least it's better than before. However, the OpenGL plugin seems to lose textures a lot between game restarts :P I think the GL plugin needs to do a lot more cleanup.
This change also includes tons of minor code formatting cleanup. Yeah, should've separated it ... sorry :( Kills the old CPUCompare support. I'll resurrect it if I need it again, right now it mostly clutters the code. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2321 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -42,10 +42,9 @@ void ConfigDialog::LoadFile()
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IniFile file;
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file.Load("WiimoteMovement.ini");
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for(int i = 1; i < (RECORDING_ROWS + 1); i++)
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for (int i = 1; i < (RECORDING_ROWS + 1); i++)
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{
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// Temporary storage
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bool bTmp;
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int iTmp;
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std::string STmp;
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@ -132,11 +132,11 @@ void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_
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if (abs(cos(_Roll)) < abs(cos(_Pitch))) z = cos(_Roll); else z = cos(_Pitch);
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/* I got these from reversing the calculation in PitchAccelerometerToDegree() in a math program
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I don't know if we can derive these from some kind of matrix or something */
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float x_num = 2 * tan(0.5 * _Roll) * z;
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float x_den = pow(tan(0.5 * _Roll),2) - 1;
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float x_num = 2 * tanf(0.5f * _Roll) * z;
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float x_den = powf(tanf(0.5f * _Roll), 2) - 1;
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x = - (x_num / x_den);
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float y_num = 2 * tan(0.5 * _Pitch) * z;
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float y_den = pow(tan(0.5 * _Pitch), 2) - 1;
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float y_num = 2 * tanf(0.5f * _Pitch) * z;
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float y_den = powf(tanf(0.5f * _Pitch), 2) - 1;
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y = - (y_num / y_den);
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// =========================
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}
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@ -100,8 +100,8 @@ void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0;
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float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0;
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float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
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float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0f;
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if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
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{
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Lx = 0;
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@ -393,7 +393,7 @@ int Initialize()
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// Initialized, even if we didn't find a Wiimote
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g_RealWiiMoteInitialized = true;
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return g_NumberOfWiiMotes;
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return g_NumberOfWiiMotes;
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}
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void DoState(void* ptr, int mode) {}
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@ -401,25 +401,25 @@ void DoState(void* ptr, int mode) {}
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void Shutdown(void)
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{
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// Stop the loop in the thread
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g_Shutdown = true;
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g_Shutdown = true;
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// Stop the thread
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if (g_pReadThread != NULL)
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{
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g_pReadThread->WaitForDeath();
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delete g_pReadThread;
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g_pReadThread = NULL;
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}
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// Stop the thread
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if (g_pReadThread != NULL)
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{
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delete g_pReadThread;
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g_pReadThread = NULL;
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}
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// Delete the wiimotes
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for (int i = 0; i < g_NumberOfWiiMotes; i++)
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{
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delete g_WiiMotes[i];
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g_WiiMotes[i] = NULL;
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}
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// Delete the wiimotes
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for (int i = 0; i < g_NumberOfWiiMotes; i++)
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{
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delete g_WiiMotes[i];
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g_WiiMotes[i] = NULL;
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}
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// Flash flights
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if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(false);
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if (!g_EmulatorRunning && g_RealWiiMotePresent)
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FlashLights(false);
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// Clean up wiiuse
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wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
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