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
This commit is contained in:
hrydgard
2009-02-20 22:04:52 +00:00
parent f992dae50d
commit 6cd34b318f
47 changed files with 685 additions and 1088 deletions

View File

@ -42,10 +42,9 @@ void ConfigDialog::LoadFile()
IniFile file;
file.Load("WiimoteMovement.ini");
for(int i = 1; i < (RECORDING_ROWS + 1); i++)
for (int i = 1; i < (RECORDING_ROWS + 1); i++)
{
// Temporary storage
bool bTmp;
int iTmp;
std::string STmp;

View File

@ -132,11 +132,11 @@ void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_
if (abs(cos(_Roll)) < abs(cos(_Pitch))) z = cos(_Roll); else z = cos(_Pitch);
/* I got these from reversing the calculation in PitchAccelerometerToDegree() in a math program
I don't know if we can derive these from some kind of matrix or something */
float x_num = 2 * tan(0.5 * _Roll) * z;
float x_den = pow(tan(0.5 * _Roll),2) - 1;
float x_num = 2 * tanf(0.5f * _Roll) * z;
float x_den = powf(tanf(0.5f * _Roll), 2) - 1;
x = - (x_num / x_den);
float y_num = 2 * tan(0.5 * _Pitch) * z;
float y_den = pow(tan(0.5 * _Pitch), 2) - 1;
float y_num = 2 * tanf(0.5f * _Pitch) * z;
float y_den = powf(tanf(0.5f * _Pitch), 2) - 1;
y = - (y_num / y_den);
// =========================
}

View File

@ -100,8 +100,8 @@ void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
}
// Dead zone adjustment
float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0;
float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0;
float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0f;
if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
{
Lx = 0;

View File

@ -393,7 +393,7 @@ int Initialize()
// Initialized, even if we didn't find a Wiimote
g_RealWiiMoteInitialized = true;
return g_NumberOfWiiMotes;
return g_NumberOfWiiMotes;
}
void DoState(void* ptr, int mode) {}
@ -401,25 +401,25 @@ void DoState(void* ptr, int mode) {}
void Shutdown(void)
{
// Stop the loop in the thread
g_Shutdown = true;
g_Shutdown = true;
// Stop the thread
if (g_pReadThread != NULL)
{
g_pReadThread->WaitForDeath();
delete g_pReadThread;
g_pReadThread = NULL;
}
// Stop the thread
if (g_pReadThread != NULL)
{
delete g_pReadThread;
g_pReadThread = NULL;
}
// Delete the wiimotes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
// Delete the wiimotes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
// Flash flights
if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(false);
if (!g_EmulatorRunning && g_RealWiiMotePresent)
FlashLights(false);
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);