Merge the pad plugin into Dolphin. Since there's only one plugin left under active development, and it's awesome, we no longer have a need for a pad plugin mechanism.

In the future if we merge wiimote too, this will bring the advantage that the two will be able to cooperate, to no longer fight over control of input devices which can sometimes cause problems.

Thanks shuffle2 for the patience.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5670 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2010-06-13 09:14:40 +00:00
parent 615d4e1df8
commit 8cae2fee56
33 changed files with 247 additions and 712 deletions

View File

@ -42,6 +42,7 @@
#include "ConfigManager.h" // Core
#include "Core.h"
#include "HW/DVDInterface.h"
#include "HW/GCPad.h"
#include "IPC_HLE/WII_IPC_HLE_Device_usb.h"
#include "State.h"
#include "VolumeHandler.h"
@ -882,7 +883,7 @@ void CFrame::OnKeyDown(wxKeyEvent& event)
#endif
// Send the keyboard status to the Input plugins
CPluginManager::GetInstance().GetPad()->PAD_Input(event.GetKeyCode(), 1); // 1 = Down
PAD_Input(event.GetKeyCode(), 1); // 1 = Down
CPluginManager::GetInstance().GetWiimote()->Wiimote_Input(event.GetKeyCode(), 1); // 1 = Down
}
else
@ -894,7 +895,7 @@ void CFrame::OnKeyUp(wxKeyEvent& event)
event.Skip();
if(Core::GetState() != Core::CORE_UNINITIALIZED) {
CPluginManager::GetInstance().GetPad()->PAD_Input(event.GetKeyCode(), 0); // 0 = Up
PAD_Input(event.GetKeyCode(), 0); // 0 = Up
CPluginManager::GetInstance().GetWiimote()->Wiimote_Input(event.GetKeyCode(), 0); // 0 = Up
}
}