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Wiimote: Switch between emulated and real Wiimote during gameplay.
Notice: It's currently not very user friendly and can crash or fail under some circumstances. I'll make it better momentarily. You currently have to first open the Wiimote config window and the start a game to be able to use switch back and forth after that. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2011 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -407,26 +407,24 @@ THREAD_RETURN EmuThread(void *pArg)
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if (!_CoreParameter.bUseDualCore)
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{
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#ifdef _WIN32
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cpuThread = new Common::Thread(CpuThread, pArg);
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//Common::SetCurrentThreadName("Idle thread");
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//TODO(ector) : investigate using GetMessage instead .. although
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//then we lose the powerdown check. ... unless powerdown sends a message :P
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while (PowerPC::state != PowerPC::CPU_POWERDOWN)
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{
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if (Callback_PeekMessages) {
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Callback_PeekMessages();
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}
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Common::SleepCurrentThread(20);
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}
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#else
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// In single-core mode, the Emulation main thread is also the CPU thread
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CpuThread(pArg);
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#endif
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#ifdef _WIN32
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cpuThread = new Common::Thread(CpuThread, pArg);
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//Common::SetCurrentThreadName("Idle thread");
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//TODO(ector) : investigate using GetMessage instead .. although
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//then we lose the powerdown check. ... unless powerdown sends a message :P
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while (PowerPC::state != PowerPC::CPU_POWERDOWN)
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{
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if (Callback_PeekMessages) Callback_PeekMessages();
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Common::SleepCurrentThread(20);
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}
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#else
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// In single-core mode, the Emulation main thread is also the CPU thread
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CpuThread(pArg);
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#endif
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}
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else
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{
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Plugins.GetVideo()->Video_Prepare(); //wglMakeCurrent
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Plugins.GetVideo()->Video_Prepare(); // wglMakeCurrent
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cpuThread = new Common::Thread(CpuThread, pArg);
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Common::SetCurrentThreadName("Video thread");
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Plugins.GetVideo()->Video_EnterLoop();
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