mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
apply the new wxw method to dsp hle, wiimote, and padsimple.
wiimote config now loads way faster :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3649 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -41,7 +41,7 @@
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/* Function: When changing the joystick we save and load the settings and update the PadMapping
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and PadState array. PadState[].joy is the gamepad handle that is used to access the pad throughout
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the plugin. Joyinfo[].joy is only used the first time the pads are checked. */
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void ConfigDialog::DoChangeJoystick()
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void WiimoteConfigDialog::DoChangeJoystick()
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{
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// Close the current pad, unless it's used by another slot
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//if (PadMapping[notebookpage].enabled) PadClose(notebookpage);
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@ -56,7 +56,7 @@ void ConfigDialog::DoChangeJoystick()
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// Open the new pad
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if (WiiMoteEmu::PadMapping[Page].enabled) PadOpen(Page);
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}
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void ConfigDialog::PadOpen(int Open) // Open for slot 1, 2, 3 or 4
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void WiimoteConfigDialog::PadOpen(int Open) // Open for slot 1, 2, 3 or 4
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{
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// Check that we got a good pad
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if (!WiiMoteEmu::joyinfo.at(WiiMoteEmu::PadMapping[Open].ID).Good)
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@ -69,13 +69,13 @@ void ConfigDialog::PadOpen(int Open) // Open for slot 1, 2, 3 or 4
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INFO_LOG(CONSOLE, "Update the Slot %i handle to Id %i\n", Page, WiiMoteEmu::PadMapping[Open].ID);
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WiiMoteEmu::PadState[Open].joy = SDL_JoystickOpen(WiiMoteEmu::PadMapping[Open].ID);
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}
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void ConfigDialog::PadClose(int Close) // Close for slot 1, 2, 3 or 4
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void WiimoteConfigDialog::PadClose(int Close) // Close for slot 1, 2, 3 or 4
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{
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if (SDL_JoystickOpened(WiiMoteEmu::PadMapping[Close].ID)) SDL_JoystickClose(WiiMoteEmu::PadState[Close].joy);
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WiiMoteEmu::PadState[Close].joy = NULL;
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}
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void ConfigDialog::DoChangeDeadZone(bool Left)
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void WiimoteConfigDialog::DoChangeDeadZone(bool Left)
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{
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if(Left)
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{
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@ -104,7 +104,7 @@ void ConfigDialog::DoChangeDeadZone(bool Left)
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Set the button text for all four Wiimotes
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void ConfigDialog::SetButtonTextAll(int id, char text[128])
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void WiimoteConfigDialog::SetButtonTextAll(int id, char text[128])
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{
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for (int i = 0; i < 1; i++)
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{
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@ -116,7 +116,7 @@ void ConfigDialog::SetButtonTextAll(int id, char text[128])
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}
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void ConfigDialog::SaveButtonMappingAll(int Slot)
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void WiimoteConfigDialog::SaveButtonMappingAll(int Slot)
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{
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//INFO_LOG(CONSOLE, "SaveButtonMappingAll()\n");
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@ -131,7 +131,7 @@ void ConfigDialog::SaveButtonMappingAll(int Slot)
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// Set dialog items from saved values
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::UpdateGUIButtonMapping(int controller)
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void WiimoteConfigDialog::UpdateGUIButtonMapping(int controller)
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{
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// Temporary storage
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wxString tmp;
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@ -217,7 +217,7 @@ void ConfigDialog::UpdateGUIButtonMapping(int controller)
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/* Populate the PadMapping array with the dialog items settings (for example
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selected joystick, enabled or disabled status and so on) */
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::SaveButtonMapping(int controller, bool DontChangeId, int FromSlot)
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void WiimoteConfigDialog::SaveButtonMapping(int controller, bool DontChangeId, int FromSlot)
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{
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// Temporary storage
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wxString tmp;
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@ -265,7 +265,7 @@ void ConfigDialog::SaveButtonMapping(int controller, bool DontChangeId, int From
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}
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// Save keyboard key mapping
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void ConfigDialog::SaveKeyboardMapping(int Controller, int Id, int Key)
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void WiimoteConfigDialog::SaveKeyboardMapping(int Controller, int Id, int Key)
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{
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switch(Id)
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{
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@ -325,7 +325,7 @@ void ConfigDialog::SaveKeyboardMapping(int Controller, int Id, int Key)
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// Replace the harder to understand -1 with "" for the sake of user friendliness
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::ToBlank(bool ToBlank)
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void WiimoteConfigDialog::ToBlank(bool ToBlank)
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{
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if (!ControlsCreated) return;
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@ -354,7 +354,7 @@ void ConfigDialog::ToBlank(bool ToBlank)
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// Update the textbox for the buttons
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::SetButtonText(int id, char text[128], int _Page)
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void WiimoteConfigDialog::SetButtonText(int id, char text[128], int _Page)
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{
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// Set controller value
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int controller;
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@ -426,7 +426,7 @@ void ConfigDialog::SetButtonText(int id, char text[128], int _Page)
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// Get the text in the textbox for the buttons
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wxString ConfigDialog::GetButtonText(int id, int _Page)
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wxString WiimoteConfigDialog::GetButtonText(int id, int _Page)
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{
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//INFO_LOG(CONSOLE, "GetButtonText: %i\n", id);
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@ -464,12 +464,12 @@ wxString ConfigDialog::GetButtonText(int id, int _Page)
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is that we start another parallel loop (at least in Windows) that blocks the old loop. And our only
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option to wait for the old loop to finish is with a new loop, and that will block the old loop for as
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long as it's going on. Therefore a timer is easier to control. */
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void ConfigDialog::GetButtons(wxCommandEvent& event)
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void WiimoteConfigDialog::GetButtons(wxCommandEvent& event)
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{
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DoGetButtons(event.GetId());
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}
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void ConfigDialog::DoGetButtons(int GetId)
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void WiimoteConfigDialog::DoGetButtons(int GetId)
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{
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// =============================================
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// Collect the starting values
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@ -644,7 +644,7 @@ void ConfigDialog::DoGetButtons(int GetId)
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Convert the 0x8000 range values to BoxW and BoxH for the plot
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void ConfigDialog::Convert2Box(int &x)
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void WiimoteConfigDialog::Convert2Box(int &x)
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{
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// Border adjustment
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int BoxW_ = BoxW - 2; int BoxH_ = BoxH - 2;
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@ -655,7 +655,7 @@ void ConfigDialog::Convert2Box(int &x)
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// Update the input status boxes
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::PadGetStatus()
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void WiimoteConfigDialog::PadGetStatus()
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{
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//INFO_LOG(CONSOLE, "SDL_WasInit: %i\n", SDL_WasInit(0));
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@ -821,7 +821,7 @@ void ConfigDialog::PadGetStatus()
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// Populate the advanced tab
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ConfigDialog::UpdatePad(wxTimerEvent& WXUNUSED(event))
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void WiimoteConfigDialog::UpdatePad(wxTimerEvent& WXUNUSED(event))
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{
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// Show the current status
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/*
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