GCPad/New Wiimote Plugin: Individual keyboard and mouse devices are now listed on Windows(2 player with 2 keyboards possible). Improved the ability to map multiple inputs to the same control. Inputs from different devices can be mapped to the same button (example: Mouse Left and XInput A). More advanced mappings such as "Button 1 or 2 and NOT button 3" are possible. I hope the GUI after right clicking a button isn't too confusing(may change it to be a bit more user friendly). Hopefully, I didn't break OSX stuff by 'const'ing a few functions.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5757 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-06-21 03:12:16 +00:00
parent fde15c1bc6
commit 9e3b653688
30 changed files with 1232 additions and 1163 deletions

View File

@ -88,36 +88,6 @@ public:
ControlState& value;
};
class ControlChooser : public wxStaticBoxSizer
{
public:
ControlChooser( wxWindow* const parent, ControllerInterface::ControlReference* const ref, wxWindow* const eventsink );
void UpdateGUI();
void UpdateListContents();
void UpdateListSelection();
ControllerInterface::ControlReference* control_reference;
wxTextCtrl* textctrl;
wxListBox* control_lbox;
wxChoice* mode_cbox;
wxSlider* range_slider;
private:
wxStaticText* m_bound_label;
};
class ControlList : public wxDialog
{
public:
ControlList( wxWindow* const parent, ControllerInterface::ControlReference* const ref, ControlChooser* const chooser );
private:
ControlChooser* const m_control_chooser;
};
class GamepadPage;
class ControlDialog : public wxDialog
@ -125,16 +95,31 @@ class ControlDialog : public wxDialog
public:
ControlDialog(GamepadPage* const parent, InputPlugin& plugin, ControllerInterface::ControlReference* const ref);
void SelectControl( wxCommandEvent& event );
void DetectControl( wxCommandEvent& event );
void ClearControl( wxCommandEvent& event );
void SetControl( wxCommandEvent& event );
void SetDevice( wxCommandEvent& event );
wxStaticBoxSizer* CreateControlChooser(wxWindow* const parent, wxWindow* const eventsink );
void DetectControl(wxCommandEvent& event);
void ClearControl(wxCommandEvent& event);
void SetControl(wxCommandEvent& event);
void SetDevice(wxCommandEvent& event);
void UpdateGUI();
void UpdateListContents();
void SelectControl(const std::string& name);
void AppendControl(wxCommandEvent& event);
ControllerInterface::ControlReference* const control_reference;
InputPlugin& m_plugin;
wxComboBox* device_cbox;
ControlChooser* control_chooser;
wxTextCtrl* textctrl;
wxListBox* control_lbox;
wxSlider* range_slider;
private:
GamepadPage* const m_parent;
wxStaticText* m_bound_label;
ControllerInterface::DeviceQualifier m_devq;
};
class ExtensionButton : public wxButton
@ -180,6 +165,7 @@ class InputConfigDialog;
class GamepadPage : public wxNotebookPage
{
friend class InputConfigDialog;
friend class ControlDialog;
public:
GamepadPage( wxWindow* parent, InputPlugin& plugin, const unsigned int pad_num, InputConfigDialog* const config_dialog );
@ -205,6 +191,8 @@ public:
void AdjustControlOption( wxCommandEvent& event );
void AdjustSetting( wxCommandEvent& event );
void GetProfilePath(std::string& path);
wxComboBox* profile_cbox;
wxComboBox* device_cbox;
@ -217,15 +205,16 @@ protected:
private:
ControlDialog* m_control_dialog;
InputConfigDialog* const m_config_dialog;
InputConfigDialog* const m_config_dialog;
InputPlugin &m_plugin;
};
class InputConfigDialog : public wxDialog
{
public:
InputConfigDialog( wxWindow* const parent, InputPlugin& plugin, const std::string& name);
//~InputConfigDialog();
InputConfigDialog(wxWindow* const parent, InputPlugin& plugin, const std::string& name);
bool Destroy();
void ClickSave( wxCommandEvent& event );