Netplay: Completely rewrite Wiimote syncing logic to be similar to the GameCube controller one.

This commit is contained in:
Admiral H. Curtiss
2022-09-23 03:21:52 +02:00
parent f8518b2ff6
commit aade584180
10 changed files with 216 additions and 184 deletions

View File

@ -101,7 +101,6 @@ struct NetSettings
bool strict_settings_sync = false;
bool sync_codes = false;
std::string save_data_region;
std::array<int, 4> wiimote_extension{};
bool golf_mode = false;
bool use_fma = false;
bool hide_remote_gbas = false;
@ -228,11 +227,6 @@ enum : u8
CHANNEL_COUNT
};
struct WiimoteInput
{
u8 report_id = 0;
std::vector<u8> data;
};
using PlayerId = u8;
using FrameNum = u32;
using PadIndex = s8;
@ -260,7 +254,6 @@ std::string GetPlayerMappingString(PlayerId pid, const PadMappingArray& pad_map,
bool IsNetPlayRunning();
void SetSIPollBatching(bool state);
void SendPowerButtonEvent();
void SetupWiimotes();
std::string GetGBASavePath(int pad_num);
PadDetails GetPadDetails(int pad_num);
} // namespace NetPlay