Wiimote: Fixed the switch during gameplay option. The only issue left seems to be that the real wiimote sometimes doesn't get the correct reporting mode

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2013 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson
2009-01-26 07:01:43 +00:00
parent 3c4a73d5a6
commit b0736a1508
10 changed files with 199 additions and 59 deletions

View File

@ -993,6 +993,11 @@ void CWII_IPC_HLE_WiiMote::SendCommandToACL(u8 _Ident, u8 _Code, u8 _CommandLeng
// Debugger::PrintDataBuffer(LogTypes::WIIMOTE, DataFrame, pHeader->Length + sizeof(SL2CAP_Header), "m_pHost->SendACLFrame: ");
}
// ===================================================
/* On a second boot the _dbg_assert_(WII_IPC_WIIMOTE, DoesChannelExist(scid)) makes a report. However
the game eventually starts and the Wiimote connects, but it takes at least ten seconds. */
// ----------------
void CWII_IPC_HLE_WiiMote::SendL2capData(u16 scid, const void* _pData, u32 _Size)
{
//allocate
@ -1019,6 +1024,7 @@ void CWII_IPC_HLE_WiiMote::SendL2capData(u16 scid, const void* _pData, u32 _Size
}
namespace Core
{
/* This is called continously from the Wiimote plugin as soon as it has received