New Feature: Free Swing for EMU WiiMote

How to: First bind Roll & Pitch to "Analog 1" or "Analog 2", then set Roll Degree and Pitch Degree both to: "Free Swing".

Now in games, you can swing your emulated wiimote to Up/Down/Left/Right by simply pushing your binding analog stick to Up/Down/Left/Right.

PS:The swing direction will automatically adjust itself when "Upright Wiimote" option is checked.

Now you can play "Mad World" with emulated wiimote. :)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4641 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-12-04 16:36:24 +00:00
parent d919a641c1
commit c71adffa80
5 changed files with 81 additions and 55 deletions

View File

@ -57,12 +57,12 @@ void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONT
void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr);
// Accelerometer
void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_z);
void PitchDegreeToAccelerometer(int _Roll, int _Pitch, u8 &_x, u8 &_y, u8 &_z);
void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, int&, int&);
float AccelerometerToG(float Current, float Neutral, float G);
void TiltTest(u8 x, u8 y, u8 z);
//void TiltTest(u8 x, u8 y, u8 z);
void Tilt(u8 &_x, u8 &_y, u8 &_z);
void AdjustAngles(float &Roll, float &Pitch);
void AdjustAngles(int &Roll, int &Pitch);
// IR data
void IRData2Dots(u8 *Data);