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Now Dolphin officially supports Multi-WiiMote (up to 4)
* You can connect/disconnect one or more WiiMote from Menu->Tools any time (must pause game first) * Up to 4 Emulated Wiimotes can work together at the same timer (PS: "Wiimote_Real" needs to be rewritten to support Multi-WiiMote, and it could be broken already now) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4736 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -59,7 +59,6 @@
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namespace InputCommon
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{
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// Settings
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// ----------
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// Show a status window with the detected axes, buttons and so on
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@ -88,6 +87,7 @@ struct CONTROLLER_STATE // GC PAD INFO/STATE
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struct CONTROLLER_MAPPING // GC PAD MAPPING
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{
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bool enable;
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int buttons[8]; // (See above)
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int dpad; // (See above)
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int dpad2[4]; // (See above)
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@ -100,7 +100,6 @@ struct CONTROLLER_MAPPING // GC PAD MAPPING
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std::string SRadius, SDiagonal, SRadiusC, SDiagonalC;
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bool bRadiusOnOff, bSquareToCircle, bRadiusOnOffC, bSquareToCircleC;
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bool rumble;
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bool enable;
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int eventnum; // Linux Event Number, Can't be found dynamically yet
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};
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@ -169,74 +168,6 @@ enum
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XI_TRIGGER_R
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};
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union PadAxis
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{
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int keyForControls[6];
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struct
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{
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int Lx;
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int Ly;
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int Rx;
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int Ry;
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int Tl; // Trigger
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int Tr; // Trigger
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};
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};
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struct PadWiimote
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{
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int keyForControls[16];
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// Order is A, B, 1, 2, +, -, Home
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// L, R, U, D, RollL, RollR, PitchU, PitchD, Shake
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};
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struct PadNunchuck
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{
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int keyForControls[11];
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// Order is Z, C, L, R, U, D, RollL, RollR, PitchU, PitchD, Shake
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};
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struct PadClassicController
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{
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int keyForControls[23];
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// Order is A, B, X, Y, +, -, Home
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// Tl, Zl, Zr, Tr, Dl, Dr, Du, Dd
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// Ll, Lr, Lu, Ld, Rl, Rr, Ru, Rd
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};
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struct PadGH3Controller
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{
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int keyForControls[14];
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// Order is Green, Red, Yellow, Blue, Orange,
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// +, -, Whammy,
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// Al, Ar, Au, Ad,
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// StrumUp, StrumDown
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};
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struct CONTROLLER_STATE_NEW // GC PAD INFO/STATE
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{
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PadAxis Axis; // 6 Axes (Main, Sub, Triggers)
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SDL_Joystick *joy; // SDL joystick device
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};
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struct CONTROLLER_MAPPING_NEW // GC PAD MAPPING
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{
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PadAxis Axis; // (See above)
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PadWiimote Wm;
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PadNunchuck Nc;
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PadClassicController Cc;
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PadGH3Controller GH3c;
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bool enabled; // Pad attached?
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bool Rumble;
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int RumbleStrength;
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int DeadZoneL; // Analog 1 Deadzone
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int DeadZoneR; // Analog 2 Deadzone
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int ID; // SDL joystick device ID
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int controllertype; // D-Pad type: Hat or custom buttons
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int triggertype; // SDL or XInput trigger
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std::string SDiagonal;
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bool bSquareToCircle;
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bool bCircle2Square;
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};
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// Declarations
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// ---------
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