mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-24 06:39:46 -06:00
Commited my new wiimote plugin work so far. Some code was copied from the current wiimote plugin. I have cleaned up most of the functions, but there are still a bunch of unused structs and stuff that I need to clean up.
Moved ControllerInterface to InputCommon. Moved GCPadNew GUI/Config code to a new project, InputPluginCommon. It is used by both GCPadNew and WiimoteNew. I hope that I included everyone's fixes to GCPadNew and ControllerInterface. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5355 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
348
Source/Plugins/Plugin_WiimoteNew/Src/WiimoteNew.cpp
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348
Source/Plugins/Plugin_WiimoteNew/Src/WiimoteNew.cpp
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#include <math.h>
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#include "Common.h"
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#include "pluginspecs_wiimote.h"
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#include "ControllerInterface/ControllerInterface.h"
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#include "WiimoteEmu/WiimoteEmu.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigDiag.h"
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#endif
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#include "Config.h"
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#if defined(HAVE_X11) && HAVE_X11
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#include <X11/Xlib.h>
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Display* GCdisplay;
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#endif
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#define PLUGIN_VERSION 0x0100
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#define PLUGIN_NAME "Dolphin Wiimote New Incomplete"
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#ifdef DEBUGFAST
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#define PLUGIN_FULL_NAME PLUGIN_NAME" (DebugFast)"
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#else
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#ifdef _DEBUG
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#define PLUGIN_FULL_NAME PLUGIN_NAME" (Debug)"
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#else
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#define PLUGIN_FULL_NAME PLUGIN_NAME
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#endif
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#endif
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#ifdef _WIN32
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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};
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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// copied from GCPad
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SWiimoteInitialize g_WiimoteInitialize;
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// Check if Dolphin is in focus
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// ----------------
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bool IsFocus()
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{
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// TODO: this
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return true;
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}
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// copied from GCPad
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HINSTANCE g_hInstance;
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// copied from GCPad
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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#ifdef _WIN32
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wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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wxWindow *win = new wxWindow();
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#ifdef _WIN32
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win->SetHWND((WXHWND)Parent);
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win->AdoptAttributesFromHWND();
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#endif
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return win;
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}
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#endif
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// /
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// the plugin
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Plugin g_plugin( "WiimoteNew", "Wiimote", "Wiimote" );
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#ifdef _WIN32
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BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
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{
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switch (fdwReason)
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{
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case DLL_PROCESS_ATTACH:
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wxSetInstance(hinstDLL);
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wxInitialize();
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break;
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case DLL_PROCESS_DETACH:
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wxUninitialize();
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break;
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default:
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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#endif
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void DeInitPlugin()
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{
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if ( g_plugin.controller_interface.IsInit() )
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{
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std::vector<ControllerEmu*>::const_iterator
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i = g_plugin.controllers.begin(),
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e = g_plugin.controllers.end();
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for ( ; i!=e; ++i )
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delete *i;
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g_plugin.controllers.clear();
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g_plugin.controller_interface.DeInit();
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}
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}
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// if plugin isn't initialized, init and load config
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void InitPlugin( void* const hwnd )
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{
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if ( false == g_plugin.controller_interface.IsInit() )
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{
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// add 4 wiimotes
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for ( unsigned int i = 0; i<4; ++i )
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g_plugin.controllers.push_back( new WiimoteEmu::Wiimote( i, &g_WiimoteInitialize ) );
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// load the saved controller config
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g_plugin.LoadConfig();
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// needed for Xlib and exclusive dinput
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g_plugin.controller_interface.SetHwnd( hwnd );
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g_plugin.controller_interface.Init();
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// update control refs
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std::vector<ControllerEmu*>::const_iterator i = g_plugin.controllers.begin(),
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e = g_plugin.controllers.end();
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for ( ; i!=e; ++i )
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(*i)->UpdateReferences( g_plugin.controller_interface );
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}
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}
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// I N T E R F A C E
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// __________________________________________________________________________________________________
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// Function: Wiimote_Output
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// Purpose: An L2CAP packet is passed from the Core to the Wiimote,
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// on the HID CONTROL channel.
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// input: Da pakket.
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// output: none
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//
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void Wiimote_ControlChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
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{
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//PanicAlert( "Wiimote_ControlChannel" );
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// TODO: change this to a TryEnter, and make it give empty input on failure
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g_plugin.controls_crit.Enter();
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((WiimoteEmu::Wiimote*)g_plugin.controllers[ _number ])->ControlChannel( _channelID, _pData, _Size );
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g_plugin.controls_crit.Leave();
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}
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// __________________________________________________________________________________________________
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// Function: Wiimote_Input
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// Purpose: An L2CAP packet is passed from the Core to the Wiimote,
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// on the HID INTERRUPT channel.
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// input: Da pakket.
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// output: none
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//
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void Wiimote_InterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
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{
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//PanicAlert( "Wiimote_InterruptChannel" );
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// TODO: change this to a TryEnter, and make it give empty input on failure
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g_plugin.controls_crit.Enter();
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((WiimoteEmu::Wiimote*)g_plugin.controllers[ _number ])->InterruptChannel( _channelID, _pData, _Size );
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g_plugin.controls_crit.Leave();
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}
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// __________________________________________________________________________________________________
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// Function: Wiimote_Update
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// Purpose: This function is called periodically by the Core.
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// input: none
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// output: none
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//
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void Wiimote_Update(int _number)
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{
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//PanicAlert( "Wiimote_Update" );
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// TODO: change this to a TryEnter, and make it give empty input on failure
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g_plugin.controls_crit.Enter();
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static int _last_number = 4;
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if ( _number <= _last_number && g_plugin.interface_crit.TryEnter() )
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{
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g_plugin.controller_interface.UpdateOutput();
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g_plugin.controller_interface.UpdateInput();
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g_plugin.interface_crit.Leave();
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}
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_last_number = _number;
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((WiimoteEmu::Wiimote*)g_plugin.controllers[ _number ])->Update();
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g_plugin.controls_crit.Leave();
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}
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// __________________________________________________________________________________________________
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// Function: PAD_GetAttachedPads
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// Purpose: Get mask of attached pads (eg: controller 1 & 4 -> 0x9)
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// input: none
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// output: number of pads
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//
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unsigned int Wiimote_GetAttachedControllers()
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{
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//PanicAlert( "Wiimote_GetAttachedControllers" );
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// temporary
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//return 0x0F;
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return 1;
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}
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// GLOBAL I N T E R F A C E
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// Function: GetDllInfo
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// Purpose: This function allows the emulator to gather information
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// about the DLL by filling in the PluginInfo structure.
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// input: A pointer to a PLUGIN_INFO structure that needs to be
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// filled by the function. (see def above)
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// output: none
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//
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void GetDllInfo(PLUGIN_INFO* _pPluginInfo)
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{
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// don't feel like messing around with all those strcpy functions and warnings
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//char *s1 = CIFACE_PLUGIN_FULL_NAME, *s2 = _pPluginInfo->Name;
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//while ( *s2++ = *s1++ );
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memcpy( _pPluginInfo->Name, PLUGIN_FULL_NAME, sizeof(PLUGIN_FULL_NAME) );
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_pPluginInfo->Type = PLUGIN_TYPE_WIIMOTE;
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_pPluginInfo->Version = PLUGIN_VERSION;
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}
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// ___________________________________________________________________________
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// Function: DllConfig
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// Purpose: This function is optional function that is provided
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// to allow the user to configure the DLL
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// input: A handle to the window that calls this function
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// output: none
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//
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void DllConfig(HWND _hParent)
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{
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bool was_init = false;
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if ( g_plugin.controller_interface.IsInit() ) // hack for showing dialog when game isnt running
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was_init = true;
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else
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InitPlugin( _hParent );
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// copied from GCPad
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow *frame = GetParentedWxWindow(_hParent);
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ConfigDialog* m_ConfigFrame = new ConfigDialog( frame, g_plugin, PLUGIN_FULL_NAME, was_init );
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#ifdef _WIN32
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frame->Disable();
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m_ConfigFrame->ShowModal();
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frame->Enable();
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#else
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m_ConfigFrame->ShowModal();
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#endif
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#ifdef _WIN32
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wxMilliSleep( 50 ); // hooray for hacks
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frame->SetFocus();
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frame->SetHWND(NULL);
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#endif
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m_ConfigFrame->Destroy();
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m_ConfigFrame = NULL;
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frame->Destroy();
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#endif
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// /
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if ( false == was_init ) // hack for showing dialog when game isnt running
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DeInitPlugin();
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}
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// ___________________________________________________________________________
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// Function: DllDebugger
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// Purpose: Open the debugger
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// input: a handle to the window that calls this function
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// output: none
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//
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void DllDebugger(HWND _hParent, bool Show)
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{
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// wut?
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}
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// ___________________________________________________________________________
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// Function: DllSetGlobals
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// Purpose: Set the pointer for globals variables
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// input: a pointer to the global struct
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// output: none
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//
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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// wut?
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}
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// ___________________________________________________________________________
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// Function: Initialize
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// Purpose: Initialize the plugin
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// input: Init
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// output: none
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//
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void Initialize(void *init)
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{
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g_WiimoteInitialize = *(SWiimoteInitialize*)init;
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if ( false == g_plugin.controller_interface.IsInit() )
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InitPlugin( ((SPADInitialize*)init)->hWnd );
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}
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// ___________________________________________________________________________
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// Function: Shutdown
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// Purpose: This function is called when the emulator is shutting down
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// a game allowing the dll to de-initialise.
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// input: none
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// output: none
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//
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void Shutdown(void)
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{
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if ( g_plugin.controller_interface.IsInit() )
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DeInitPlugin();
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}
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// ___________________________________________________________________________
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// Function: DoState
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// Purpose: Saves/load state
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// input/output: ptr
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// input: mode
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//
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void DoState(unsigned char **ptr, int mode)
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{
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// prolly won't need this
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}
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// ___________________________________________________________________________
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// Function: EmuStateChange
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// Purpose: Notifies the plugin of a change in emulation state
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// input: newState
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// output: none
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//
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void EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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// maybe use this later
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}
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