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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Remove UDPWiimote feature
It substantially complicates the code and doesn't really provide any functionality. According to the forums, the Android app is out of date and has been broken for quite a while. If we want to add this back, I'd write an app that speaks a more native Wiimote protocol, and we can hook that up to the backend quite easily. It could even be over our NetPlay protocol!
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@ -45,7 +45,6 @@
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#include "Common/MsgHandler.h"
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#include "Core/HW/Wiimote.h"
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#include "DolphinWX/InputConfigDiag.h"
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#include "DolphinWX/UDPConfigDiag.h"
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#include "DolphinWX/WxUtils.h"
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#include "InputCommon/ControllerEmu.h"
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#include "InputCommon/InputConfig.h"
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@ -53,18 +52,10 @@
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#include "InputCommon/ControllerInterface/Device.h"
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#include "InputCommon/ControllerInterface/ExpressionParser.h"
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class UDPWrapper;
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class wxWindow;
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using namespace ciface::ExpressionParser;
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void GamepadPage::ConfigUDPWii(wxCommandEvent &event)
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{
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UDPWrapper* const wrp = ((UDPConfigButton*)event.GetEventObject())->wrapper;
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UDPConfigDiag diag(this, wrp);
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diag.ShowModal();
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}
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void GamepadPage::ConfigExtension(wxCommandEvent& event)
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{
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ControllerEmu::Extension* const ex = ((ExtensionButton*)event.GetEventObject())->extension;
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@ -883,13 +874,6 @@ ControlGroupBox::ControlGroupBox(ControllerEmu::ControlGroup* const group, wxWin
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Add(configure_btn, 0, wxALL|wxEXPAND, 3);
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}
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break;
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case GROUP_TYPE_UDPWII:
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{
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wxButton* const btn = new UDPConfigButton(parent, (UDPWrapper*)group);
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btn->Bind(wxEVT_BUTTON, &GamepadPage::ConfigUDPWii, eventsink);
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Add(btn, 0, wxALL|wxEXPAND, 3);
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}
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break;
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default:
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{
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//options
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