mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 00:59:44 -06:00
Plugin that should eventually replace the GCPad and emulated Wiimote plugin:
It's currently only really usable on Windows. Linux/OS X will need keyboard support added in, but SDL should work for joysticks on non-Windows without too many modifications. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5254 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
354
Source/Plugins/Plugin_GCPadNew/Src/GCPadNew.cpp
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354
Source/Plugins/Plugin_GCPadNew/Src/GCPadNew.cpp
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#include <math.h>
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#include "pluginspecs_pad.h"
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#include "pluginspecs_wiimote.h"
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#include "ControllerInterface/ControllerInterface.h"
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#include "ConfigDiag.h"
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#define CIFACE_PLUGIN_VERSION 0x0100
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#define CIFACE_PLUGIN_BRANDING /*"Billiard's"//*/"Dolphin"
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#define CIFACE_PLUGIN_TYPE "GCPad"
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#define CIFACE_PLUGIN_NAME "New"
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//#define CIFACE_PLUGIN_VERSTR "v1.0"
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#define CIFACE_PLUGIN_FULL_NAME CIFACE_PLUGIN_BRANDING" "CIFACE_PLUGIN_TYPE" "CIFACE_PLUGIN_NAME//" "CIFACE_PLUGIN_VERSTR
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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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SPADInitialize *g_PADInitialize = NULL;
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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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#ifdef _WIN32
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HWND RenderingWindow = (g_PADInitialize) ? g_PADInitialize->hWnd : NULL;
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HWND Parent = GetParent(RenderingWindow);
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HWND TopLevel = GetParent(Parent);
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if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow)
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return true;
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else
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return false;
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#elif defined HAVE_X11 && HAVE_X11
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Window GLWin = *(Window *)g_PADInitialize->pXWindow;
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Window FocusWin;
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int Revert;
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XGetInputFocus((Display*)g_PADInitialize->hWnd, &FocusWin, &Revert);
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XWindowAttributes WinAttribs;
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XGetWindowAttributes (GCdisplay, GLWin, &WinAttribs);
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return (GLWin != 0 && (GLWin == FocusWin || WinAttribs.override_redirect));
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#else
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return true;
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#endif
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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;
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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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// wut ??
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#define EXPORT
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#define CALL
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int _last_numPAD = 4;
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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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//g_plugin.controls_crit.Enter(); // enter
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//g_plugin.interface_crit.Enter();
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if ( false == g_plugin.controller_interface.IsInit() )
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{
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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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//g_plugin.interface_crit.Leave();
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//g_plugin.controls_crit.Leave(); // leave
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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:
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// Purpose:
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// input:
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// output:
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//
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EXPORT void CALL PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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{
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// why not, i guess
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if ( NULL == _pPADStatus )
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return;
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memset( _pPADStatus, 0, sizeof(*_pPADStatus) );
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_pPADStatus->err = PAD_ERR_NONE;
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// wtf is this?
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_pPADStatus->button |= PAD_USE_ORIGIN;
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// TODO: this will need changing
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// need focus ?
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// i'm not inside CritSec when I access this bool
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//if ( false == (g_plugin.pads[_numPAD].options.allow_background_input || IsFocus()) )
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//{
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// // center axes and return
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// memset( &_pPADStatus->stickX, 0x80, 4 );
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// return;
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//}
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// try lock
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if ( false == g_plugin.controls_crit.TryEnter() )
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{
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// if gui has lock (messing with controls), skip this input cycle
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// center axes and return
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memset( &_pPADStatus->stickX, 0x80, 4 );
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return;
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}
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// if we are on the next input cycle, update output and input
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// if we can get a lock
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if ( _numPAD <= _last_numPAD && 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_numPAD = _numPAD;
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// get input
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((GCPad*)g_plugin.controllers[ _numPAD ])->GetInput( _pPADStatus );
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// leave
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g_plugin.controls_crit.Leave();
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}
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// __________________________________________________________________________________________________
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// Function: Send keyboard input to the plugin
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// Purpose:
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// input: The key and if it's pressed or released
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// output: None
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//
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EXPORT void CALL PAD_Input(u16 _Key, u8 _UpDown)
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{
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// nofin
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}
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// __________________________________________________________________________________________________
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// Function: PAD_Rumble
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// Purpose: Pad rumble!
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// input: PAD number, Command type (Stop=0, Rumble=1, Stop Hard=2) and strength of Rumble
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// output: none
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//
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EXPORT void CALL PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
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{
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// enter
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if ( g_plugin.controls_crit.TryEnter() )
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{
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// only on/off rumble
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((GCPad*)g_plugin.controllers[ _numPAD ])->SetOutput( 1 == _uType && _uStrength > 2 );
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// leave
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g_plugin.controls_crit.Leave();
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}
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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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EXPORT void CALL 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, CIFACE_PLUGIN_FULL_NAME, sizeof(CIFACE_PLUGIN_FULL_NAME) );
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_pPluginInfo->Type = PLUGIN_TYPE_PAD;
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_pPluginInfo->Version = CIFACE_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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EXPORT void CALL 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, CIFACE_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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g_plugin.controller_interface.DeInit();
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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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EXPORT void CALL 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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EXPORT void CALL 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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EXPORT void CALL Initialize(void *init)
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{
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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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EXPORT void CALL Shutdown(void)
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{
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//plugin.controls_crit.Enter(); // enter
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if ( g_plugin.controller_interface.IsInit() )
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g_plugin.controller_interface.DeInit();
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//plugin.controls_crit.Leave(); // leave
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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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EXPORT void CALL 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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EXPORT void CALL EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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// maybe use this later
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}
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