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This changes Refresh() to use the existing scanning thread to scan for devices, instead of running the scan on the UI thread and blocking it. Also makes the UI thread not block when Continuous Scanning is disabled and removes duplicated code. Should fix issue 8992. Under the hood: * The scanning thread is now always active, even when continuous scanning is disabled. * The initialize code which waits for Wiimotes to be connected also uses the scanning thread instead of scanning on yet another thread. * The scanning thread now always checks for disconnected devices, to avoid Dolphin thinking a Wiimote is still connected when it isn't. So we now check if we need new Wiimotes or a Balance Board at scan time.
132 lines
3.3 KiB
C++
132 lines
3.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/HW/Wiimote.h"
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#include "Common/ChunkFile.h"
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#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
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#include "Core/HW/WiimoteReal/WiimoteReal.h"
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#include "Core/Movie.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputConfig.h"
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namespace Wiimote
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{
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static InputConfig s_config(WIIMOTE_INI_NAME, _trans("Wiimote"), "Wiimote");
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InputConfig* GetConfig()
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{
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return &s_config;
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}
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void Shutdown()
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{
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s_config.ClearControllers();
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WiimoteReal::Stop();
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g_controller_interface.Shutdown();
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}
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void Initialize(void* const hwnd, InitializeMode init_mode)
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{
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if (s_config.ControllersNeedToBeCreated())
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{
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for (unsigned int i = WIIMOTE_CHAN_0; i < MAX_BBMOTES; ++i)
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s_config.CreateController<WiimoteEmu::Wiimote>(i);
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}
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g_controller_interface.Initialize(hwnd);
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s_config.LoadConfig(false);
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WiimoteReal::Initialize(init_mode);
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// Reload Wiimotes with our settings
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if (Movie::IsMovieActive())
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Movie::ChangeWiiPads();
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}
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void ResetAllWiimotes()
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{
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for (int i = WIIMOTE_CHAN_0; i < MAX_BBMOTES; ++i)
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(i))->Reset();
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}
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void LoadConfig()
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{
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s_config.LoadConfig(false);
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}
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void Resume()
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{
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WiimoteReal::Resume();
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}
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void Pause()
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{
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WiimoteReal::Pause();
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}
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// An L2CAP packet is passed from the Core to the Wiimote on the HID CONTROL channel.
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void ControlChannel(int number, u16 channel_id, const void* data, u32 size)
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{
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if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
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WiimoteReal::ControlChannel(number, channel_id, data, size);
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else if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))
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->ControlChannel(channel_id, data, size);
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}
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// An L2CAP packet is passed from the Core to the Wiimote on the HID INTERRUPT channel.
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void InterruptChannel(int number, u16 channel_id, const void* data, u32 size)
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{
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if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))
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->InterruptChannel(channel_id, data, size);
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}
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// This function is called periodically by the Core to update Wiimote state.
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void Update(int number, bool connected)
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{
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if (connected)
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{
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if (WIIMOTE_SRC_EMU & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->Update();
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else
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WiimoteReal::Update(number);
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}
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else
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{
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if (WIIMOTE_SRC_EMU & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->ConnectOnInput();
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if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
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WiimoteReal::ConnectOnInput(number);
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}
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}
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// Get a mask of attached the pads (eg: controller 1 & 4 -> 0x9)
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unsigned int GetAttached()
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{
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unsigned int attached = 0;
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for (unsigned int i = 0; i < MAX_BBMOTES; ++i)
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if (g_wiimote_sources[i])
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attached |= (1 << i);
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return attached;
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}
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// Save/Load state
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void DoState(PointerWrap& p)
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{
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for (int i = 0; i < MAX_BBMOTES; ++i)
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(i))->DoState(p);
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}
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// Notifies the plugin of a change in emulation state
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void EmuStateChange(EMUSTATE_CHANGE newState)
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{
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WiimoteReal::StateChange(newState);
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}
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}
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