This is done by:
1) Implementing said protocol in a new controller input class CemuHookUDPServer.
2) Adding functionality in the WiimoteEmu class for pushing that motion input to the emulated Wiimote and MotionPlus.
3) Suitably modifying the UI for configuring an Emulated Wii Remote.
Introduced in a995e2f5ba3bb55b4245675428bbdc3d34cb7355
We need to be performing a bitwise AND on the flags and not a logical
AND, otherwise we could end up counting device objects that don't
support forced feedback.
The vector is only ever queryied and it's contents aren't modified, so
there's no reason to take the vector by value. We can take a constant
reference to it to avoid unnecessary allocating.
In these cases, the given string is only ever compared against other
string, so std::string can be turned into a std::string_view to allow
non-allocating inputs.
Android doesn't report values for the inputs generated by FullAnalogInput so
there isn't a reason to add them as such. This also avoids a bug(for android)
where if there are three inputs(say 12, 11, and 121), and you generate a FullAnalogInput
with 12/11 then it will create another input with the name 121 which can cause conficts
with the real 121 input. This is probably not an issue on PC since most Axis inputs
are named and not numbered.
Previously, the Qt frontend would initialize the controller
interface on starting, resulting in the cursor position being
relative to the main window, instead of the render window.
Xlib supports many mouse buttons, though there are 9 standard buttons, and they aren't arranged like other mouse APIs. Using only 5 buttons was preventing the use of buttons besides left/right/middle click and the scroll wheel. Here's what all the standard buttons are:
1. left button
2. middle button (pressing the scroll wheel)
3. right button
4. turn scroll wheel up
5. turn scroll wheel down
6. push scroll wheel left
7. push scroll wheel right
8. 4th button (aka browser backward button)
9. 5th button (aka browser forward button)
The remaining button indices are non-standard and device-specific, and technically far more than 32 are supported, but this seems like a reasonable limit to avoid cluttering the list with tons of useless mouse buttons. What mouse has more than 32 buttons anyways?