mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 16:49:12 +01:00
8eeb1d0202
Notice: It's currently not very user friendly and can crash or fail under some circumstances. I'll make it better momentarily. You currently have to first open the Wiimote config window and the start a game to be able to use switch back and forth after that. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2011 8ced0084-cf51-0410-be5f-012b33b47a6e
324 lines
8.3 KiB
C++
324 lines
8.3 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include "Common.h" // Common
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#include "Config.h"
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#include "StringUtil.h"
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#include "ConsoleWindow.h" // For Start, Print, GetHwnd
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#if defined(HAVE_WX) && HAVE_WX
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#include <wx/aboutdlg.h>
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#include "ConfigDlg.h"
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#endif
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#define EXCLUDEMAIN_H // Avoid certain declarations in main.h
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#include "Main.h" // Local
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#include "pluginspecs_wiimote.h"
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#include "EmuMain.h"
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#if HAVE_WIIUSE
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#include "wiimote_real.h"
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#endif
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///////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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SWiimoteInitialize g_WiimoteInitialize;
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bool g_EmulatorRunning = false;
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bool g_FrameOpen = false;
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bool g_RealWiiMotePresent = false;
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bool g_RealWiiMoteInitialized = false;
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HINSTANCE g_hInstance;
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#if defined(HAVE_WX) && HAVE_WX
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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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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Main function and WxWidgets initialization
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#ifdef _WIN32
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{ //use wxInitialize() if you don't want GUI instead of the following 12 lines
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wxSetInstance((HINSTANCE)hinstDLL);
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int argc = 0;
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char **argv = NULL;
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wxEntryStart(argc, argv);
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if ( !wxTheApp || !wxTheApp->CallOnInit() )
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return FALSE;
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}
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break;
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case DLL_PROCESS_DETACH:
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wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
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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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/////////////////////////////////////
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//******************************************************************************
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// Exports
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//******************************************************************************
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extern "C" void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_WIIMOTE;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin");
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#else
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (Debug)");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {}
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void DllDebugger(HWND _hParent, bool Show) {}
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void DllConfig(HWND _hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow win;
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#ifdef _WIN32
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win.SetHWND(_hParent);
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#endif
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DoInitialize();
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g_FrameOpen = true;
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ConfigDialog frame(&win);
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frame.ShowModal();
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//frame.Show();
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#ifdef _WIN32
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win.SetHWND(0);
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#endif
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#endif
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}
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extern "C" void Initialize(void *init)
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{
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// Declarations
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SWiimoteInitialize _WiimoteInitialize = *(SWiimoteInitialize *)init;
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g_WiimoteInitialize = _WiimoteInitialize;
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g_EmulatorRunning = true;
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DoInitialize();
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}
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extern "C" void Shutdown(void)
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{
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// We will only shutdown when both a game and the frame is closed
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if (g_FrameOpen) { g_EmulatorRunning = false; return; }
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#if HAVE_WIIUSE
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if(g_RealWiiMoteInitialized) WiiMoteReal::Shutdown();
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#endif
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WiiMoteEmu::Shutdown();
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}
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extern "C" void DoState(unsigned char **ptr, int mode)
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{
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#if HAVE_WIIUSE
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WiiMoteReal::DoState(ptr, mode);
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#endif
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WiiMoteEmu::DoState(ptr, mode);
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}
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// ===================================================
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/* This function produce Wiimote Input (reports from the Wiimote) in response
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to Output from the Wii. It's called from WII_IPC_HLE_WiiMote.cpp. */
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// ----------------
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extern "C" void Wiimote_InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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const u8* data = (const u8*)_pData;
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// Debugging
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{
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LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_Input");
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LOGV(WII_IPC_WIIMOTE, 3, " Channel ID: %04x", _channelID);
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std::string Temp = ArrayToString(data, _Size);
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LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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}
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// Decice where to send the message
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//if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent)
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WiiMoteEmu::InterruptChannel(_channelID, _pData, _Size);
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#if HAVE_WIIUSE
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//else if (g_RealWiiMotePresent)
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WiiMoteReal::InterruptChannel(_channelID, _pData, _Size);
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#endif
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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}
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// ==============================
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// ===================================================
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/* Function: Used for the initial Bluetooth HID handshake. */
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// ----------------
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extern "C" void Wiimote_ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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const u8* data = (const u8*)_pData;
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// Debugging
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{
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LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_ControlChannel");
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std::string Temp = ArrayToString(data, _Size);
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LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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}
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if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent)
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WiiMoteEmu::ControlChannel(_channelID, _pData, _Size);
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::ControlChannel(_channelID, _pData, _Size);
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#endif
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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}
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// ==============================
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// ===================================================
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/* This sends a Data Report from the Wiimote. See SystemTimers.cpp for the documentation of this
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update. */
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// ----------------
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extern "C" void Wiimote_Update()
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{
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if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent)
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WiiMoteEmu::Update();
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::Update();
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#endif
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}
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extern "C" unsigned int Wiimote_GetAttachedControllers()
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{
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return 1;
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}
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// ================
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//******************************************************************************
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// Supporting functions
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//******************************************************************************
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void DoInitialize()
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{
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// ----------------------------------------
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// Debugging window
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// ----------
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/*Console::Open(100, 750, "Wiimote"); // give room for 20 rows
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Console::Print("Wiimote console opened\n");
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// Move window
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//MoveWindow(Console::GetHwnd(), 0,400, 100*8,10*14, true); // small window
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MoveWindow(Console::GetHwnd(), 400,0, 100*8,70*14, true); // big window*/
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// ---------------
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// Load config settings
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g_Config.Load();
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/* We will run WiiMoteReal::Initialize() even if we are not using a real wiimote,
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to check if there is a real wiimote connected. We will initiate wiiuse.dll, but
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we will return before creating a new thread for it if we find no real Wiimotes.
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Then g_RealWiiMotePresent will also be false. This function call will be done
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instantly if there is no real Wiimote connected. I'm not sure how long time
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it takes if a Wiimote is connected. */
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#if HAVE_WIIUSE
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if (g_Config.bConnectRealWiimote) WiiMoteReal::Initialize();
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#endif
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WiiMoteEmu::Initialize();
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}
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//******************************************************************************
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// Logging functions
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//******************************************************************************
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void __Log(int log, const char *_fmt, ...)
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{
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char Msg[512];
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va_list ap;
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va_start( ap, _fmt );
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vsprintf( Msg, _fmt, ap );
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va_end( ap );
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g_WiimoteInitialize.pLog(Msg, 0);
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}
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void __Logv(int log, int v, const char *_fmt, ...)
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{
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char Msg[512];
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va_list ap;
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va_start( ap, _fmt );
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vsprintf( Msg, _fmt, ap );
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va_end( ap );
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g_WiimoteInitialize.pLog(Msg, v);
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}
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