mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-19 20:41:16 +01:00
49410576e9
The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
239 lines
7.4 KiB
CMake
239 lines
7.4 KiB
CMake
set(GUI_SRCS
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ARCodeAddEdit.cpp
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AboutDolphin.cpp
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ControllerConfigDiag.cpp
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Cheats/CheatSearchTab.cpp
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Cheats/CheatsWindow.cpp
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Cheats/CreateCodeDialog.cpp
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Cheats/GeckoCodeDiag.cpp
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Config/AdvancedConfigPane.cpp
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Config/AudioConfigPane.cpp
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Config/ConfigMain.cpp
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Config/GameCubeConfigPane.cpp
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Config/GCAdapterConfigDiag.cpp
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Config/GeneralConfigPane.cpp
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Config/InterfaceConfigPane.cpp
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Config/PathConfigPane.cpp
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Config/WiiConfigPane.cpp
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Debugger/BreakpointDlg.cpp
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Debugger/BreakpointView.cpp
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Debugger/BreakpointWindow.cpp
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Debugger/CodeView.cpp
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Debugger/CodeWindow.cpp
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Debugger/CodeWindowFunctions.cpp
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Debugger/DSPDebugWindow.cpp
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Debugger/DSPRegisterView.cpp
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Debugger/DebuggerPanel.cpp
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Debugger/DebuggerUIUtil.cpp
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Debugger/JitWindow.cpp
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Debugger/MemoryCheckDlg.cpp
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Debugger/MemoryView.cpp
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Debugger/MemoryWindow.cpp
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Debugger/RegisterView.cpp
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Debugger/RegisterWindow.cpp
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Debugger/WatchView.cpp
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Debugger/WatchWindow.cpp
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NetPlay/ChangeGameDialog.cpp
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NetPlay/NetPlaySetupFrame.cpp
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NetPlay/NetWindow.cpp
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NetPlay/PadMapDialog.cpp
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FifoPlayerDlg.cpp
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Frame.cpp
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FrameAui.cpp
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FrameTools.cpp
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GameListCtrl.cpp
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ISOFile.cpp
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ISOProperties.cpp
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InputConfigDiag.cpp
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InputConfigDiagBitmaps.cpp
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LogConfigWindow.cpp
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LogWindow.cpp
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Main.cpp
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MemcardManager.cpp
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PatchAddEdit.cpp
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PostProcessingConfigDiag.cpp
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SoftwareVideoConfigDialog.cpp
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TASInputDlg.cpp
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VideoConfigDiag.cpp
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WXInputBase.cpp
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WxUtils.cpp)
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set(NOGUI_SRCS MainNoGUI.cpp)
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if(USE_X11)
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set(GUI_SRCS ${GUI_SRCS} X11Utils.cpp)
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set(NOGUI_SRCS ${NOGUI_SRCS} X11Utils.cpp)
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endif()
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set(WXLIBS ${wxWidgets_LIBRARIES})
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if(NOT CMAKE_SYSTEM_NAME MATCHES FreeBSD)
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set(WXLIBS ${WXLIBS} dl)
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endif()
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list(APPEND LIBS core uicommon)
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if(ANDROID)
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list(APPEND LIBS png)
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endif()
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set(ANDROID_SRCS Android/ButtonManager.cpp
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MainAndroid.cpp)
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if(APPLE)
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if(wxWidgets_FOUND)
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list(APPEND WXLIBS
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${APPSERV_LIBRARY}
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${COCOA_LIBRARY}
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)
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endif()
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# Add resource files to application bundle.
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set(RESOURCES resources/Dolphin.icns)
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list(APPEND SRCS ${RESOURCES})
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set_source_files_properties(${RESOURCES} PROPERTIES
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MACOSX_PACKAGE_LOCATION Resources)
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endif()
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if(APPLE)
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set(DOLPHIN_EXE_BASE Dolphin)
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else()
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set(DOLPHIN_EXE_BASE dolphin-emu)
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endif()
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set(DOLPHIN_EXE ${DOLPHIN_EXE_BASE})
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include(FindGettext)
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if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
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file(GLOB LINGUAS ${CMAKE_SOURCE_DIR}/Languages/po/*.po)
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add_custom_target(translations ALL)
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GETTEXT_CREATE_TRANSLATIONS(${CMAKE_SOURCE_DIR}/Languages/po/dolphin-emu.pot ${LINGUAS})
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endif()
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if(ANDROID)
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set(DOLPHIN_EXE main)
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add_library(${DOLPHIN_EXE} SHARED ${SRCS} ${ANDROID_SRCS})
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target_link_libraries(${DOLPHIN_EXE}
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log
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android
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"-Wl,--no-warn-mismatch"
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"-Wl,--whole-archive"
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${LIBS}
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"-Wl,--no-whole-archive"
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND mkdir ARGS -p ${CMAKE_SOURCE_DIR}/Source/Android/app/src/main/jniLibs/${ANDROID_NDK_ABI_NAME}
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND mkdir ARGS -p ${CMAKE_SOURCE_DIR}/Source/Android/app/src/main/assets/
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS ${LIBRARY_OUTPUT_PATH_ROOT}/libs/${ANDROID_NDK_ABI_NAME}/lib${DOLPHIN_EXE}.so ${CMAKE_SOURCE_DIR}/Source/Android/app/src/main/jniLibs/${ANDROID_NDK_ABI_NAME}/
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS ${CMAKE_SOURCE_DIR}/Data/Sys/GC/* ${CMAKE_SOURCE_DIR}/Source/Android/app/src/main/assets/
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)
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND cp ARGS -r ${CMAKE_SOURCE_DIR}/Data/Sys/Shaders ${CMAKE_SOURCE_DIR}/Source/Android/app/src/main/assets/
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)
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})
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elseif(wxWidgets_FOUND)
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add_executable(${DOLPHIN_EXE} ${SRCS} ${GUI_SRCS})
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target_link_libraries(${DOLPHIN_EXE} ${LIBS} ${WXLIBS})
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if(APPLE)
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include(BundleUtilities)
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set(BUNDLE_PATH ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/${DOLPHIN_EXE}.app)
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# Ask for an application bundle.
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set_target_properties(${DOLPHIN_EXE} PROPERTIES
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MACOSX_BUNDLE true
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MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/Info.plist.in
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)
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# get rid of any old copies
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file (REMOVE_RECURSE ${BUNDLE_PATH}/Contents/Resources/Sys)
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if(NOT SKIP_POSTPROCESS_BUNDLE)
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# Fix up the bundle after it is finished.
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# There does not seem to be an easy way to run CMake commands post-build,
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# so we invoke CMake again on a generated script.
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/postprocess_bundle.cmake "
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include(BundleUtilities)
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message(\"Fixing up application bundle: ${BUNDLE_PATH}\")
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message(\"(Note: This is only necessary to produce a redistributable binary.\")
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message(\"To skip, pass -DSKIP_POSTPROCESS_BUNDLE=1 to cmake.)\")
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set(BU_CHMOD_BUNDLE_ITEMS ON)
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execute_process(COMMAND ${CMAKE_SOURCE_DIR}/Tools/deploy-mac.py \"${BUNDLE_PATH}\")
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file(INSTALL \"${CMAKE_SOURCE_DIR}/Data/Sys\"
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DESTINATION \"${BUNDLE_PATH}/Contents/Resources\"
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)
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")
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add_custom_command(TARGET ${DOLPHIN_EXE} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -P postprocess_bundle.cmake
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)
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else()
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add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/Sys
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COMMAND ln -nfs ${CMAKE_SOURCE_DIR}/Data/Sys ${BUNDLE_PATH}/Contents/Resources/Sys
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VERBATIM
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)
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add_custom_target(CopyDataIntoBundleWx ALL
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DEPENDS ${BUNDLE_PATH}/Contents/Resources/Sys
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)
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endif()
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if(GETTEXT_MSGMERGE_EXECUTABLE AND GETTEXT_MSGFMT_EXECUTABLE AND wxWidgets_FOUND)
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file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/copy_translations_into_bundle.cmake "
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file(GLOB TRANSLATION_FILES RELATIVE ${CMAKE_CURRENT_BINARY_DIR}
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${CMAKE_CURRENT_BINARY_DIR}/*.gmo
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)
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foreach(TRANSLATION_FILE \${TRANSLATION_FILES})
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string(REPLACE \".gmo\" \".lproj\" TRANSLATION_DIR
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\${TRANSLATION_FILE}
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)
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# It would be better to copy to the new name as a single action,
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# but I can't figure out a way to let CMake do that.
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file(COPY ${CMAKE_CURRENT_BINARY_DIR}/\${TRANSLATION_FILE}
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DESTINATION ${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}
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NO_SOURCE_PERMISSIONS
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)
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file(RENAME
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${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/\${TRANSLATION_FILE}
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${BUNDLE_PATH}/Contents/Resources/\${TRANSLATION_DIR}/dolphin-emu.mo
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)
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endforeach(TRANSLATION_FILE)
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")
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file(GLOB PO_FILES RELATIVE ${CMAKE_SOURCE_DIR}/Languages/po
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${CMAKE_SOURCE_DIR}/Languages/po/*.po
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)
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string(REPLACE .po .gmo GMO_FILES "${PO_FILES}")
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add_custom_command(OUTPUT ${BUNDLE_PATH}/Contents/Resources/en.lproj
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COMMAND ${CMAKE_COMMAND} -P copy_translations_into_bundle.cmake
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DEPENDS ${GMO_FILES}
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${CMAKE_SOURCE_DIR}/Data/Sys
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VERBATIM
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)
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add_custom_target(CopyTranslationsIntoBundleWx ALL
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DEPENDS ${BUNDLE_PATH}/Contents/Resources/en.lproj
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)
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endif()
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# Install bundle into systemwide /Applications directory.
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install(DIRECTORY ${BUNDLE_PATH} DESTINATION /Applications
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USE_SOURCE_PERMISSIONS
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)
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else()
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install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir})
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endif()
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})
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endif()
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if(USE_X11)
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set(DOLPHIN_NOGUI_EXE ${DOLPHIN_EXE_BASE}-nogui)
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add_executable(${DOLPHIN_NOGUI_EXE} ${SRCS} ${NOGUI_SRCS})
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target_link_libraries(${DOLPHIN_NOGUI_EXE} ${LIBS})
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set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_NOGUI_EXE})
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install(TARGETS ${DOLPHIN_NOGUI_EXE} RUNTIME DESTINATION ${bindir})
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endif()
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