dolphin/Source/Plugins/Plugin_Wiimote/Src/wiimote_real.cpp

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// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <iostream> // System
#include <queue>
#include "wiiuse.h"
#include "Common.h"
#include "Thread.h"
#include "StringUtil.h"
#include "Timer.h"
#include "pluginspecs_wiimote.h"
#include "wiimote_hid.h"
#include "main.h"
#include "Config.h"
#include "EmuMain.h"
#include "EmuDefinitions.h"
#define EXCLUDE_H // Avoid certain declarations in wiimote_real.h
#include "wiimote_real.h"
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigBasicDlg.h"
#endif
#ifdef WIN32
#include <bthdef.h>
#include <BluetoothAPIs.h>
#pragma comment(lib, "Bthprops.lib")
#endif
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteReal
{
bool g_RealWiiMoteInitialized = false;
bool g_RealWiiMoteAllocated = false;
// Forwarding
class CWiiMote;
// Variable declarations
wiimote_t** g_WiiMotesFromWiiUse = NULL;
Common::Thread* g_pReadThread = NULL;
int g_NumberOfWiiMotes;
CWiiMote* g_WiiMotes[MAX_WIIMOTES];
volatile bool g_Shutdown = false;
bool g_WiimoteInUse[MAX_WIIMOTES];
Common::Event NeedsConnect;
Common::Event Connected;
#if defined(_WIN32) && defined(HAVE_WIIUSE)
//Autopairup
Common::Thread* g_AutoPairUpInvisibleWindow = NULL;
Common::Thread* g_AutoPairUpMonitoring = NULL;
Common::Event g_StartAutopairThread;
int stoprefresh = 0;
unsigned int PairUpTimer = 2000;
int PairUpRefreshWiimote(bool addwiimote);
int PairUpFindNewSlot(void);
THREAD_RETURN PairUp_ThreadFunc(void* arg);
THREAD_RETURN RunInvisibleMessageWindow_ThreadFunc(void* arg);
#endif
THREAD_RETURN ReadWiimote_ThreadFunc(void* arg);
// Probably this class should be in its own file
class CWiiMote
{
public:
CWiiMote(u8 _WiimoteNumber, wiimote_t* _pWiimote)
: m_WiimoteNumber(_WiimoteNumber)
, m_channelID(0)
, m_pWiiMote(_pWiimote)
, m_pCriticalSection(NULL)
, m_LastReportValid(false)
{
m_pCriticalSection = new Common::CriticalSection();
//wiiuse_set_leds(m_pWiiMote, WIIMOTE_LED_4);
#ifdef _WIN32
// F|RES: i dunno if we really need this
CancelIo(m_pWiiMote->dev_handle);
#endif
}
virtual ~CWiiMote()
{
delete m_pCriticalSection;
};
// Queue raw HID data from the core to the wiimote
void SendData(u16 _channelID, const u8* _pData, u32 _Size)
{
m_channelID = _channelID;
m_pCriticalSection->Enter();
{
SEvent WriteEvent;
memcpy(WriteEvent.m_PayLoad, _pData, _Size);
WriteEvent._Size = _Size;
m_EventWriteQueue.push(WriteEvent);
// Debugging
//std::string Temp = ArrayToString(WriteEvent.m_PayLoad, 28, 0, 30);
//DEBUG_LOG(WIIMOTE, "Wiimote Write:\n%s", Temp.c_str());
}
m_pCriticalSection->Leave();
}
/* Read and write data to the Wiimote */
void ReadData()
{
m_pCriticalSection->Enter();
// Send data to the Wiimote
if (!m_EventWriteQueue.empty())
{
//DEBUG_LOG(WIIMOTE, "Writing data to the Wiimote");
SEvent& rEvent = m_EventWriteQueue.front();
wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, rEvent._Size);
#ifdef _WIN32
if (m_pWiiMote->event == WIIUSE_UNEXPECTED_DISCONNECT)
{
NOTICE_LOG(WIIMOTE, "wiiuse_io_write: unexpected disconnect. handle: %08x", m_pWiiMote->dev_handle);
}
#endif
m_EventWriteQueue.pop();
// InterruptDebugging(false, rEvent.m_PayLoad);
}
m_pCriticalSection->Leave();
// Read data from wiimote (but don't send it to the core, just filter and queue)
if (wiiuse_io_read(m_pWiiMote))
{
const byte* pBuffer = m_pWiiMote->event_buf;
// Check if we have a channel (connection) if so save the data...
if (m_channelID > 0)
{
m_pCriticalSection->Enter();
// Filter out data reports
if (pBuffer[1] >= 0x30)
{
// Copy Buffer to LastReport
memcpy(m_LastReport.m_PayLoad, pBuffer + 1, MAX_PAYLOAD - 1);
m_LastReportValid = true;
}
else
{
// Copy Buffer to ImportantEvent
SEvent ImportantEvent;
memcpy(ImportantEvent.m_PayLoad, pBuffer + 1, MAX_PAYLOAD - 1);
// Put it in the read queue right away
m_EventReadQueue.push(ImportantEvent);
}
m_pCriticalSection->Leave();
}
}
#ifdef _WIN32
else if (m_pWiiMote->event == WIIUSE_UNEXPECTED_DISCONNECT)
{
NOTICE_LOG(WIIMOTE, "wiiuse_io_read: unexpected disconnect. handle: %08x", m_pWiiMote->dev_handle);
}
#endif
};
// Send queued data to the core
void Update()
{
// Thread function
m_pCriticalSection->Enter();
if (m_EventReadQueue.empty())
{
// Send the data report
if (m_LastReportValid)
SendEvent(m_LastReport);
}
else
{
// Send a 0x20, 0x21 or 0x22 report
SendEvent(m_EventReadQueue.front());
m_EventReadQueue.pop();
}
m_pCriticalSection->Leave();
};
// Clear events
void ClearEvents()
{
while (!m_EventReadQueue.empty())
m_EventReadQueue.pop();
while (!m_EventWriteQueue.empty())
m_EventWriteQueue.pop();
}
private:
struct SEvent
{
SEvent()
{
memset(m_PayLoad, 0, MAX_PAYLOAD);
}
byte m_PayLoad[MAX_PAYLOAD];
u32 _Size;
};
typedef std::queue<SEvent> CEventQueue;
u8 m_WiimoteNumber; // Just for debugging
u16 m_channelID;
CEventQueue m_EventReadQueue; // Read from Wiimote
CEventQueue m_EventWriteQueue; // Write to Wiimote
SEvent m_LastReport;
wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
Common::CriticalSection* m_pCriticalSection;
bool m_LastReportValid;
// Send queued data to the core
void SendEvent(SEvent& _rEvent)
{
// We don't have an answer channel
if (m_channelID == 0)
return;
// Check event buffer
u8 Buffer[1024];
u32 Offset = 0;
hid_packet* pHidHeader = (hid_packet*)(Buffer + Offset);
pHidHeader->type = HID_TYPE_DATA;
pHidHeader->param = HID_PARAM_INPUT;
// Create the buffer
memcpy(&Buffer[Offset], pHidHeader, sizeof(hid_packet));
Offset += sizeof(hid_packet);
memcpy(&Buffer[Offset], _rEvent.m_PayLoad, sizeof(_rEvent.m_PayLoad));
Offset += sizeof(_rEvent.m_PayLoad);
// Send it
g_WiimoteInitialize.pWiimoteInterruptChannel(m_WiimoteNumber, m_channelID, Buffer, Offset);
// Debugging
// ReadDebugging(false, Buffer, Offset);
}
};
// Function Definitions
void SendAcc(u8 _ReportID)
{
byte DataAcc[MAX_PAYLOAD];
DataAcc[0] = 0x22; // Report 0x12
DataAcc[1] = 0x00; // Core buttons
DataAcc[2] = 0x00;
DataAcc[3] = _ReportID; // Reporting mode
for (int i = 0; i < g_NumberOfWiiMotes; i++)
wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse[i], (byte*)DataAcc, MAX_PAYLOAD);
std::string Temp = ArrayToString(DataAcc, 28, 0, 30);
DEBUG_LOG(WIIMOTE, "SendAcc: %s", Temp.c_str());
//22 00 00 _reportID 00
}
// Clear any potential queued events
void ClearEvents()
{
for (int i = 0; i < g_NumberOfWiiMotes; i++)
if (g_WiimoteInUse[i])
g_WiiMotes[i]->ClearEvents();
}
// Flash lights, and if connecting, also rumble
void FlashLights(bool Connect)
{
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
if (Connect)
wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[i], 1);
}
SLEEP(200);
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
if (Connect) {
wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[i], 0);
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1 | WIIMOTE_LED_2 | WIIMOTE_LED_3 | WIIMOTE_LED_4);
}
else
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_NONE);
}
}
int Initialize()
{
int i, wiimote_slots = 0;
// Return if already initialized
if (g_RealWiiMoteInitialized)
return g_NumberOfWiiMotes;
NeedsConnect.Init();
Connected.Init();
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
for (i = 0; i < MAX_WIIMOTES; i++)
g_WiimoteInUse[i] = false;
g_RealWiiMotePresent = false;
g_RealWiiMoteAllocated = false;
// Only call wiiuse_find with the number of slots configured for real wiimotes
for (i = 0; i < MAX_WIIMOTES; i++)
{
// Found a WiiMote (slot) that wants to be real :P
if (WiiMoteEmu::WiiMapping[i].Source == 2) {
wiimote_slots++;
}
}
// Don't bother initializing wiiuse if we don't want any real wiimotes
if (wiimote_slots < 1)
return 0;
// Call Wiiuse.dll
g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, wiimote_slots, 5);
DEBUG_LOG(WIIMOTE, "Found No of Wiimotes: %i", g_NumberOfWiiMotes);
if (g_NumberOfWiiMotes > 0)
{
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
/*
//TODO: We need here to re-order the wiimote structure, after we shutdown() and re-init().
// If we don't do this Wiimotes will change slots on addition of a new real wiimote during a game,
// causing a disconnect as well.
if (g_EmulatorState == PLUGIN_EMUSTATE_PAUSE)
SortWiimotes();
*/
g_RealWiiMotePresent = true;
// Create a new thread for listening for Wiimote data
// and also connecting in Linux/OSX.
// Windows connects to Wiimote in the wiiuse_find function
g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
// Don't run the Wiimote thread if no wiimotes were found
g_Shutdown = false;
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
//Hack for OSX
NeedsConnect.Set();
Connected.Wait();
}
else
return 0;
for (i = 0; i < g_NumberOfWiiMotes; i++)
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
{
// Set the ir sensor sensitivity.
if (g_Config.iIRLevel) {
wiiuse_set_ir_sensitivity(g_WiiMotesFromWiiUse[i], g_Config.iIRLevel);
}
// Set the sensor bar position, this should only affect the internal wiiuse api functions
wiiuse_set_ir_position(g_WiiMotesFromWiiUse[i], WIIUSE_IR_ABOVE);
}
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
if (g_Config.bWiiReadTimeout != 10)
wiiuse_set_timeout(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes, g_Config.bWiiReadTimeout, g_Config.bWiiReadTimeout);
// If we are connecting from the config window without a game running we set the LEDs
if (g_EmulatorState != PLUGIN_EMUSTATE_PLAY && g_RealWiiMotePresent)
FlashLights(true);
// Initialized, even if we didn't find a Wiimote
g_RealWiiMoteInitialized = true;
return g_NumberOfWiiMotes;
}
// Allocate each Real WiiMote found to a WiiMote slot with Source set to "WiiMote Real"
void Allocate()
{
if (g_RealWiiMoteAllocated)
return;
if (!g_RealWiiMoteInitialized)
Initialize();
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
for (int i = 0; i < MAX_WIIMOTES; i++)
g_WiimoteInUse[i] = false;
g_Config.bNumberEmuWiimotes = g_Config.bNumberRealWiimotes = 0;
// Create Wiimote classes, one for each Real WiiMote found
int current_number = 0;
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
// Let's find out the slot this Real WiiMote will be using... We need this because the user can set any of the 4 WiiMotes as Real, Emulated or Inactive...
for (; current_number < MAX_WIIMOTES; current_number++)
{
// Just to be sure we won't be overlapping any WiiMote...
if (g_WiimoteInUse[current_number] == true)
continue;
if (WiiMoteEmu::WiiMapping[current_number].Source == 1)
g_Config.bNumberEmuWiimotes++;
// Found a WiiMote (slot) that wants to be real :P
else if (WiiMoteEmu::WiiMapping[current_number].Source == 2) {
g_Config.bNumberRealWiimotes++;
break;
}
}
// If we found a valid slot for this WiiMote...
if (current_number < MAX_WIIMOTES)
{
g_WiiMotes[current_number] = new CWiiMote(current_number, g_WiiMotesFromWiiUse[i]);
g_WiimoteInUse[current_number] = true;
switch (current_number)
{
case 0:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1);
break;
case 1:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_2);
break;
case 2:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_3);
break;
case 3:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_4);
break;
default:
PanicAlert("Trying to create real wiimote %i WTF", current_number);
break;
}
DEBUG_LOG(WIIMOTE, "Real WiiMote allocated as WiiMote #%i", current_number);
}
}
// If there are more slots marked as "Real WiiMote" than the number of Real WiiMotes connected, disable them!
for(current_number++; current_number < MAX_WIIMOTES; current_number++)
{
if (WiiMoteEmu::WiiMapping[current_number].Source == 1)
g_Config.bNumberEmuWiimotes++;
else if (WiiMoteEmu::WiiMapping[current_number].Source == 2)
WiiMoteEmu::WiiMapping[current_number].Source = 0;
}
DEBUG_LOG(WIIMOTE, "Using %i Real Wiimote(s) and %i Emu Wiimote(s)", g_Config.bNumberRealWiimotes, g_Config.bNumberEmuWiimotes);
g_RealWiiMoteAllocated = true;
}
void DoState(PointerWrap &p)
{
//TODO: Implement
}
void Shutdown(void)
{
if (!g_RealWiiMoteInitialized)
return;
// Stop the loop in the thread
g_Shutdown = true; // not safe .. might crash when still @ReadWiimote
// Stop the thread
if (g_pReadThread != NULL)
{
delete g_pReadThread;
g_pReadThread = NULL;
}
// Delete the wiimotes
for (int i = 0; i < MAX_WIIMOTES; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
// Flash flights
if (g_EmulatorState != PLUGIN_EMUSTATE_PLAY && g_RealWiiMotePresent)
FlashLights(false);
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
// TODOE: Save Wiimote-order here to restore it after an Init()
// we should best use the btaddress for this purpose, unfortunately it is a bit of a work to make wiiuse_find()
// get the btaddress of a bt device on windows with only a createfile() handle etc., but it wiiuse_find() is already doing that on linux
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
// Uninitialized
g_RealWiiMoteInitialized = false;
g_RealWiiMotePresent = false;
}
void InterruptChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
{
//DEBUG_LOG(WIIMOTE, "Real InterruptChannel on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->SendData(_channelID, (const u8*)_pData, _Size);
}
void ControlChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
{
//DEBUG_LOG(WIIMOTE, "Real ControlChannel on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->SendData(_channelID, (const u8*)_pData, _Size);
}
// Read the Wiimote once
void Update(int _WiimoteNumber)
{
//DEBUG_LOG(WIIMOTE, "Real Update on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->Update();
}
/* Continuously read the Wiimote status. However, the actual sending of data
occurs in Update(). If we are not currently using the real Wiimote we allow
the separate ReadWiimote() function to run. Wo don't use them at the same
time to avoid a potential collision. */
THREAD_RETURN ReadWiimote_ThreadFunc(void* arg)
{
NeedsConnect.Wait();
#ifndef _WIN32
int Connect;
// WiiUse initializes the Wiimotes in Windows right from the wiiuse_find function
// The Functionality should REALLY be changed
Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
DEBUG_LOG(WIIMOTE, "Connected: %i", Connect);
#endif
Connected.Set();
while (!g_Shutdown)
{
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
// Usually, there is at least one Real Wiimote in use,
// except a wiimote gets disconnected unexpectly ingame or wiimote input type gets changed from real to none
if (g_Config.bNumberRealWiimotes > 0)
{
for (int i = 0; i < MAX_WIIMOTES; i++)
if (g_WiimoteInUse[i])
g_WiiMotes[i]->ReadData();
MAJOR and long ago overdue wiiuse and real wiimote sourcecode cleanup. Removed "recording" in old wiimote plugin and other not necessary functions(EEPROM reading, we 'll just do a reconnect instead to use default accel calibration data etc). Recording is not needed anymore(playback of recorded moves should be still working). Everything the recording feature offered, the new wiimote plugin does as well and even more. The cleanup will ease the port of the real wiimote feature into new wiimote plugin, which is still only offering emulated wiimote support. Billiard said he's now on it.:) Wiimotes are now slighty more responsive and multiple wiimotes should harmonize now slighty better. This clean up was requested/inevitable and should have be done way more earlier. This "might" break osx/linux builds, so please test. If your aware of any "real wiimote" issues please post it in the comments as well(dont forget to state your OS). Known wiimote issues: 1.) Possible wiimote disconnect on pressing the home button 2.) 1-2 Possible wiimote disconnects directly after starting a game 3.) Rumble causes lag. I don't think this is a wiimote plugin issue itself, I'm not sure tho. It would be interesting to know whether the lag still happens on emulated wiimotes as well, when the game tries to rumble. 4.) Connecting(pairing up and refreshing) a 2nd/3rd/4th real wiimote while having a game running/paused, might swap player slots and cause disconnects at that moment. If u have more issues, feel free to post them, to have them all here collected once more to get a brief overview. Apart from that, increase the wiimote read timeout @settings(20-200). If your expecting frequent disconnects, restart dolphin, and don't open the wiimote gui before playing instead directly start games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5788 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-26 02:08:30 +00:00
}
//else { idle }
}
return 0;
}
#ifdef WIN32
// WiiMote Pair-Up, function will return amount of either new paired or unpaired devices
int WiimotePairUp(bool unpair)
{
HANDLE hRadios[256];
int nRadios;
int nPaired = 0;
// Enumerate BT radios
HBLUETOOTH_RADIO_FIND hFindRadio;
BLUETOOTH_FIND_RADIO_PARAMS radioParam;
radioParam.dwSize = sizeof(BLUETOOTH_FIND_RADIO_PARAMS);
nRadios = 0;
hFindRadio = BluetoothFindFirstRadio(&radioParam, &hRadios[nRadios++]);
if (hFindRadio)
{
while (BluetoothFindNextRadio(&radioParam, &hRadios[nRadios++]));
BluetoothFindRadioClose(hFindRadio);
}
else
{
ERROR_LOG(WIIMOTE, "Pair-Up: Error enumerating radios", GetLastError());
return -1;
}
nRadios--;
//DEBUG_LOG(WIIMOTE, "Pair-Up: Found %d radios\n", nRadios);
// Pair with Wii device(s)
int radio = 0;
for (radio = 0; radio < nRadios; radio++)
{
BLUETOOTH_RADIO_INFO radioInfo;
HBLUETOOTH_DEVICE_FIND hFind;
BLUETOOTH_DEVICE_INFO btdi;
BLUETOOTH_DEVICE_SEARCH_PARAMS srch;
radioInfo.dwSize = sizeof(radioInfo);
btdi.dwSize = sizeof(btdi);
srch.dwSize = sizeof(BLUETOOTH_DEVICE_SEARCH_PARAMS);
BluetoothGetRadioInfo(hRadios[radio], &radioInfo);
srch.fReturnAuthenticated = TRUE;
srch.fReturnRemembered = TRUE;
srch.fReturnConnected = TRUE; // does not filter properly somehow, so we 've to do an additional check on fConnected BT Devices
srch.fReturnUnknown = TRUE;
srch.fIssueInquiry = TRUE;
srch.cTimeoutMultiplier = 1;
srch.hRadio = hRadios[radio];
//DEBUG_LOG(WIIMOTE, "Pair-Up: Scanning for BT Device(s)");
hFind = BluetoothFindFirstDevice(&srch, &btdi);
if (hFind == NULL)
{
ERROR_LOG(WIIMOTE, "Pair-Up: Error enumerating devices: %08x", GetLastError());
return -1;
}
do
{
//btdi.szName is sometimes missings it's content - it's a bt feature..
if ((!wcscmp(btdi.szName, L"Nintendo RVL-WBC-01") || !wcscmp(btdi.szName, L"Nintendo RVL-CNT-01")) && !btdi.fConnected && !unpair)
{
//TODO: improve the read of the BT driver, esp. when batteries of the wiimote are removed while being fConnected
if (btdi.fRemembered)
{
// Make Windows forget old expired pairing
// we can pretty much ignore the return value here.
// it either worked (ERROR_SUCCESS), or the device did not exist (ERROR_NOT_FOUND)
// in both cases, there is nothing left.
BluetoothRemoveDevice(&btdi.Address);
}
// Activate service
DWORD hr = BluetoothSetServiceState(hRadios[radio], &btdi, &HumanInterfaceDeviceServiceClass_UUID, BLUETOOTH_SERVICE_ENABLE);
if (!hr == ERROR_SUCCESS)
{
nPaired++;
}
else
{
ERROR_LOG(WIIMOTE, "Pair-Up: BluetoothSetServiceState() returned %08x", hr);
}
}
else if ((!wcscmp(btdi.szName, L"Nintendo RVL-WBC-01") || !wcscmp(btdi.szName, L"Nintendo RVL-CNT-01")) && unpair)
{
BluetoothRemoveDevice(&btdi.Address);
NOTICE_LOG(WIIMOTE, "Pair-Up: Automatically removed BT Device on shutdown: %08x", GetLastError());
nPaired++;
}
} while (BluetoothFindNextDevice(hFind, &btdi));
BluetoothFindRadioClose(hFind);
}
SLEEP(10);
// Clean up
for (radio = 0; radio < nRadios; radio++)
{
CloseHandle(hRadios[radio]);
}
return nPaired;
}
#ifdef HAVE_WIIUSE
// Listening for new installed wiimotes, and calling PaiUpRefreshWiimote() when found
LRESULT CALLBACK CallBackDeviceChange(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch(uMsg)
{
case WM_DEVICECHANGE:
// DBT_DEVNODES_CHANGED 0x007 (devnodes are atm not received); DBT_DEVICEARRIVAL 0x8000 DBT_DEVICEREMOVECOMPLETE 0x8004 // avoiding header file^^
if ( ( wParam == 0x8000 || wParam == 0x8004 || wParam == 0x0007 ) )
{
if (wiiuse_check_system_notification(uMsg, wParam, lParam)) //extern wiiuse function: returns 1 if the event came from a wiimote
{
switch (wParam)
{
case 0x8000:
if (stoprefresh) // arrival will pop up twice //need to rewrite the stoprefresh thing, to support multiple pair ups in one go
{
stoprefresh = 0;
PairUpRefreshWiimote(true);
break;
}
else stoprefresh = 1; //fake arrival wait for second go
break;
case 0x8004:
if (!stoprefresh) // removal event will pop up only once (it will also pop up if we add a device: fake arrival, fake removal, real arrival.
{
PairUpRefreshWiimote(false);
}
break;
}
}
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
default:
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
return 0;
}
// Generating a new invisible message window and listening for new messages
THREAD_RETURN RunInvisibleMessageWindow_ThreadFunc(void* arg)
{
MSG Msg;
HWND hwnd;
BOOL ret;
WNDCLASSEX WCEx;
ZeroMemory(&WCEx, sizeof(WCEx));
WCEx.cbSize = sizeof(WCEx);
WCEx.lpfnWndProc = CallBackDeviceChange;
WCEx.hInstance = g_hInstance;
WCEx.lpszClassName = L"MSGWND";
if (RegisterClassEx(&WCEx) != 0)
{
hwnd = CreateWindowEx(0, WCEx.lpszClassName, NULL,0,
0, 0, 0, 0, HWND_MESSAGE, NULL, g_hInstance, NULL);
if (!hwnd) {
UnregisterClass(WCEx.lpszClassName, g_hInstance);
return 1;
}
}
wiiuse_register_system_notification(hwnd); //function moved into wiiuse to avoid ddk/wdk dependicies
while((ret = GetMessage(&Msg, 0, 0, 0)) != 0)
{
if ( ret == -1) {
return 1;
}
else {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
}
UnregisterClass(WCEx.lpszClassName, g_hInstance);
return (int)Msg.wParam;
}
// function gets called by windows callbacks if a wiimote was either installed or removed
int PairUpRefreshWiimote(bool addwiimote)
{
int connectslot = -1;
if (g_EmulatorState != PLUGIN_EMUSTATE_PLAY)
{
Shutdown();
Initialize();
//Allocate();
if (m_BasicConfigFrame != NULL)
m_BasicConfigFrame->UpdateGUI();
}
else {
Sleep(100);
PostMessage(GetParent(g_WiimoteInitialize.hWnd), WM_USER, WM_USER_PAUSE, 0);
while (g_EmulatorState == PLUGIN_EMUSTATE_PLAY) Sleep(50);
Shutdown();
if (addwiimote) {
connectslot = PairUpFindNewSlot();
}
Initialize();
Allocate();
PostMessage(GetParent(g_WiimoteInitialize.hWnd), WM_USER, WM_USER_PAUSE, 0);
while (g_EmulatorState != PLUGIN_EMUSTATE_PLAY) Sleep(50);
if (addwiimote)
PostMessage(GetParent(g_WiimoteInitialize.hWnd), WM_USER, WM_USER_KEYDOWN, (3 + connectslot));
}
return 0;
}
// returns first inactive wiimote slot to place new wiimote and set type to real wiimote
int PairUpFindNewSlot() {
for(int x=0; x<MAX_WIIMOTES; x++)
{
if (WiiMoteEmu::WiiMapping[x].Source == 0)
{
WiiMoteEmu::WiiMapping[x].Source = 2;
return x;
}
}
return -1;
}
// loop to poll and install new bluetooth devices; windows callback will take care of the rest on successful installation
THREAD_RETURN PairUp_ThreadFunc(void* arg)
{
Sleep(100); //small pause till the callback is registered on first start
DEBUG_LOG(WIIMOTE, "PairUp_ThreadFunc started.");
g_StartAutopairThread.Init();
int result;
while(1) {
if (g_Config.bPairRealWiimote) {
PairUpTimer = 2000;
result = g_StartAutopairThread.Wait(PairUpTimer);
}
else {
result = g_StartAutopairThread.Wait();
}
if (result)
WiimotePairUp(false);
else {
if (m_BasicConfigFrame != NULL)
m_BasicConfigFrame->UpdateBasicConfigDialog(false);
WiimotePairUp(false);
if (m_BasicConfigFrame != NULL)
m_BasicConfigFrame->UpdateBasicConfigDialog(true);
}
}
DEBUG_LOG(WIIMOTE, "PairUp_ThreadFunc terminated.");
return 0;
}
#endif
#endif
}; // end of namespace