2009-07-28 21:32:10 +00:00
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// Copyright (C) 2003 Dolphin Project.
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2009-02-23 06:17:57 +00:00
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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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#ifndef MAIN_H
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#define MAIN_H
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#include <iostream> // System
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2009-07-08 07:16:26 +00:00
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#include <vector>
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#include "CommonTypes.h"
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Now you can switch between Emulated and Real WiiMotes, connect more Real Wiimotes and even pair them up (if you have MS BT Stack) during gameplay!
All you gotta do is Pause the emulation! That's useful for when your batteries run out during gameplay, for example...
But if you change the WiiMote source (between Emulated, Real or Inactive) you must disconnect and reconnect (Menu Tools -> Connect WiiMote) the WiiMotes affected by the change...
Thanks to jack.fr0st who did all the emulation state notification work!
Now every plugin has a way to know the current emulation state (paused, stopped or playing)
@ayuanx: I thought about doing a PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, current_number); so that the user gets asked to reconnect that WiiMote, trying to avoid having to disconnect and reconnect, but it didn't work because shooting that message only asks to reconnect, doesn't do a disconnect... Do you have any ideas on how to accomplish that?
Also, if anyone could check if Issue 1916 is finally fixed... Or at least when is the cursor being hidden or not...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4789 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-06 19:26:52 +00:00
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#include "pluginspecs_wiimote.h"
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2009-08-02 08:53:54 +00:00
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#if defined(HAVE_X11) && HAVE_X11
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/keysym.h>
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#include <X11/XKBlib.h>
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extern Display* WMdisplay;
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#endif
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2009-02-23 06:17:57 +00:00
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// Definitions and declarations
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bool IsFocus();
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2009-12-27 19:31:02 +00:00
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int GetUpdateRate();
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//void InterruptDebugging(bool Emu, const void* _pData);
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//void ReadDebugging(bool Emu, const void* _pData, int Size);
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2009-02-23 06:17:57 +00:00
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// Movement recording
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#define RECORDING_ROWS 15
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#define WM_RECORDING_WIIMOTE 0
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#define WM_RECORDING_NUNCHUCK 1
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#define WM_RECORDING_IR 2
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struct SRecording
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{
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int x;
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int y;
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int z;
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double Time;
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u8 IR[12];
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};
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struct SRecordingAll
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{
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std::vector<SRecording> Recording;
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int HotKeySwitch, HotKeyWiimote, HotKeyNunchuck, HotKeyIR;
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int PlaybackSpeed;
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int IRBytes;
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};
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#ifndef EXCLUDEMAIN_H
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// General
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extern bool g_EmulatorRunning;
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extern u32 g_ISOId;
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extern bool g_FrameOpen;
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2010-01-01 03:19:46 +00:00
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extern bool g_SearchDeviceDone;
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2009-02-23 06:17:57 +00:00
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extern bool g_RealWiiMotePresent;
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extern bool g_RealWiiMoteInitialized;
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2010-01-01 16:50:11 +00:00
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extern bool g_RealWiiMoteAllocated;
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2009-02-23 06:17:57 +00:00
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extern bool g_EmulatedWiiMoteInitialized;
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// Settings
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extern accel_cal g_wm;
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extern nu_cal g_nu;
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2009-07-04 07:28:48 +00:00
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extern cc_cal g_ClassicContCalibration;
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extern gh3_cal g_GH3Calibration;
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2009-02-23 06:17:57 +00:00
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// Debugging
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extern bool g_DebugAccelerometer;
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extern bool g_DebugData;
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extern bool g_DebugComm;
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extern bool g_DebugSoundData;
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extern bool g_DebugCustom;
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// Update speed
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extern int g_UpdateCounter;
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extern double g_UpdateTime;
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extern int g_UpdateWriteScreen;
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extern int g_UpdateRate;
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extern std::vector<int> g_UpdateTimeList;
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// Movement recording
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extern std::vector<SRecordingAll> VRecording;
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Now you can switch between Emulated and Real WiiMotes, connect more Real Wiimotes and even pair them up (if you have MS BT Stack) during gameplay!
All you gotta do is Pause the emulation! That's useful for when your batteries run out during gameplay, for example...
But if you change the WiiMote source (between Emulated, Real or Inactive) you must disconnect and reconnect (Menu Tools -> Connect WiiMote) the WiiMotes affected by the change...
Thanks to jack.fr0st who did all the emulation state notification work!
Now every plugin has a way to know the current emulation state (paused, stopped or playing)
@ayuanx: I thought about doing a PostMessage(g_WiimoteInitialize.hWnd, WM_USER, WIIMOTE_DISCONNECT, current_number); so that the user gets asked to reconnect that WiiMote, trying to avoid having to disconnect and reconnect, but it didn't work because shooting that message only asks to reconnect, doesn't do a disconnect... Do you have any ideas on how to accomplish that?
Also, if anyone could check if Issue 1916 is finally fixed... Or at least when is the cursor being hidden or not...
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4789 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-06 19:26:52 +00:00
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extern PLUGIN_EMUSTATE g_EmulatorState;
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2009-02-23 06:17:57 +00:00
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#endif
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#endif // MAIN_H
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