Load IR Pointer settings on every game boot, because that's a per-game setting (each game has it's own IR calibration)...
Please ignore previous revision, which is a proof of why late-night coding isn't always a good idea... git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4853 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -325,12 +325,7 @@ void Config::Load()
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iniFile.Get(SectionName, "TriggerType", &WiiMoteEmu::WiiMapping[i].TriggerType, 0);
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}
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// Load the IR cursor settings
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iniFile.Load(FULL_CONFIG_DIR "IR Pointer.ini");
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iniFile.Get("Default", "IRLeft", &iIRLeft, LEFT);
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iniFile.Get("Default", "IRTop", &iIRTop, TOP);
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iniFile.Get("Default", "IRWidth", &iIRWidth, RIGHT - LEFT);
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iniFile.Get("Default", "IRHeight", &iIRHeight, BOTTOM - TOP);
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Config::LoadIR();
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// Load a few screen settings to. If these are added to the DirectX plugin it's probably
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// better to place them in the main Dolphin.ini file
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@ -342,6 +337,19 @@ void Config::Load()
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//DEBUG_LOG(WIIMOTE, "Load()");
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}
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void Config::LoadIR()
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{
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// Load the IR cursor settings if it's avaliable for the GameId, if not load the default settings
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IniFile iniFile;
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char TmpSection[32];
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sprintf(TmpSection, "%s", g_ISOId ? Hex2Ascii(g_ISOId).c_str() : "Default");
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iniFile.Load(FULL_CONFIG_DIR "IR Pointer.ini");
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iniFile.Get(TmpSection, "IRLeft", &iIRLeft, LEFT);
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iniFile.Get(TmpSection, "IRTop", &iIRTop, TOP);
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iniFile.Get(TmpSection, "IRWidth", &iIRWidth, RIGHT - LEFT);
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iniFile.Get(TmpSection, "IRHeight", &iIRHeight, BOTTOM - TOP);
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}
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void Config::Save()
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{
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IniFile iniFile;
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@ -26,6 +26,7 @@ struct Config
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{
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Config();
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void Load();
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void LoadIR();
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void Save();
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// For dialog sync
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@ -227,6 +227,9 @@ void Initialize(void *init)
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WMdisplay = (Display*)g_WiimoteInitialize.hWnd;
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#endif
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// Load IR settings, as this is a per-game setting and the user might have loaded a different game
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g_Config.LoadIR();
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g_ISOId = g_WiimoteInitialize.ISOId;
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DEBUG_LOG(WIIMOTE, "ISOId: %08x %s", g_WiimoteInitialize.ISOId, Hex2Ascii(g_WiimoteInitialize.ISOId).c_str());
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