Merge pull request #3903 from leoetlino/wiimote-disconnect

Disconnect real Wiimotes when disconnected by games (not on all platforms)
This commit is contained in:
Matthew Parlane 2016-06-26 18:33:09 +12:00 committed by GitHub
commit 2776bcbf55
4 changed files with 13 additions and 2 deletions

View File

@ -71,7 +71,9 @@ void Pause()
// An L2CAP packet is passed from the Core to the Wiimote on the HID CONTROL channel.
void ControlChannel(int number, u16 channel_id, const void* data, u32 size)
{
if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
WiimoteReal::ControlChannel(number, channel_id, data, size);
else if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))
->ControlChannel(channel_id, data, size);
}

View File

@ -150,6 +150,8 @@ void WiimoteScanner::FindWiimotes(std::vector<Wiimote*>& found_wiimotes, Wiimote
WiimoteLinux::WiimoteLinux(bdaddr_t bdaddr) : Wiimote(), m_bdaddr(bdaddr)
{
m_really_disconnect = true;
m_cmd_sock = -1;
m_int_sock = -1;

View File

@ -125,7 +125,10 @@ void Wiimote::ControlChannel(const u16 channel, const void* const data, const u3
// Check for custom communication
if (99 == channel)
{
EmuStop();
if (m_really_disconnect)
DisconnectInternal();
else
EmuStop();
}
else
{

View File

@ -79,6 +79,10 @@ protected:
Report m_last_input_report;
u16 m_channel;
u8 m_last_connect_request_counter;
// If true, the Wiimote will be really disconnected when it is disconnected by Dolphin,
// instead of just pausing data reporting.
// This is not enabled on all platforms as connecting a Wiimote can be a pain on some platforms.
bool m_really_disconnect = false;
private:
void ClearReadQueue();