Adds Support for multiple GameCube Controllers
Conflicts: Source/Core/DolphinWX/Src/Frame.cpp
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@ -328,6 +328,10 @@ CFrame::CFrame(wxFrame* parent,
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m_LogWindow->Disable();
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g_TASInputDlg = new TASInputDlg(this);
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g_TASInputDlg1 = new TASInputDlg(this);
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g_TASInputDlg2 = new TASInputDlg(this);
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g_TASInputDlg3 = new TASInputDlg(this);
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Movie::SetInputManip(TASManipFunction);
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State::SetOnAfterLoadCallback(OnAfterLoadCallback);
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@ -793,14 +797,41 @@ void OnAfterLoadCallback()
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void TASManipFunction(SPADStatus *PadStatus, int controllerID)
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{
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if (main_frame)
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if (main_frame && controllerID == 0)
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main_frame->g_TASInputDlg->GetValues(PadStatus, controllerID);
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if (main_frame && controllerID == 1)
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main_frame->g_TASInputDlg1->GetValues(PadStatus, controllerID);
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if (main_frame && controllerID == 2)
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main_frame->g_TASInputDlg2->GetValues(PadStatus, controllerID);
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if (main_frame && controllerID == 3)
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main_frame->g_TASInputDlg3->GetValues(PadStatus, controllerID);
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}
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bool TASInputHasFocus()
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{
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if(main_frame->g_TASInputDlg->HasFocus())
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return true;
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if(main_frame->g_TASInputDlg1->HasFocus())
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return true;
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if(main_frame->g_TASInputDlg2->HasFocus())
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return true;
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if(main_frame->g_TASInputDlg3->HasFocus())
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return true;
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return false;
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}
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void CFrame::OnKeyDown(wxKeyEvent& event)
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{
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if(Core::GetState() != Core::CORE_UNINITIALIZED &&
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(RendererHasFocus() || g_TASInputDlg->HasFocus()))
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(RendererHasFocus() || TASInputHasFocus()))
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{
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int WiimoteId = -1;
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// Toggle fullscreen
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@ -834,7 +865,7 @@ void CFrame::OnKeyDown(wxKeyEvent& event)
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else
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{
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unsigned int i = NUM_HOTKEYS;
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain || g_TASInputDlg->HasFocus())
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if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain || TASInputHasFocus())
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{
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for (i = 0; i < NUM_HOTKEYS; i++)
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{
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@ -111,6 +111,9 @@ public:
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NetPlaySetupDiag* g_NetPlaySetupDiag;
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wxCheatsWindow* g_CheatsWindow;
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TASInputDlg* g_TASInputDlg;
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TASInputDlg* g_TASInputDlg1;
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TASInputDlg* g_TASInputDlg2;
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TASInputDlg* g_TASInputDlg3;
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void InitBitmaps();
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void DoPause();
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@ -349,6 +352,7 @@ void OnAfterLoadCallback();
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// For TASInputDlg
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void TASManipFunction(SPADStatus *PadStatus, int controllerID);
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bool TASInputHasFocus();
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#endif // __FRAME_H_
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@ -646,8 +646,30 @@ void CFrame::OnRecordReadOnly(wxCommandEvent& event)
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}
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void CFrame::OnTASInput(wxCommandEvent& event)
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{
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if(SConfig::GetInstance().m_SIDevice[0] == SIDEVICE_GC_CONTROLLER)
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{
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g_TASInputDlg->Show(true);
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g_TASInputDlg->SetTitle("TAS Input - Controller 1");
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}
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if(SConfig::GetInstance().m_SIDevice[1] == SIDEVICE_GC_CONTROLLER)
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{
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g_TASInputDlg1->Show(true);
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g_TASInputDlg1->SetTitle("TAS Input - Controller 2");
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}
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if(SConfig::GetInstance().m_SIDevice[2] == SIDEVICE_GC_CONTROLLER)
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{
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g_TASInputDlg2->Show(true);
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g_TASInputDlg2->SetTitle("TAS Input - Controller 3");
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}
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if(SConfig::GetInstance().m_SIDevice[3] == SIDEVICE_GC_CONTROLLER)
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{
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g_TASInputDlg3->Show(true);
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g_TASInputDlg3->SetTitle("TAS Input - Controller 4");
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}
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}
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void CFrame::OnTogglePauseMovie(wxCommandEvent& WXUNUSED (event))
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@ -460,8 +460,8 @@ void TASInputDlg::GetValues(SPADStatus *PadStatus, int controllerID)
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SetLandRTriggers();
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// TODO: implement support for more controllers
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if (controllerID != 0)
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return;
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//if (controllerID != 0)
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// return;
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PadStatus->stickX = mainX;
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PadStatus->stickY = mainY;
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