Change "Wiimote" to "Wii Remote" in Logs
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ab9f539233
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@ -41,7 +41,7 @@ public class Java_WiimoteAdapter
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{
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{
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if (!manager.hasPermission(dev))
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if (!manager.hasPermission(dev))
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{
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{
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Log.warning("Requesting permission for Wiimote adapter");
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Log.warning("Requesting permission for Wii Remote adapter");
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Intent intent = new Intent();
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Intent intent = new Intent();
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PendingIntent pend_intent;
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PendingIntent pend_intent;
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intent.setClass(NativeLibrary.sEmulationActivity, USBPermService.class);
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intent.setClass(NativeLibrary.sEmulationActivity, USBPermService.class);
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@ -130,11 +130,11 @@ public class Java_WiimoteAdapter
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{
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{
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for (int i = 0; i < MAX_WIIMOTES; ++i)
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for (int i = 0; i < MAX_WIIMOTES; ++i)
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{
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{
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// One interface per Wiimote
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// One interface per Wii Remote
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usb_intf[i] = dev.getInterface(i);
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usb_intf[i] = dev.getInterface(i);
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usb_con.claimInterface(usb_intf[i], true);
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usb_con.claimInterface(usb_intf[i], true);
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// One endpoint per Wiimote. Input only
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// One endpoint per Wii Remote. Input only
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// Output reports go through the control channel.
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// Output reports go through the control channel.
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usb_in[i] = usb_intf[i].getEndpoint(0);
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usb_in[i] = usb_intf[i].getEndpoint(0);
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Log.info("Interface " + i + " endpoint count:" + usb_intf[i].getEndpointCount());
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Log.info("Interface " + i + " endpoint count:" + usb_intf[i].getEndpointCount());
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@ -13,7 +13,7 @@ rather than time, so if a game can't keep up with the normal framerate all anima
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actions slows down and the game runs to slow. This is different from PC games that are
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actions slows down and the game runs to slow. This is different from PC games that are
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often controlled by time instead and may not have maximum framerates.
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often controlled by time instead and may not have maximum framerates.
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However, I'm not sure if the Bluetooth communication for the Wiimote is entirely frame
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However, I'm not sure if the Bluetooth communication for the Wii Remote is entirely frame
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dependent, the timing problems with the ack command in Zelda - TP may be related to
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dependent, the timing problems with the ack command in Zelda - TP may be related to
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time rather than frames? For now the IPC_HLE_PERIOD is frame dependent, but because of
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time rather than frames? For now the IPC_HLE_PERIOD is frame dependent, but because of
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different conditions on the way to PluginWiimote::Wiimote_Update() the updates may actually
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different conditions on the way to PluginWiimote::Wiimote_Update() the updates may actually
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@ -25,7 +25,7 @@ would mean one update per frame and [GetTicksPerSecond() / 250] would mean four
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frame.
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frame.
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IPC_HLE_PERIOD: For the Wiimote this is the call schedule:
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IPC_HLE_PERIOD: For the Wii Remote this is the call schedule:
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IPC_HLE_UpdateCallback() // In this file
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IPC_HLE_UpdateCallback() // In this file
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// This function seems to call all devices' Update() function four times per frame
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// This function seems to call all devices' Update() function four times per frame
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@ -15,19 +15,19 @@ static bool IsDeviceUsable(const std::string& device_path)
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hid_device* handle = hid_open_path(device_path.c_str());
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hid_device* handle = hid_open_path(device_path.c_str());
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if (handle == nullptr)
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if (handle == nullptr)
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{
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{
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ERROR_LOG(WIIMOTE, "Could not connect to Wiimote at \"%s\". "
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ERROR_LOG(WIIMOTE, "Could not connect to Wii Remote at \"%s\". "
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"Do you have permission to access the device?",
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"Do you have permission to access the device?",
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device_path.c_str());
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device_path.c_str());
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return false;
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return false;
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}
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}
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// Some third-party adapters (DolphinBar) always expose all four Wiimotes as HIDs
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// Some third-party adapters (DolphinBar) always expose all four Wii Remotes as HIDs
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// even when they are not connected, which causes an endless error loop when we try to use them.
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// even when they are not connected, which causes an endless error loop when we try to use them.
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// Try to write a report to the device to see if this Wiimote is really usable.
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// Try to write a report to the device to see if this Wii Remote is really usable.
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static const u8 report[] = {WM_SET_REPORT | WM_BT_OUTPUT, WM_REQUEST_STATUS, 0};
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static const u8 report[] = {WM_SET_REPORT | WM_BT_OUTPUT, WM_REQUEST_STATUS, 0};
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const int result = hid_write(handle, report, sizeof(report));
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const int result = hid_write(handle, report, sizeof(report));
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// The DolphinBar uses EPIPE to signal the absence of a Wiimote connected to this HID.
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// The DolphinBar uses EPIPE to signal the absence of a Wii Remote connected to this HID.
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if (result == -1 && errno != EPIPE)
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if (result == -1 && errno != EPIPE)
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ERROR_LOG(WIIMOTE, "Couldn't write to Wiimote at \"%s\".", device_path.c_str());
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ERROR_LOG(WIIMOTE, "Couldn't write to Wii Remote at \"%s\".", device_path.c_str());
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hid_close(handle);
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hid_close(handle);
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return result != -1;
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return result != -1;
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@ -96,7 +96,7 @@ bool WiimoteHidapi::ConnectInternal()
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m_handle = hid_open_path(m_device_path.c_str());
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m_handle = hid_open_path(m_device_path.c_str());
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if (m_handle == nullptr)
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if (m_handle == nullptr)
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{
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{
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ERROR_LOG(WIIMOTE, "Could not connect to Wiimote at \"%s\". "
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ERROR_LOG(WIIMOTE, "Could not connect to Wii Remote at \"%s\". "
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"Do you have permission to access the device?",
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"Do you have permission to access the device?",
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m_device_path.c_str());
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m_device_path.c_str());
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}
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}
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@ -219,7 +219,7 @@ void Wiimote::Read()
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}
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}
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else if (0 == result)
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else if (0 == result)
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{
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{
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ERROR_LOG(WIIMOTE, "Wiimote::IORead failed. Disconnecting Wiimote %d.", m_index + 1);
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ERROR_LOG(WIIMOTE, "Wiimote::IORead failed. Disconnecting Wii Remote %d.", m_index + 1);
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DisconnectInternal();
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DisconnectInternal();
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}
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}
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}
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}
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@ -76,15 +76,15 @@ CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::CWII_IPC_HLE_Device_usb_oh1_57e_305_emu
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memcpy(BT_DINF.registered[i].name, wmName, 20);
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memcpy(BT_DINF.registered[i].name, wmName, 20);
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memcpy(BT_DINF.active[i].name, wmName, 20);
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memcpy(BT_DINF.active[i].name, wmName, 20);
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DEBUG_LOG(WII_IPC_WIIMOTE, "Wiimote %d BT ID %x,%x,%x,%x,%x,%x", i, tmpBD.b[0], tmpBD.b[1],
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DEBUG_LOG(WII_IPC_WIIMOTE, "Wii Remote %d BT ID %x,%x,%x,%x,%x,%x", i, tmpBD.b[0], tmpBD.b[1],
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tmpBD.b[2], tmpBD.b[3], tmpBD.b[4], tmpBD.b[5]);
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tmpBD.b[2], tmpBD.b[3], tmpBD.b[4], tmpBD.b[5]);
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m_WiiMotes.push_back(CWII_IPC_HLE_WiiMote(this, i, tmpBD, false));
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m_WiiMotes.push_back(CWII_IPC_HLE_WiiMote(this, i, tmpBD, false));
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i++;
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i++;
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}
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}
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BT_DINF.num_registered = MAX_BBMOTES;
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BT_DINF.num_registered = MAX_BBMOTES;
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// save now so that when games load sysconf file it includes the new Wiimotes
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// save now so that when games load sysconf file it includes the new Wii Remotes
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// and the correct order for connected Wiimotes
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// and the correct order for connected Wii Remotes
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if (!sysconf.SetArrayData("BT.DINF", (u8*)&BT_DINF, sizeof(_conf_pads)) || !sysconf.Save())
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if (!sysconf.SetArrayData("BT.DINF", (u8*)&BT_DINF, sizeof(_conf_pads)) || !sysconf.Save())
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PanicAlertT("Failed to write BT.DINF to SYSCONF");
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PanicAlertT("Failed to write BT.DINF to SYSCONF");
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}
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}
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@ -203,7 +203,7 @@ IPCCommandResult CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::IOCtlV(u32 _CommandAdd
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{
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{
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case USBV0_IOCTL_CTRLMSG: // HCI command is received from the stack
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case USBV0_IOCTL_CTRLMSG: // HCI command is received from the stack
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{
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{
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// This is the HCI datapath from CPU to Wiimote, the USB stuff is little endian..
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// This is the HCI datapath from CPU to Wii Remote, the USB stuff is little endian..
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m_CtrlSetup.bRequestType = *(u8*)Memory::GetPointer(CommandBuffer.InBuffer[0].m_Address);
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m_CtrlSetup.bRequestType = *(u8*)Memory::GetPointer(CommandBuffer.InBuffer[0].m_Address);
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m_CtrlSetup.bRequest = *(u8*)Memory::GetPointer(CommandBuffer.InBuffer[1].m_Address);
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m_CtrlSetup.bRequest = *(u8*)Memory::GetPointer(CommandBuffer.InBuffer[1].m_Address);
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m_CtrlSetup.wValue = *(u16*)Memory::GetPointer(CommandBuffer.InBuffer[2].m_Address);
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m_CtrlSetup.wValue = *(u16*)Memory::GetPointer(CommandBuffer.InBuffer[2].m_Address);
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@ -241,7 +241,7 @@ IPCCommandResult CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::IOCtlV(u32 _CommandAdd
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{
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{
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case ACL_DATA_OUT: // ACL data is received from the stack
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case ACL_DATA_OUT: // ACL data is received from the stack
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{
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{
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// This is the ACL datapath from CPU to Wiimote
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// This is the ACL datapath from CPU to Wii Remote
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// Here we only need to record the command address in case we need to delay the reply
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// Here we only need to record the command address in case we need to delay the reply
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m_ACLSetup = CommandBuffer.m_Address;
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m_ACLSetup = CommandBuffer.m_Address;
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@ -378,7 +378,7 @@ void CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::SendACLPacket(u16 connection_handl
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}
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}
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}
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}
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// These messages are sent from the Wiimote to the game, for example RequestConnection()
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// These messages are sent from the Wii Remote to the game, for example RequestConnection()
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// or ConnectionComplete().
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// or ConnectionComplete().
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//
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//
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// Our WII_IPC_HLE is so efficient that we could fill the buffer immediately
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// Our WII_IPC_HLE is so efficient that we could fill the buffer immediately
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@ -482,7 +482,7 @@ u32 CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::Update()
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}
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}
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}
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}
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// The Real Wiimote sends report every ~5ms (200 Hz).
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// The Real Wii Remote sends report every ~5ms (200 Hz).
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const u64 interval = SystemTimers::GetTicksPerSecond() / 200;
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const u64 interval = SystemTimers::GetTicksPerSecond() / 200;
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const u64 now = CoreTiming::GetTicks();
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const u64 now = CoreTiming::GetTicks();
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@ -1639,7 +1639,7 @@ void CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::CommandWritePageTimeOut(const u8*
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SendEventCommandComplete(HCI_CMD_WRITE_PAGE_TIMEOUT, &reply, sizeof(hci_host_buffer_size_rp));
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SendEventCommandComplete(HCI_CMD_WRITE_PAGE_TIMEOUT, &reply, sizeof(hci_host_buffer_size_rp));
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}
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}
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/* This will enable ScanEnable so that Update() can start the Wiimote. */
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/* This will enable ScanEnable so that Update() can start the Wii Remote. */
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void CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::CommandWriteScanEnable(const u8* input)
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void CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::CommandWriteScanEnable(const u8* input)
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{
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{
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const hci_write_scan_enable_cp* write_scan_enable =
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const hci_write_scan_enable_cp* write_scan_enable =
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@ -1915,7 +1915,7 @@ void CWII_IPC_HLE_Device_usb_oh1_57e_305_emu::DisplayDisconnectMessage(const int
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{
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{
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// TODO: If someone wants to be fancy we could also figure out what the values for pDiscon->reason
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// TODO: If someone wants to be fancy we could also figure out what the values for pDiscon->reason
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// mean
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// mean
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// and display things like "Wiimote %i disconnected due to inactivity!" etc.
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// and display things like "Wii Remote %i disconnected due to inactivity!" etc.
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Core::DisplayMessage(
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Core::DisplayMessage(
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StringFromFormat("Wii Remote %i disconnected by emulated software", wiimoteNumber), 3000);
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StringFromFormat("Wii Remote %i disconnected by emulated software", wiimoteNumber), 3000);
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}
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}
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