Added support for recording multiple GameCube controllers at once.
Fixed recording playback to automatically enable/disable the correct controllers. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6188 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -19,6 +19,7 @@
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#include "ChunkFile.h"
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#include "../ConfigManager.h"
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#include "../CoreTiming.h"
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#include "../OnFrame.h"
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#include "SystemTimers.h"
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#include "ProcessorInterface.h"
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@ -245,6 +246,11 @@ void Init()
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g_Channel[i].m_InHi.Hex = 0;
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g_Channel[i].m_InLo.Hex = 0;
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if (Frame::IsUsingPad(i))
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AddDevice(SI_GC_CONTROLLER, i);
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else if (Frame::IsRecordingInput() || Frame::IsPlayingInput())
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AddDevice(SI_NONE, i);
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else
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AddDevice(SConfig::GetInstance().m_SIDevice[i], i);
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}
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@ -22,6 +22,7 @@
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#include "Thread.h"
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#include "FileUtil.h"
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#include "PowerPC/PowerPC.h"
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#include "HW/SI.h"
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Common::CriticalSection cs_frameSkip;
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@ -185,10 +186,37 @@ bool IsPlayingInput()
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return (g_playMode == MODE_PLAYING);
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}
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bool IsUsingPad(int controller)
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{
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switch (controller)
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{
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case 0:
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return g_numPads & 0x01;
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case 1:
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return g_numPads & 0x02;
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case 2:
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return g_numPads & 0x04;
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case 3:
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return g_numPads & 0x08;
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default:
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return false;
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}
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}
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void ChangePads()
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{
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if (Core::GetState() != Core::CORE_UNINITIALIZED) {
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SerialInterface::ChangeDevice(IsUsingPad(0) ? SI_GC_CONTROLLER : SI_NONE, 0);
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SerialInterface::ChangeDevice(IsUsingPad(1) ? SI_GC_CONTROLLER : SI_NONE, 1);
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SerialInterface::ChangeDevice(IsUsingPad(2) ? SI_GC_CONTROLLER : SI_NONE, 2);
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SerialInterface::ChangeDevice(IsUsingPad(3) ? SI_GC_CONTROLLER : SI_NONE, 3);
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}
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}
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// TODO: Add BeginRecordingFromSavestate
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bool BeginRecordingInput(int controllers)
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{
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if(g_playMode != MODE_NONE || g_recordfd)
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if(g_playMode != MODE_NONE || controllers == 0 || g_recordfd != NULL)
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return false;
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const char *filename = g_recordFile.c_str();
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@ -220,7 +248,7 @@ bool BeginRecordingInput(int controllers)
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void RecordInput(SPADStatus *PadStatus, int controllerID)
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{
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if(!IsRecordingInput() || controllerID >= g_numPads || controllerID < 0)
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if(!IsRecordingInput() || !IsUsingPad(controllerID))
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return;
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g_padState.A = ((PadStatus->button & PAD_BUTTON_A) != 0);
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@ -289,6 +317,8 @@ bool PlayInput(const char *filename)
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g_numPads = header.numControllers;
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g_numRerecords = header.numRerecords;
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ChangePads();
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g_playMode = MODE_PLAYING;
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return true;
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@ -306,10 +336,10 @@ void LoadInput(const char *filename)
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DTMHeader header;
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fread(&header, sizeof(DTMHeader), 1, t_record);
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fclose(t_record);
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if(header.filetype[0] != 'D' || header.filetype[1] != 'T' || header.filetype[2] != 'M' || header.filetype[3] != 0x1A) {
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PanicAlert("Savestate movie %s is corrupted, movie recording stopping...", filename);
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fclose(t_record);
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EndPlayInput();
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return;
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}
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@ -319,7 +349,7 @@ void LoadInput(const char *filename)
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g_numPads = header.numControllers;
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fclose(t_record);
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ChangePads();
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if (g_recordfd)
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fclose(g_recordfd);
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@ -341,7 +371,7 @@ void PlayController(SPADStatus *PadStatus, int controllerID)
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{
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// Correct playback is entirely dependent on the emulator polling the controllers
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// in the same order done during recording
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if(!IsPlayingInput() || controllerID >= g_numPads || controllerID < 0)
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if(!IsPlayingInput() || !IsUsingPad(controllerID))
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return;
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memset(PadStatus, 0, sizeof(SPADStatus));
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@ -99,6 +99,9 @@ bool IsAutoFiring();
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bool IsRecordingInput();
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bool IsPlayingInput();
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bool IsUsingPad(int controller);
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void ChangePads();
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void SetAutoHold(bool bEnabled, u32 keyToHold = 0);
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void SetAutoFire(bool bEnabled, u32 keyOne = 0, u32 keyTwo = 0);
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@ -628,8 +628,18 @@ void CFrame::OnChangeDisc(wxCommandEvent& WXUNUSED (event))
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void CFrame::OnRecord(wxCommandEvent& WXUNUSED (event))
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{
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// TODO: Take controller settings from Gamecube Configuration menu
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if(Frame::BeginRecordingInput(1))
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int controllers = 0;
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if (SConfig::GetInstance().m_SIDevice[0] == SI_GC_CONTROLLER)
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controllers |= 0x01;
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if (SConfig::GetInstance().m_SIDevice[1] == SI_GC_CONTROLLER)
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controllers |= 0x02;
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if (SConfig::GetInstance().m_SIDevice[2] == SI_GC_CONTROLLER)
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controllers |= 0x04;
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if (SConfig::GetInstance().m_SIDevice[3] == SI_GC_CONTROLLER)
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controllers |= 0x08;
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if(Frame::BeginRecordingInput(controllers))
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BootGame(std::string(""));
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}
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