Only call wiiuse with the number of slots we have configured for real

wiimotes, so that wiiuse_find has a chance to return early when that
number is found rather than wait for the 5 second timeout always.

Hide the auto-(re)connect UI elements on non-Windows so as not to
confuse users until that functionality is implemented generally.

Empty strings are not allowed in wxChoice lists.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5714 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2010-06-16 00:15:58 +00:00
parent 8d2a23e43b
commit f8cf2aaa3e
3 changed files with 37 additions and 11 deletions

View File

@ -187,8 +187,10 @@ void WiimoteBasicConfigDialog::CreateGUIControls()
m_TextUDPWiiPort[i] = new wxStaticText(m_Controller[i], wxID_ANY, wxT("UDP Port:"));
m_TextUDPWiiPort[i]->SetToolTip(wxT("The UDP port on witch UDPWii listens for this remote."));
#ifdef _WIN32
m_PairUpRealWiimote[i] = new wxButton(m_Controller[i], IDB_PAIRUP_REAL, wxT("Pair Up"));
m_PairUpRealWiimote[i]->SetToolTip(wxT("Press the Buttons 1 and 2 on your Wiimote.\nThis might take a few seconds.\nIt only works if you are using Microsoft Bluetooth stack.")); // Only working with MS BT Stack.
#endif
m_TextFoundRealWiimote[i] = new wxStaticText(m_Controller[i], wxID_ANY, wxT("Connected to 0 Real Wiimotes"));
m_ConnectRealWiimote[i] = new wxButton(m_Controller[i], IDB_REFRESH_REAL, wxT("Refresh"));
@ -198,6 +200,7 @@ void WiimoteBasicConfigDialog::CreateGUIControls()
m_WiimoteTimeout[i] = new wxSlider(m_Controller[i], IDS_TIMEOUT, 0, 10, 200, wxDefaultPosition, wxSize(75, -1));
m_WiimoteTimeout[i]->SetToolTip(wxT("General Real Wiimote Read Timeout, Default: 10 (ms). Higher values might eliminate frequent disconnects."));
#ifdef _WIN32
//Real Wiimote / automatic settings
m_WiiAutoReconnect[i] = new wxCheckBox(m_Controller[i], IDC_WIIAUTORECONNECT, wxT("Reconnect Wiimote on disconnect"));
m_WiiAutoReconnect[i]->SetToolTip(wxT("This makes dolphin automatically reconnect a wiimote when it has being disconnected.\nThis will cause problems when 2 controllers are connected for a 1 player game."));
@ -205,10 +208,6 @@ void WiimoteBasicConfigDialog::CreateGUIControls()
m_WiiAutoUnpair[i]->SetToolTip(wxT("This makes dolphin automatically unpair a wiimote when dolphin is about to be closed."));
m_WiiExtendedPairUp[i] = new wxCheckBox(m_Controller[i], IDC_WIIAUTOPAIR, wxT("Extended PairUp/Connect"));
m_WiiExtendedPairUp[i]->SetToolTip(wxT("This makes dolphin automatically pair up and connect Wiimotes on pressing 1+2 on your Wiimote."));
#ifndef _WIN32
m_WiiAutoUnpair[i]->Enable(false);
m_PairUpRealWiimote[i]->Enable(false);
#endif
//IR Pointer
@ -256,23 +255,29 @@ void WiimoteBasicConfigDialog::CreateGUIControls()
m_SizeUDPWii[i]->Add(m_UDPWiiIR[i], 0, wxEXPAND | wxALL,1);
m_SizeUDPWii[i]->Add(m_UDPWiiNun[i], 0, wxEXPAND | wxALL,1);
#ifdef _WIN32
m_SizeRealAuto[i] = new wxStaticBoxSizer(wxVERTICAL, m_Controller[i], wxT("Automatic"));
m_SizeRealAuto[i]->Add(m_WiiAutoReconnect[i], 0, wxEXPAND | (wxDOWN | wxTOP), 5);
m_SizeRealAuto[i]->Add(m_WiiAutoUnpair[i], 0, wxEXPAND | (wxDOWN | wxTOP), 5);
m_SizeRealAuto[i]->Add(m_WiiExtendedPairUp[i], 0, wxEXPAND | (wxDOWN | wxTOP), 5);
#endif
m_SizeRealTimeout[i] = new wxBoxSizer(wxHORIZONTAL);
m_SizeRealTimeout[i]->Add(m_TextWiimoteTimeout[i], 0, wxEXPAND | (wxTOP), 3);
m_SizeRealTimeout[i]->Add(m_WiimoteTimeout[i], 0, wxEXPAND | (wxRIGHT), 0);
m_SizeRealRefreshPair[i] = new wxBoxSizer(wxHORIZONTAL);
#ifdef _WIN32
m_SizeRealRefreshPair[i]->Add(m_PairUpRealWiimote[i], 0, wxEXPAND | wxALL, 5);
#endif
m_SizeRealRefreshPair[i]->Add(m_ConnectRealWiimote[i], 0, wxEXPAND | wxALL, 5);
m_SizeReal[i] = new wxStaticBoxSizer(wxVERTICAL, m_Controller[i], wxT("Real Wiimote"));
m_SizeReal[i]->Add(m_TextFoundRealWiimote[i], 0, wxALIGN_CENTER | wxALL, 5);
m_SizeReal[i]->Add(m_SizeRealRefreshPair[i], 0, wxALIGN_CENTER | (wxLEFT | wxDOWN | wxRIGHT), 5);
#ifdef _WIN32
m_SizeReal[i]->Add(m_SizeRealAuto[i], 0, wxEXPAND | wxALL, 5);
#endif
m_SizeReal[i]->Add(m_SizeRealTimeout[i], 0, wxEXPAND | (wxLEFT | wxDOWN | wxRIGHT), 5);
m_SizerIRPointerWidth[i] = new wxBoxSizer(wxHORIZONTAL);
@ -374,6 +379,7 @@ void WiimoteBasicConfigDialog::DoRefreshReal()
void WiimoteBasicConfigDialog::UpdateBasicConfigDialog(bool state) {
#ifdef _WIN32
if (m_BasicConfigFrame != NULL) {
if (state) {
m_PairUpRealWiimote[m_Page]->Enable(true);
@ -382,6 +388,7 @@ void WiimoteBasicConfigDialog::UpdateBasicConfigDialog(bool state) {
else
m_PairUpRealWiimote[m_Page]->Enable(false);
}
#endif
}
@ -582,7 +589,9 @@ void WiimoteBasicConfigDialog::UpdateGUI()
mean that the wiimote must be sent the current reporting mode and the channel ID after it
has been initialized. Functions for that are basically already in place so these two options
could possibly be simplified to one option. */
#ifdef _WIN32
m_PairUpRealWiimote[m_Page]->Enable(g_EmulatorState != PLUGIN_EMUSTATE_PLAY);
#endif
m_TextFoundRealWiimote[m_Page]->SetLabel(wxString::Format(wxT("Connected to %i Real Wiimotes"), WiiMoteReal::g_NumberOfWiiMotes));
m_ConnectRealWiimote[m_Page]->Enable(g_EmulatorState != PLUGIN_EMUSTATE_PLAY);
@ -615,10 +624,12 @@ void WiimoteBasicConfigDialog::UpdateGUI()
m_WiiMotionPlusConnected[m_Page]->SetValue(WiiMoteEmu::WiiMapping[m_Page].bMotionPlusConnected);
//Real Wiimote related settings
#ifdef _WIN32
//Automatic settings
m_WiiAutoReconnect[m_Page]->SetValue(WiiMoteEmu::WiiMapping[m_Page].bWiiAutoReconnect);
m_WiiAutoUnpair[m_Page]->SetValue(g_Config.bUnpairRealWiimote);
m_WiiExtendedPairUp[m_Page]->SetValue(g_Config.bPairRealWiimote);
#endif
m_TextWiimoteTimeout[m_Page]->SetLabel(wxString::Format(wxT("Timeout: %i ms"), g_Config.bWiiReadTimeout));
m_WiimoteTimeout[m_Page]->SetValue(g_Config.bWiiReadTimeout);

View File

@ -245,11 +245,11 @@ void WiimoteRecordingConfigDialog::CreateGUIControlsRecording()
StrHotKeySwitch.Add(wxT("Shift"));
StrHotKeySwitch.Add(wxT("Ctrl"));
StrHotKeySwitch.Add(wxT("Alt"));
StrHotKeySwitch.Add(wxT(""));
StrHotKeySwitch.Add(wxT(" "));
wxArrayString StrHotKey;
for(int i = 0; i < 10; i++) StrHotKey.Add(wxString::Format(wxT("%i"), i));
StrHotKey.Add(wxT(""));
StrHotKey.Add(wxT(" "));
wxArrayString StrPlayBackSpeed;
for(int i = 1; i <= 20; i++) StrPlayBackSpeed.Add(wxString::Format(wxT("%i"), i*25));

View File

@ -341,6 +341,8 @@ void FlashLights(bool Connect)
int Initialize()
{
int i, wiimote_slots = 0;
// Return if already initialized
if (g_RealWiiMoteInitialized)
return g_NumberOfWiiMotes;
@ -349,15 +351,28 @@ int Initialize()
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
for (int i = 0; i < MAX_WIIMOTES; i++)
for (i = 0; i < MAX_WIIMOTES; i++)
g_WiimoteInUse[i] = false;
g_RealWiiMotePresent = false;
g_RealWiiMoteAllocated = false;
// Only call wiiuse_find with the number of slots configured for real wiimotes
for (i = 0; i < MAX_WIIMOTES; i++)
{
// Found a WiiMote (slot) that wants to be real :P
if (WiiMoteEmu::WiiMapping[i].Source == 2) {
wiimote_slots++;
}
}
// Don't bother initializing wiiuse if we don't want any real wiimotes
if (wiimote_slots < 1)
return 0;
// Call Wiiuse.dll
g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, wiimote_slots, 5);
DEBUG_LOG(WIIMOTE, "Found No of Wiimotes: %i", g_NumberOfWiiMotes);
if (g_NumberOfWiiMotes > 0)
{
@ -374,7 +389,7 @@ int Initialize()
else
return 0;
for (int i = 0; i < g_NumberOfWiiMotes; i++)
for (i = 0; i < g_NumberOfWiiMotes; i++)
{
// Remove the wiiuse_poll() threshold
wiiuse_set_accel_threshold(g_WiiMotesFromWiiUse[i], 0);
@ -408,7 +423,7 @@ int Initialize()
we update its eeprom? In any case it's probably better to let the
current calibration be where it is and adjust the global values after
that to avoid overwriting critical data on any Wiimote. */
for (int i = 0; i < g_NumberOfWiiMotes; i++)
for (i = 0; i < g_NumberOfWiiMotes; i++)
{
byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0));
wiiuse_read_data(g_WiiMotesFromWiiUse[i], data, 0, sizeof(WiiMoteEmu::EepromData_0));