dolphin/Source/Android
Ryan Houdek fe53461611 [Android] Implement support for real Wiimotes with the DolphinBar
This is the only way to get Wiimotes working under Android now.
This, just like the Wii U Gamecube Controller Adapter, completely goes around Android's limitations and talks with the device directly through USBManager.

Couple notes.
Continuous scanning must be enabled otherwise the Wiimotes won't be seen.
The UI doesn't expose support for this yet. One must change the Wiimote source and continuous scanning settings manually.

Testing up to two wiimotes in Taiko No Tatsujin, no reason to believe all four won't work.
2016-02-07 05:31:48 -06:00
..
app [Android] Implement support for real Wiimotes with the DolphinBar 2016-02-07 05:31:48 -06:00
gradle/wrapper Fix android builds 2016-01-21 22:55:51 -05:00
jni [Android] Implement support for real Wiimotes with the DolphinBar 2016-02-07 05:31:48 -06:00
.gitignore Android:Changes to simplify command-line building of the app, and bugfixes to the Gradle script 2015-07-13 09:37:44 -04:00
android.toolchain.cmake Android: Allow compilation using Android NDK r10e. 2015-06-07 13:36:59 -04:00
build.gradle Implement Gamecube Input setting screen 2016-01-29 23:33:06 -05:00
code-style-java.jar Android: Fix a possible crash in the file browser if attempting to show a file with no extension. 2015-05-12 09:18:29 -04:00
gradle.properties Implement Gamecube Input setting screen 2016-01-29 23:33:06 -05:00
gradlew Convert the Android source code to the directory structure of a Gradle-based Android Studio project. 2015-05-02 21:49:17 -04:00
gradlew.bat Convert the Android source code to the directory structure of a Gradle-based Android Studio project. 2015-05-02 21:49:17 -04:00
settings.gradle Convert the Android source code to the directory structure of a Gradle-based Android Studio project. 2015-05-02 21:49:17 -04:00