435 lines
12 KiB
C++
435 lines
12 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include "Common.h" // Common
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#include "StringUtil.h"
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#include "ConsoleWindow.h" // For Start, Print, GetHwnd
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#include "Timer.h"
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#define EXCLUDEMAIN_H // Avoid certain declarations in main.h
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#include "main.h" // Local
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigDlg.h"
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#endif
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#include "Config.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuMain.h"
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#if HAVE_WIIUSE
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#include "wiimote_real.h"
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#endif
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///////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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SWiimoteInitialize g_WiimoteInitialize;
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bool g_EmulatorRunning = false;
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bool g_FrameOpen = false;
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bool g_RealWiiMotePresent = false;
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bool g_RealWiiMoteInitialized = false;
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bool g_EmulatedWiiMoteInitialized = false;
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// Update speed
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int g_UpdateCounter = 0;
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double g_UpdateTime = 0;
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int g_UpdateRate = 0;
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int g_UpdateWriteScreen = 0;
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std::vector<int> g_UpdateTimeList (5, 0);
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// Movement recording
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std::vector<SRecordingAll> VRecording(RECORDING_ROWS);
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// DLL instance
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HINSTANCE g_hInstance;
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#if defined(HAVE_WX) && HAVE_WX
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wxWindow win;
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ConfigDialog *frame;
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Main function and WxWidgets initialization
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#ifdef _WIN32
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{ //use wxInitialize() if you don't want GUI instead of the following 12 lines
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wxSetInstance((HINSTANCE)hinstDLL);
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int argc = 0;
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char **argv = NULL;
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wxEntryStart(argc, argv);
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if ( !wxTheApp || !wxTheApp->CallOnInit() )
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return FALSE;
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}
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break;
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case DLL_PROCESS_DETACH:
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wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
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break;
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default:
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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#endif
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/////////////////////////////////////
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//******************************************************************************
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// Exports
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//******************************************************************************
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extern "C" void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_WIIMOTE;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin");
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#else
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sprintf(_PluginInfo->Name, "Dolphin Wiimote Plugin (Debug)");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {}
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void DllDebugger(HWND _hParent, bool Show) {}
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void DllConfig(HWND _hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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#ifdef _WIN32
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win.SetHWND(_hParent);
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#endif
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Console::Open();
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g_FrameOpen = true;
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frame = new ConfigDialog(&win);
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DoInitialize();
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frame->ShowModal();
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//frame.Show();
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#ifdef _WIN32
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win.SetHWND(0);
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#endif
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#endif
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}
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extern "C" void Initialize(void *init)
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{
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// Declarations
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SWiimoteInitialize _WiimoteInitialize = *(SWiimoteInitialize *)init;
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g_WiimoteInitialize = _WiimoteInitialize;
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g_EmulatorRunning = true;
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#if defined(HAVE_WX) && HAVE_WX
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if(g_FrameOpen) if(frame) frame->UpdateGUI();
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#endif
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DoInitialize();
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}
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// If a game is not running this is called by the Configuration window when it's closed
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extern "C" void Shutdown(void)
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{
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// Not running
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g_EmulatorRunning = false;
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// We will only shutdown when both a game and the frame is closed
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if (g_FrameOpen)
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{
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#if defined(HAVE_WX) && HAVE_WX
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if(frame) frame->UpdateGUI();
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#endif
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// Don't shut down the wiimote when we still have the window open
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return;
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}
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#if HAVE_WIIUSE
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if(g_RealWiiMoteInitialized) WiiMoteReal::Shutdown();
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#endif
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WiiMoteEmu::Shutdown();
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Console::Close();
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}
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extern "C" void DoState(unsigned char **ptr, int mode)
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{
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#if HAVE_WIIUSE
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WiiMoteReal::DoState(ptr, mode);
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#endif
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WiiMoteEmu::DoState(ptr, mode);
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}
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// ===================================================
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/* This function produce Wiimote Input (reports from the Wiimote) in response
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to Output from the Wii. It's called from WII_IPC_HLE_WiiMote.cpp.
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Switch between real and emulated wiimote: We send all this Input to WiiMoteEmu::InterruptChannel()
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so that it knows the channel ID and the data reporting mode at all times.
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*/
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// ----------------
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extern "C" void Wiimote_InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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const u8* data = (const u8*)_pData;
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// Debugging
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{
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LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_Input");
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LOGV(WII_IPC_WIIMOTE, 3, " Channel ID: %04x", _channelID);
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std::string Temp = ArrayToString(data, _Size);
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LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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}
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// Decice where to send the message
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//if (!g_RealWiiMotePresent)
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WiiMoteEmu::InterruptChannel(_channelID, _pData, _Size);
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#if HAVE_WIIUSE
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if (g_RealWiiMotePresent)
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WiiMoteReal::InterruptChannel(_channelID, _pData, _Size);
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#endif
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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}
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// ==============================
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// ===================================================
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/* Function: Used for the initial Bluetooth HID handshake. */
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// ----------------
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extern "C" void Wiimote_ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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const u8* data = (const u8*)_pData;
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// Debugging
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{
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LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_ControlChannel");
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std::string Temp = ArrayToString(data, _Size);
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LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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}
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if (!g_RealWiiMotePresent)
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WiiMoteEmu::ControlChannel(_channelID, _pData, _Size);
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#if HAVE_WIIUSE
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else
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WiiMoteReal::ControlChannel(_channelID, _pData, _Size);
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#endif
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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}
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// ==============================
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// ===================================================
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/* This sends a Data Report from the Wiimote. See SystemTimers.cpp for the documentation of this
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update. */
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// ----------------
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extern "C" void Wiimote_Update()
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{
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// Tell us about the update rate, but only about once every second to avoid a major slowdown
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if (frame)
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{
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GetUpdateRate();
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if (g_UpdateWriteScreen > g_UpdateRate)
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{
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frame->m_TextUpdateRate->SetLabel(wxString::Format("Update rate: %03i times/s", g_UpdateRate));
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g_UpdateWriteScreen = 0;
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}
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g_UpdateWriteScreen++;
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}
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if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent)
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WiiMoteEmu::Update();
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#if HAVE_WIIUSE
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else if (g_RealWiiMotePresent)
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WiiMoteReal::Update();
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#endif
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}
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extern "C" unsigned int Wiimote_GetAttachedControllers()
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{
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return 1;
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}
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// ================
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//******************************************************************************
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// Supporting functions
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//******************************************************************************
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/* Returns a timestamp with three decimals for precise time comparisons. The return format is
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of the form seconds.milleseconds for example 1234.123. The leding seconds have no particular meaning
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but are just there to enable use to tell if we have entered a new second or now. */
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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double GetDoubleTime()
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxDateTime datetime = wxDateTime::UNow(); // Get timestamp
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u64 TmpSeconds = Common::Timer::GetTimeSinceJan1970(); // Get continous timestamp
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/* Remove a few years. We only really want enough seconds to make sure that we are
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detecting actual actions, perhaps 60 seconds is enough really, but I leave a
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year of seconds anyway, in case the user's clock is incorrect or something like that */
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TmpSeconds = TmpSeconds - (38 * 365 * 24 * 60 * 60);
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//if (TmpSeconds < 0) return 0; // Check the the user's clock is working somewhat
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u32 Seconds = (u32)TmpSeconds; // Make a smaller integer that fits in the double
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double ms = datetime.GetMillisecond() / 1000.0;
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double TmpTime = Seconds + ms;
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return TmpTime;
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#endif
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}
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/* Calculate the current update frequency. Calculate the time between ten updates, and average
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five such rates. If we assume there are 60 updates per second if the game is running at full
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speed then we get this measure on average once every second. The reason to have a few updates
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between each measurement is becase the milliseconds may not be perfectly accurate and may return
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the same time even when a milliseconds has actually passed, for example.*/
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int GetUpdateRate()
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{
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#if defined(HAVE_WX) && HAVE_WX
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if(g_UpdateCounter == 10)
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{
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// Erase the old ones
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if(g_UpdateTimeList.size() == 5) g_UpdateTimeList.erase(g_UpdateTimeList.begin() + 0);
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// Calculate the time and save it
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int Time = (int)(10 / (GetDoubleTime() - g_UpdateTime));
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g_UpdateTimeList.push_back(Time);
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//Console::Print("Time: %i %f\n", Time, GetDoubleTime());
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int TotalTime = 0;
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for (int i = 0; i < g_UpdateTimeList.size(); i++)
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TotalTime += g_UpdateTimeList.at(i);
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g_UpdateRate = TotalTime / 5;
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// Write the new update time
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g_UpdateTime = GetDoubleTime();
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g_UpdateCounter = 0;
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}
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g_UpdateCounter++;
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return g_UpdateRate;
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#else
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return 0;
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#endif
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}
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void DoInitialize()
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{
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// ----------------------------------------
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// Debugging window
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// ----------
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/**/Console::Open(100, 750, "Wiimote"); // give room for 20 rows
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Console::Print("Wiimote console opened\n");
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// Move window
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//MoveWindow(Console::GetHwnd(), 0,400, 100*8,10*14, true); // small window
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MoveWindow(Console::GetHwnd(), 400,0, 100*8,70*14, true); // big window
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// ---------------
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// Load config settings
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g_Config.Load();
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/* We will run WiiMoteReal::Initialize() even if we are not using a real wiimote,
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to check if there is a real wiimote connected. We will initiate wiiuse.dll, but
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we will return before creating a new thread for it if we find no real Wiimotes.
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Then g_RealWiiMotePresent will also be false. This function call will be done
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instantly if there is no real Wiimote connected. I'm not sure how long time
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it takes if a Wiimote is connected. */
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#if HAVE_WIIUSE
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if (g_Config.bConnectRealWiimote) WiiMoteReal::Initialize();
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#endif
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WiiMoteEmu::Initialize();
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}
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//******************************************************************************
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// Logging functions
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//******************************************************************************
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void __Log(int log, const char *_fmt, ...)
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{
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char Msg[512];
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va_list ap;
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va_start( ap, _fmt );
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vsprintf( Msg, _fmt, ap );
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va_end( ap );
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g_WiimoteInitialize.pLog(Msg, 0);
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}
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void __Logv(int log, int v, const char *_fmt, ...)
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{
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char Msg[512];
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va_list ap;
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va_start( ap, _fmt );
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vsprintf( Msg, _fmt, ap );
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va_end( ap );
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g_WiimoteInitialize.pLog(Msg, v);
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}
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