dolphin/Source/Plugins/Plugin_WiimoteNew/Src/WiimoteNew.cpp

357 lines
9.1 KiB
C++

#include "Common.h"
#include "pluginspecs_wiimote.h"
#include "WiimoteReal/WiimoteReal.h"
#include "ControllerInterface/ControllerInterface.h"
#include "WiimoteEmu/WiimoteEmu.h"
#if defined(HAVE_WX) && HAVE_WX
#include "WiimoteConfigDiag.h"
#include "../../InputUICommon/Src/ConfigDiag.h"
#endif
#include "../../InputCommon/Src/InputConfig.h"
#if defined(HAVE_X11) && HAVE_X11
#include <X11/Xlib.h>
#if defined(HAVE_WX) && HAVE_WX
#include <gtk/gtk.h>
#include <gdk/gdkx.h>
#endif
#endif
#define PLUGIN_VERSION 0x0100
#define PLUGIN_NAME "Dolphin Wiimote New Incomplete"
#ifdef DEBUGFAST
#define PLUGIN_FULL_NAME PLUGIN_NAME" (DebugFast)"
#else
#ifdef _DEBUG
#define PLUGIN_FULL_NAME PLUGIN_NAME" (Debug)"
#else
#define PLUGIN_FULL_NAME PLUGIN_NAME
#endif
#endif
// plugin globals
InputPlugin g_plugin( "WiimoteNew", "Wiimote", "Wiimote" );
SWiimoteInitialize g_WiimoteInitialize;
#ifdef _WIN32
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
};
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
// copied from GCPad
HINSTANCE g_hInstance;
#endif
#ifdef _WIN32
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
wxSetInstance(hinstDLL);
wxInitialize();
break;
case DLL_PROCESS_DETACH:
wxUninitialize();
break;
default:
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
#endif
void DeInitPlugin()
{
if (g_plugin.controller_interface.IsInit())
{
std::vector<ControllerEmu*>::const_iterator
i = g_plugin.controllers.begin(),
e = g_plugin.controllers.end();
for ( ; i!=e; ++i )
delete *i;
g_plugin.controllers.clear();
// true parameter to make SDL not quit in the wiimote plugin,
// the old wiimote plugin uses this hack as well, to prevent crash on stop
g_plugin.controller_interface.DeInit(true);
// real wiimotes
WiimoteReal::Shutdown();
}
}
// if plugin isn't initialized, init and load config
void InitPlugin( void* const hwnd )
{
if (false == g_plugin.controller_interface.IsInit())
{
// add 4 wiimotes
for ( unsigned int i = 0; i<4; ++i )
g_plugin.controllers.push_back( new WiimoteEmu::Wiimote(i) );
// needed for Xlib and exclusive dinput
g_plugin.controller_interface.SetHwnd(hwnd);
g_plugin.controller_interface.Init();
// load the saved controller config
g_plugin.LoadConfig();
// real wiimotes
WiimoteReal::LoadSettings();
WiimoteReal::Initialize();
}
}
// I N T E R F A C E
// __________________________________________________________________________________________________
// Function: Wiimote_Output
// Purpose: An L2CAP packet is passed from the Core to the Wiimote,
// on the HID CONTROL channel.
// input: Da pakket.
// output: none
//
void Wiimote_ControlChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
{
switch (g_wiimote_sources[_number])
{
case WIIMOTE_SRC_REAL :
WiimoteReal::ControlChannel(_number, _channelID, _pData, _Size);
break;
case WIIMOTE_SRC_EMU :
((WiimoteEmu::Wiimote*)g_plugin.controllers[ _number ])->ControlChannel( _channelID, _pData, _Size );
break;
}
}
// __________________________________________________________________________________________________
// Function: Send keyboard input to the plugin
// Purpose:
// input: The key and if it's pressed or released
// output: None
//
void Wiimote_Input(u16 _Key, u8 _UpDown)
{
return;
}
// __________________________________________________________________________________________________
// Function: Unpair real Wiimotes (just a dummy to be compliant)
// Purpose:
// input: None
// output: 0 Wiimotes disconnected
//
unsigned int Wiimote_UnPairWiimotes(void)
{
return 0;
}
// __________________________________________________________________________________________________
// Function: Wiimote_InterruptChannel
// Purpose: An L2CAP packet is passed from the Core to the Wiimote,
// on the HID INTERRUPT channel.
// input: Da pakket.
// output: none
//
void Wiimote_InterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size)
{
switch (g_wiimote_sources[_number])
{
case WIIMOTE_SRC_REAL :
WiimoteReal::InterruptChannel(_number, _channelID, _pData, _Size);
break;
case WIIMOTE_SRC_EMU :
((WiimoteEmu::Wiimote*)g_plugin.controllers[ _number ])->InterruptChannel( _channelID, _pData, _Size );
break;
}
}
// __________________________________________________________________________________________________
// Function: Wiimote_Update
// Purpose: This function is called periodically by the Core.
// input: none
// output: none
//
void Wiimote_Update(int _number)
{
//PanicAlert( "Wiimote_Update" );
// TODO: change this to a TryEnter, and make it give empty input on failure
g_plugin.controls_crit.Enter();
static int _last_number = 4;
if (_number <= _last_number)
{
g_plugin.controller_interface.UpdateOutput();
g_plugin.controller_interface.UpdateInput();
}
_last_number = _number;
switch (g_wiimote_sources[_number])
{
case WIIMOTE_SRC_REAL :
WiimoteReal::Update(_number);
break;
case WIIMOTE_SRC_EMU :
((WiimoteEmu::Wiimote*)g_plugin.controllers[_number])->Update();
break;
}
g_plugin.controls_crit.Leave();
}
// __________________________________________________________________________________________________
// Function: PAD_GetAttachedPads
// Purpose: Get mask of attached pads (eg: controller 1 & 4 -> 0x9)
// input: none
// output: number of pads
//
unsigned int Wiimote_GetAttachedControllers()
{
unsigned int attached = 0;
for (unsigned int i=0; i<4; ++i)
if (g_wiimote_sources[i])
attached |= (1 << i);
return attached;
}
// GLOBAL I N T E R F A C E
// Function: GetDllInfo
// Purpose: This function allows the emulator to gather information
// about the DLL by filling in the PluginInfo structure.
// input: A pointer to a PLUGIN_INFO structure that needs to be
// filled by the function. (see def above)
// output: none
//
void GetDllInfo(PLUGIN_INFO* _pPluginInfo)
{
// don't feel like messing around with all those strcpy functions and warnings
//char *s1 = CIFACE_PLUGIN_FULL_NAME, *s2 = _pPluginInfo->Name;
//while ( *s2++ = *s1++ );
memcpy( _pPluginInfo->Name, PLUGIN_FULL_NAME, sizeof(PLUGIN_FULL_NAME) );
_pPluginInfo->Type = PLUGIN_TYPE_WIIMOTE;
_pPluginInfo->Version = PLUGIN_VERSION;
}
// ___________________________________________________________________________
// Function: DllConfig
// Purpose: This function is optional function that is provided
// to allow the user to configure the DLL
// input: A handle to the window that calls this function
// output: none
//
void DllConfig(void *_hParent)
{
#if defined(HAVE_WX) && HAVE_WX
const bool was_init = g_plugin.controller_interface.IsInit();
if (false == was_init)
{
#if defined(HAVE_X11) && HAVE_X11
Window win = GDK_WINDOW_XID(GTK_WIDGET(((wxWindow *)_hParent)->GetHandle())->window);
InitPlugin((void *)win);
#else
InitPlugin(((wxWindow *)_hParent)->GetHandle());
#endif
}
WiimoteConfigDiag* const m_ConfigFrame = new WiimoteConfigDiag((wxWindow *)_hParent, g_plugin);
m_ConfigFrame->ShowModal();
m_ConfigFrame->Destroy();
if (false == was_init)
DeInitPlugin();
#endif
}
// ___________________________________________________________________________
// Function: DllDebugger
// Purpose: Open the debugger
// input: a handle to the window that calls this function
// output: none
//
void *DllDebugger(void *_hParent, bool Show)
{
return NULL;
}
// ___________________________________________________________________________
// Function: DllSetGlobals
// Purpose: Set the pointer for globals variables
// input: a pointer to the global struct
// output: none
//
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
{
// wut?
}
// ___________________________________________________________________________
// Function: Initialize
// Purpose: Initialize the plugin
// input: Init
// output: none
//
void Initialize(void *init)
{
g_WiimoteInitialize = *(SWiimoteInitialize*)init;
if ( false == g_plugin.controller_interface.IsInit() )
InitPlugin( g_WiimoteInitialize.hWnd );
}
// ___________________________________________________________________________
// Function: Shutdown
// Purpose: This function is called when the emulator is shutting down
// a game allowing the dll to de-initialise.
// input: none
// output: none
//
void Shutdown(void)
{
if ( g_plugin.controller_interface.IsInit() )
DeInitPlugin();
}
// ___________________________________________________________________________
// Function: DoState
// Purpose: Saves/load state
// input/output: ptr
// input: mode
//
void DoState(unsigned char **ptr, int mode)
{
// TODO: this
//PointerWrap p(ptr, mode);
//for (unsigned int i=0; i<4; ++i)
// ((WiimoteEmu::Wiimote*)g_plugin.controllers[i])->DoState(p);
}
// ___________________________________________________________________________
// Function: EmuStateChange
// Purpose: Notifies the plugin of a change in emulation state
// input: newState
// output: none
//
void EmuStateChange(PLUGIN_EMUSTATE newState)
{
// maybe use this later
WiimoteReal::StateChange(newState);
}