dolphin/Source/Core/DolphinWX/ControllerConfigDiag.cpp

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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
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#include <map>
#include <string>
#include <utility>
#include <wx/button.h>
#include <wx/checkbox.h>
#include <wx/choice.h>
#include <wx/dialog.h>
#include <wx/sizer.h>
#include <wx/slider.h>
#include <wx/stattext.h>
#include "Common/CommonTypes.h"
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#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/SysConf.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HotkeyManager.h"
#include "Core/Movie.h"
#include "Core/NetPlayProto.h"
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#include "Core/HW/GCKeyboard.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/SI.h"
#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "DolphinWX/ControllerConfigDiag.h"
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#include "DolphinWX/InputConfigDiag.h"
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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#include "DolphinWX/Config/GCAdapterConfigDiag.h"
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#include "InputCommon/GCAdapter.h"
#if defined(HAVE_XRANDR) && HAVE_XRANDR
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#include "DolphinWX/X11Utils.h"
#endif
ControllerConfigDiag::ControllerConfigDiag(wxWindow* const parent)
: wxDialog(parent, wxID_ANY, _("Dolphin Controller Configuration"))
{
m_gc_pad_type_strs = {{
_("None"),
_("Standard Controller"),
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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_("GameCube Adapter for Wii U"),
_("Steering Wheel"),
_("Dance Mat"),
_("DK Bongos"),
_("GBA"),
_("Keyboard"),
_("AM Baseboard")
}};
wxBoxSizer* const main_sizer = new wxBoxSizer(wxVERTICAL);
// Combine all UI controls into their own encompassing sizer.
wxBoxSizer* control_sizer = new wxBoxSizer(wxVERTICAL);
control_sizer->Add(CreateGamecubeSizer(), 0, wxEXPAND | wxALL, 5);
control_sizer->Add(CreateWiimoteConfigSizer(), 0, wxEXPAND | wxALL, 5);
main_sizer->Add(control_sizer, 0, wxEXPAND);
main_sizer->Add(CreateButtonSizer(wxOK | wxCANCEL), 0, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
Bind(wxEVT_BUTTON, &ControllerConfigDiag::Save, this, wxID_OK);
Bind(wxEVT_BUTTON, &ControllerConfigDiag::Cancel, this, wxID_CANCEL);
SetLayoutAdaptationMode(wxDIALOG_ADAPTATION_MODE_ENABLED);
SetSizerAndFit(main_sizer);
Center();
}
wxStaticBoxSizer* ControllerConfigDiag::CreateGamecubeSizer()
{
wxStaticBoxSizer* const gamecube_static_sizer = new wxStaticBoxSizer(wxVERTICAL, this, _("GameCube Controllers"));
wxFlexGridSizer* const gamecube_flex_sizer = new wxFlexGridSizer(3, 5, 5);
wxStaticText* pad_labels[4];
wxChoice* pad_type_choices[4];
for (int i = 0; i < 4; i++)
{
pad_labels[i] = new wxStaticText(this, wxID_ANY, wxString::Format(_("Port %i"), i + 1));
// Create an ID for the config button.
const wxWindowID button_id = wxWindow::NewControlId();
m_gc_port_config_ids.emplace(button_id, i);
gamecube_configure_bt[i] = new wxButton(this, button_id, _("Configure"), wxDefaultPosition, wxSize(100, 25));
gamecube_configure_bt[i]->Bind(wxEVT_BUTTON, &ControllerConfigDiag::OnGameCubeConfigButton, this);
// Create a control ID for the choice boxes on the fly.
const wxWindowID choice_id = wxWindow::NewControlId();
m_gc_port_choice_ids.emplace(choice_id, i);
// Only add AM-Baseboard to the first pad.
if (i == 0)
pad_type_choices[i] = new wxChoice(this, choice_id, wxDefaultPosition, wxDefaultSize, m_gc_pad_type_strs.size(), m_gc_pad_type_strs.data());
else
pad_type_choices[i] = new wxChoice(this, choice_id, wxDefaultPosition, wxDefaultSize, m_gc_pad_type_strs.size() - 1, m_gc_pad_type_strs.data());
pad_type_choices[i]->Bind(wxEVT_CHOICE, &ControllerConfigDiag::OnGameCubePortChanged, this);
// Disable controller type selection for certain circumstances.
if (NetPlay::IsNetPlayRunning() || Movie::IsMovieActive())
pad_type_choices[i]->Disable();
// Set the saved pad type as the default choice.
switch (SConfig::GetInstance().m_SIDevice[i])
{
case SIDEVICE_GC_CONTROLLER:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[1]);
break;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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case SIDEVICE_WIIU_ADAPTER:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[2]);
break;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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case SIDEVICE_GC_STEERING:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[3]);
break;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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case SIDEVICE_DANCEMAT:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[4]);
break;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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case SIDEVICE_GC_TARUKONGA:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[5]);
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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break;
case SIDEVICE_GC_GBA:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[6]);
gamecube_configure_bt[i]->Disable();
break;
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case SIDEVICE_GC_KEYBOARD:
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[7]);
break;
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case SIDEVICE_AM_BASEBOARD:
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[8]);
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break;
default:
pad_type_choices[i]->SetStringSelection(m_gc_pad_type_strs[0]);
gamecube_configure_bt[i]->Disable();
break;
}
// Add to the sizer
gamecube_flex_sizer->Add(pad_labels[i], 0, wxALIGN_CENTER_VERTICAL);
gamecube_flex_sizer->Add(pad_type_choices[i], 0, wxALIGN_CENTER_VERTICAL);
gamecube_flex_sizer->Add(gamecube_configure_bt[i], 1, wxEXPAND);
}
gamecube_static_sizer->Add(gamecube_flex_sizer, 1, wxEXPAND, 5);
gamecube_static_sizer->AddSpacer(5);
return gamecube_static_sizer;
}
wxStaticBoxSizer* ControllerConfigDiag::CreateWiimoteConfigSizer()
{
wxStaticText* wiimote_label[4];
wxChoice* wiimote_source_ch[4];
for (unsigned int i = 0; i < MAX_WIIMOTES; ++i)
{
wxString wiimote_str = wxString::Format(_("Wiimote %i"), i + 1);
static const std::array<wxString, 4> src_choices = {{
_("None"), _("Emulated Wiimote"), _("Real Wiimote"), _("Hybrid Wiimote")
}};
// reserve four ids, so that we can calculate the index from the ids later on
// Stupid wx 2.8 doesn't support reserving sequential IDs, so we need to do that more complicated..
int source_ctrl_id = wxWindow::NewControlId();
m_wiimote_index_from_ctrl_id.emplace(source_ctrl_id, i);
int config_bt_id = wxWindow::NewControlId();
m_wiimote_index_from_conf_bt_id.emplace(config_bt_id, i);
wiimote_label[i] = new wxStaticText(this, wxID_ANY, wiimote_str);
wiimote_source_ch[i] = new wxChoice(this, source_ctrl_id, wxDefaultPosition, wxDefaultSize, src_choices.size(), src_choices.data());
wiimote_source_ch[i]->Bind(wxEVT_CHOICE, &ControllerConfigDiag::SelectSource, this);
wiimote_configure_bt[i] = new wxButton(this, config_bt_id, _("Configure"), wxDefaultPosition, wxSize(80, 25));
wiimote_configure_bt[i]->Bind(wxEVT_BUTTON, &ControllerConfigDiag::ConfigEmulatedWiimote, this);
// Disable controller type selection for certain circumstances.
bool wii_game_started = SConfig::GetInstance().bWii || Core::GetState() == Core::CORE_UNINITIALIZED;
if (NetPlay::IsNetPlayRunning() || Movie::IsMovieActive() || !wii_game_started)
wiimote_source_ch[i]->Disable();
m_orig_wiimote_sources[i] = g_wiimote_sources[i];
wiimote_source_ch[i]->Select(m_orig_wiimote_sources[i]);
if (!wii_game_started || (m_orig_wiimote_sources[i] != WIIMOTE_SRC_EMU && m_orig_wiimote_sources[i] != WIIMOTE_SRC_HYBRID))
wiimote_configure_bt[i]->Disable();
}
// "Wiimotes" layout
wxStaticBoxSizer* const wiimote_group = new wxStaticBoxSizer(wxVERTICAL,this, _("Wiimotes"));
wxBoxSizer* const wiimote_control_section = new wxBoxSizer(wxHORIZONTAL);
wxFlexGridSizer* const wiimote_sizer = new wxFlexGridSizer(3, 5, 5);
for (unsigned int i = 0; i < 4; ++i)
{
wiimote_sizer->Add(wiimote_label[i], 0, wxALIGN_CENTER_VERTICAL);
wiimote_sizer->Add(wiimote_source_ch[i], 0, wxALIGN_CENTER_VERTICAL);
wiimote_sizer->Add(wiimote_configure_bt[i]);
}
wiimote_control_section->Add(wiimote_sizer, 1, wxEXPAND, 5 );
// Disable some controls when emulation is running
if (Core::GetState() != Core::CORE_UNINITIALIZED && NetPlay::IsNetPlayRunning())
{
for (int i = 0; i < 4; ++i)
{
wiimote_label[i]->Disable();
wiimote_source_ch[i]->Disable();
}
}
wiimote_group->Add(wiimote_control_section, 0, wxEXPAND);
wiimote_group->AddSpacer(5);
wiimote_group->Add(CreateBalanceBoardSizer(), 0, wxEXPAND);
wiimote_group->AddSpacer(5);
wiimote_group->Add(CreateRealWiimoteSizer(), 0, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM);
wiimote_group->AddSpacer(5);
wiimote_group->Add(CreateGeneralWiimoteSettingsSizer(), 0, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM);
return wiimote_group;
}
wxStaticBoxSizer* ControllerConfigDiag::CreateBalanceBoardSizer()
{
wxStaticBoxSizer* const bb_group = new wxStaticBoxSizer(wxHORIZONTAL, this, _("Balance Board"));
wxFlexGridSizer* const bb_sizer = new wxFlexGridSizer(1, 5, 5);
int source_ctrl_id = wxWindow::NewControlId();
m_wiimote_index_from_ctrl_id.emplace(source_ctrl_id, WIIMOTE_BALANCE_BOARD);
static const std::array<wxString, 2> src_choices = {{
_("None"), _("Real Balance Board")
}};
wxChoice* const bb_source = new wxChoice(this, source_ctrl_id, wxDefaultPosition, wxDefaultSize, src_choices.size(), src_choices.data());
bb_source->Bind(wxEVT_CHOICE, &ControllerConfigDiag::SelectSource, this);
m_orig_wiimote_sources[WIIMOTE_BALANCE_BOARD] = g_wiimote_sources[WIIMOTE_BALANCE_BOARD];
bb_source->Select(m_orig_wiimote_sources[WIIMOTE_BALANCE_BOARD] ? 1 : 0);
bb_sizer->Add(bb_source, 0, wxALIGN_CENTER_VERTICAL);
bb_group->Add(bb_sizer, 1, wxEXPAND, 5);
// Disable when emulation is running.
if (Core::GetState() != Core::CORE_UNINITIALIZED)
bb_source->Disable();
return bb_group;
}
wxStaticBoxSizer* ControllerConfigDiag::CreateRealWiimoteSizer()
{
// "Real wiimotes" controls
wxButton* const refresh_btn = new wxButton(this, wxID_ANY, _("Refresh"));
refresh_btn->Bind(wxEVT_BUTTON, &ControllerConfigDiag::RefreshRealWiimotes, this);
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wxStaticBoxSizer* const real_wiimotes_group = new wxStaticBoxSizer(wxVERTICAL, this, _("Real Wiimotes"));
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wxBoxSizer* const real_wiimotes_sizer = new wxBoxSizer(wxHORIZONTAL);
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if (!WiimoteReal::g_wiimote_scanner.IsReady())
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real_wiimotes_group->Add(new wxStaticText(this, wxID_ANY, _("A supported Bluetooth device could not be found.\n"
"You must manually connect your Wiimotes.")), 0, wxALIGN_CENTER | wxALL, 5);
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wxCheckBox* const continuous_scanning = new wxCheckBox(this, wxID_ANY, _("Continuous Scanning"));
continuous_scanning->Bind(wxEVT_CHECKBOX, &ControllerConfigDiag::OnContinuousScanning, this);
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continuous_scanning->SetValue(SConfig::GetInstance().m_WiimoteContinuousScanning);
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real_wiimotes_sizer->Add(continuous_scanning, 0, wxALIGN_CENTER_VERTICAL);
real_wiimotes_sizer->AddStretchSpacer();
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real_wiimotes_sizer->Add(refresh_btn, 0, wxALL | wxALIGN_CENTER, 5);
real_wiimotes_group->Add(real_wiimotes_sizer, 0, wxEXPAND);
return real_wiimotes_group;
}
wxStaticBoxSizer* ControllerConfigDiag::CreateGeneralWiimoteSettingsSizer()
{
const wxString str[] = { _("Bottom"), _("Top") };
wxChoice* const WiiSensBarPos = new wxChoice(this, wxID_ANY, wxDefaultPosition, wxDefaultSize, 2, str);
wxSlider* const WiiSensBarSens = new wxSlider(this, wxID_ANY, 0, 0, 4);
wxSlider* const WiimoteSpkVolume = new wxSlider(this, wxID_ANY, 0, 0, 127);
wxCheckBox* const WiimoteMotor = new wxCheckBox(this, wxID_ANY, _("Wiimote Motor"));
auto wiimote_speaker = new wxCheckBox(this, wxID_ANY, _("Enable Speaker Data"));
wiimote_speaker->Bind(wxEVT_CHECKBOX, &ControllerConfigDiag::OnEnableSpeaker, this);
wiimote_speaker->SetValue(SConfig::GetInstance().m_WiimoteEnableSpeaker);
wxStaticText* const WiiSensBarPosText = new wxStaticText(this, wxID_ANY, _("Sensor Bar Position:"));
wxStaticText* const WiiSensBarSensText = new wxStaticText(this, wxID_ANY, _("IR Sensitivity:"));
wxStaticText* const WiiSensBarSensMinText = new wxStaticText(this, wxID_ANY, _("Min"));
wxStaticText* const WiiSensBarSensMaxText = new wxStaticText(this, wxID_ANY, _("Max"));
wxStaticText* const WiimoteSpkVolumeText = new wxStaticText(this, wxID_ANY, _("Speaker Volume:"));
wxStaticText* const WiimoteSpkVolumeMinText = new wxStaticText(this, wxID_ANY, _("Min"));
wxStaticText* const WiimoteSpkVolumeMaxText = new wxStaticText(this, wxID_ANY, _("Max"));
// With some GTK themes, no minimum size will be applied - so do this manually here
WiiSensBarSens->SetMinSize(wxSize(100,-1));
WiimoteSpkVolume->SetMinSize(wxSize(100,-1));
// Disable some controls when emulation is running
if (Core::GetState() != Core::CORE_UNINITIALIZED)
{
WiiSensBarPos->Disable();
WiiSensBarSens->Disable();
WiimoteSpkVolume->Disable();
WiimoteMotor->Disable();
WiiSensBarPosText->Disable();
WiiSensBarSensText->Disable();
WiiSensBarSensMinText->Disable();
WiiSensBarSensMaxText->Disable();
WiimoteSpkVolumeText->Disable();
WiimoteSpkVolumeMinText->Disable();
WiimoteSpkVolumeMaxText->Disable();
}
// "General Settings" initialization
WiiSensBarPos->SetSelection(SConfig::GetInstance().m_SYSCONF->GetData<u8>("BT.BAR"));
WiiSensBarSens->SetValue(SConfig::GetInstance().m_SYSCONF->GetData<u32>("BT.SENS"));
WiimoteSpkVolume->SetValue(SConfig::GetInstance().m_SYSCONF->GetData<u8>("BT.SPKV"));
WiimoteMotor->SetValue(SConfig::GetInstance().m_SYSCONF->GetData<bool>("BT.MOT"));
WiiSensBarPos->Bind(wxEVT_CHOICE, &ControllerConfigDiag::OnSensorBarPos, this);
WiiSensBarSens->Bind(wxEVT_SLIDER, &ControllerConfigDiag::OnSensorBarSensitivity, this);
WiimoteSpkVolume->Bind(wxEVT_SLIDER, &ControllerConfigDiag::OnSpeakerVolume, this);
WiimoteMotor->Bind(wxEVT_CHECKBOX, &ControllerConfigDiag::OnMotor, this);
// "General Settings" layout
wxStaticBoxSizer* const general_sizer = new wxStaticBoxSizer(wxVERTICAL, this, _("General Settings"));
wxFlexGridSizer* const choice_sizer = new wxFlexGridSizer(2, 5, 5);
wxBoxSizer* const sensbarsens_sizer = new wxBoxSizer(wxHORIZONTAL);
sensbarsens_sizer->Add(WiiSensBarSensMinText, 0, wxALIGN_CENTER_VERTICAL);
sensbarsens_sizer->Add(WiiSensBarSens);
sensbarsens_sizer->Add(WiiSensBarSensMaxText, 0, wxALIGN_CENTER_VERTICAL);
wxBoxSizer* const spkvol_sizer = new wxBoxSizer(wxHORIZONTAL);
spkvol_sizer->Add(WiimoteSpkVolumeMinText, 0, wxALIGN_CENTER_VERTICAL);
spkvol_sizer->Add(WiimoteSpkVolume);
spkvol_sizer->Add(WiimoteSpkVolumeMaxText, 0, wxALIGN_CENTER_VERTICAL);
choice_sizer->Add(WiiSensBarPosText, 0, wxALIGN_CENTER_VERTICAL);
choice_sizer->Add(WiiSensBarPos);
choice_sizer->Add(WiiSensBarSensText, 0, wxALIGN_CENTER_VERTICAL);
choice_sizer->Add(sensbarsens_sizer);
choice_sizer->Add(WiimoteSpkVolumeText, 0, wxALIGN_CENTER_VERTICAL);
choice_sizer->Add(spkvol_sizer);
wxGridSizer* const general_wiimote_sizer = new wxGridSizer(1, 5, 5);
general_wiimote_sizer->Add(WiimoteMotor);
general_wiimote_sizer->Add(wiimote_speaker);
general_sizer->Add(choice_sizer);
general_sizer->Add(general_wiimote_sizer);
return general_sizer;
}
void ControllerConfigDiag::ConfigEmulatedWiimote(wxCommandEvent& ev)
{
InputConfig* const wiimote_plugin = Wiimote::GetConfig();
HotkeyManagerEmu::Enable(false);
InputConfigDialog m_ConfigFrame(this, *wiimote_plugin, _("Dolphin Emulated Wiimote Configuration"), m_wiimote_index_from_conf_bt_id[ev.GetId()]);
m_ConfigFrame.ShowModal();
HotkeyManagerEmu::Enable(true);
}
void ControllerConfigDiag::RefreshRealWiimotes(wxCommandEvent&)
{
WiimoteReal::Refresh();
}
void ControllerConfigDiag::SelectSource(wxCommandEvent& event)
{
// This needs to be changed now in order for refresh to work right.
// Revert if the dialog is canceled.
int index = m_wiimote_index_from_ctrl_id[event.GetId()];
if (index != WIIMOTE_BALANCE_BOARD)
{
WiimoteReal::ChangeWiimoteSource(index, event.GetInt());
if (g_wiimote_sources[index] != WIIMOTE_SRC_EMU && g_wiimote_sources[index] != WIIMOTE_SRC_HYBRID)
wiimote_configure_bt[index]->Disable();
else
wiimote_configure_bt[index]->Enable();
}
else
{
WiimoteReal::ChangeWiimoteSource(index, event.GetInt() ? WIIMOTE_SRC_REAL : WIIMOTE_SRC_NONE);
}
}
void ControllerConfigDiag::RevertSource()
{
for (int i = 0; i < MAX_BBMOTES; ++i)
g_wiimote_sources[i] = m_orig_wiimote_sources[i];
}
void ControllerConfigDiag::Save(wxCommandEvent& event)
{
std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + WIIMOTE_INI_NAME ".ini";
IniFile inifile;
inifile.Load(ini_filename);
for (unsigned int i=0; i<MAX_WIIMOTES; ++i)
{
std::string secname("Wiimote");
secname += (char)('1' + i);
IniFile::Section& sec = *inifile.GetOrCreateSection(secname);
sec.Set("Source", (int)g_wiimote_sources[i]);
}
std::string secname("BalanceBoard");
IniFile::Section& sec = *inifile.GetOrCreateSection(secname);
sec.Set("Source", (int)g_wiimote_sources[WIIMOTE_BALANCE_BOARD]);
inifile.Save(ini_filename);
event.Skip();
}
void ControllerConfigDiag::Cancel(wxCommandEvent& event)
{
RevertSource();
event.Skip();
}
void ControllerConfigDiag::OnGameCubePortChanged(wxCommandEvent& event)
{
const unsigned int device_num = m_gc_port_choice_ids[event.GetId()];
const wxString device_name = event.GetString();
SIDevices tempType;
if (device_name == m_gc_pad_type_strs[1])
{
tempType = SIDEVICE_GC_CONTROLLER;
gamecube_configure_bt[device_num]->Enable();
}
else if (device_name == m_gc_pad_type_strs[2])
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
tempType = SIDEVICE_WIIU_ADAPTER;
gamecube_configure_bt[device_num]->Enable();
}
else if (device_name == m_gc_pad_type_strs[3])
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
tempType = SIDEVICE_GC_STEERING;
gamecube_configure_bt[device_num]->Enable();
}
else if (device_name == m_gc_pad_type_strs[4])
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
tempType = SIDEVICE_DANCEMAT;
gamecube_configure_bt[device_num]->Enable();
}
else if (device_name == m_gc_pad_type_strs[5])
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
{
tempType = SIDEVICE_GC_TARUKONGA;
gamecube_configure_bt[device_num]->Enable();
}
else if (device_name == m_gc_pad_type_strs[6])
{
tempType = SIDEVICE_GC_GBA;
gamecube_configure_bt[device_num]->Disable();
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
else if (device_name == m_gc_pad_type_strs[7])
2015-01-16 23:36:05 +01:00
{
tempType = SIDEVICE_GC_KEYBOARD;
gamecube_configure_bt[device_num]->Enable();
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
else if (device_name == m_gc_pad_type_strs[8])
{
tempType = SIDEVICE_AM_BASEBOARD;
gamecube_configure_bt[device_num]->Enable();
}
else
{
tempType = SIDEVICE_NONE;
gamecube_configure_bt[device_num]->Disable();
}
SConfig::GetInstance().m_SIDevice[device_num] = tempType;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
if (GCAdapter::UseAdapter())
GCAdapter::StartScanThread();
else
GCAdapter::StopScanThread();
if (Core::IsRunning())
SerialInterface::ChangeDevice(tempType, device_num);
}
void ControllerConfigDiag::OnGameCubeConfigButton(wxCommandEvent& event)
{
InputConfig* const pad_plugin = Pad::GetConfig();
2015-01-16 23:36:05 +01:00
InputConfig* const key_plugin = Keyboard::GetConfig();
const int port_num = m_gc_port_config_ids[event.GetId()];
HotkeyManagerEmu::Enable(false);
2015-01-16 23:36:05 +01:00
if (SConfig::GetInstance().m_SIDevice[port_num] == SIDEVICE_GC_KEYBOARD)
{
InputConfigDialog m_ConfigFrame(this, *key_plugin, _("GameCube Controller Configuration"), port_num);
m_ConfigFrame.ShowModal();
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 18:09:47 +01:00
else if (SConfig::GetInstance().m_SIDevice[port_num] == SIDEVICE_WIIU_ADAPTER)
{
GCAdapterConfigDiag m_ConfigFramg(this, _("Wii U Gamecube Controller Adapter Configuration"), port_num);
m_ConfigFramg.ShowModal();
}
2015-01-16 23:36:05 +01:00
else
{
InputConfigDialog m_ConfigFrame(this, *pad_plugin, _("GameCube Controller Configuration"), port_num);
m_ConfigFrame.ShowModal();
}
HotkeyManagerEmu::Enable(true);
}