dolphin/Source/Plugins/Plugin_Wiimote/Src/main.h
fgfemperor 492e44dcb1 Re-worked multiple reall wiimotes... Now it looks a lot better! :P
Fixes a crash when the slot selected to use Real WiiMote is greater than the number of Reall WiiMotes connected...

For example: We have 1 Real WiiMote connected, and the user selects the 4th WiiMote as Real WiiMote...

Also Let's you choose between Inactive and Emulated when the game is running... But you must disconnect and connect the wiimote for the emulated to start working (Via Menu -> Tools -> Connect)

I'm trying to figure out a way of allowing change to Real WiiMote while the game is running... It can be done when the game is paused, but I can't find a way of detecting if the game is paused =\

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4771 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-01-01 16:50:11 +00:00

95 lines
2.3 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef MAIN_H
#define MAIN_H
#include <iostream> // System
#include <vector>
#include "CommonTypes.h"
#if defined(HAVE_X11) && HAVE_X11
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>
#include <X11/XKBlib.h>
extern Display* WMdisplay;
#endif
// Definitions and declarations
bool IsFocus();
int GetUpdateRate();
//void InterruptDebugging(bool Emu, const void* _pData);
//void ReadDebugging(bool Emu, const void* _pData, int Size);
// Movement recording
#define RECORDING_ROWS 15
#define WM_RECORDING_WIIMOTE 0
#define WM_RECORDING_NUNCHUCK 1
#define WM_RECORDING_IR 2
struct SRecording
{
int x;
int y;
int z;
double Time;
u8 IR[12];
};
struct SRecordingAll
{
std::vector<SRecording> Recording;
int HotKeySwitch, HotKeyWiimote, HotKeyNunchuck, HotKeyIR;
int PlaybackSpeed;
int IRBytes;
};
#ifndef EXCLUDEMAIN_H
// General
extern bool g_EmulatorRunning;
extern u32 g_ISOId;
extern bool g_FrameOpen;
extern bool g_SearchDeviceDone;
extern bool g_RealWiiMotePresent;
extern bool g_RealWiiMoteInitialized;
extern bool g_RealWiiMoteAllocated;
extern bool g_EmulatedWiiMoteInitialized;
// Settings
extern accel_cal g_wm;
extern nu_cal g_nu;
extern cc_cal g_ClassicContCalibration;
extern gh3_cal g_GH3Calibration;
// Debugging
extern bool g_DebugAccelerometer;
extern bool g_DebugData;
extern bool g_DebugComm;
extern bool g_DebugSoundData;
extern bool g_DebugCustom;
// Update speed
extern int g_UpdateCounter;
extern double g_UpdateTime;
extern int g_UpdateWriteScreen;
extern int g_UpdateRate;
extern std::vector<int> g_UpdateTimeList;
// Movement recording
extern std::vector<SRecordingAll> VRecording;
#endif
#endif // MAIN_H