dolphin/Source/Plugins/Plugin_Wiimote/Src/EmuDefinitions.cpp
snzgoo 7742e1a6dd Stage1: Introducing MotionPlus as emulated extension, allowing us to boot games that require the MotionPlus itself.
I also already implemented most of the needed data structures and datareport handling for the motionplus-nunchuk passthrough mode, which I'll add up next as well.

Wii Sports Resort is now bootable by just using an emulated wiimote (only working under the old wiimote plugin atm,
I asked billiard to port my commit into his plugin since he knows his plugin better than me and its less work for him than for me,
I kept most parts of my code in modules to simplify that task).

Upcoming stage2: Faking the motionplus on the fly on real wiimotes, that means you will be able to play, e.g.  Redsteel2 with a real wiimote and nunchuk or wii sports resort with just your real wiimote.
and nunchuk, but w/o the need of having a real motionpluscontroller connected. The new Zelda 2010 will benefit by that, since it will require a motionplus controller.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5438 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-05-07 22:39:06 +00:00

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// 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 _EMU_DEFINITIONS_
#define _EMU_DEFINITIONS_
#include <vector>
#include <string>
#include "Common.h"
#include "pluginspecs_wiimote.h"
#include "wiimote_hid.h"
#include "EmuDefinitions.h"
#include "Encryption.h"
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteEmu
{
//******************************************************************************
// Definitions and variable declarations
//******************************************************************************
u8 g_Eeprom[MAX_WIIMOTES][WIIMOTE_EEPROM_SIZE];
u8 g_RegExt[MAX_WIIMOTES][WIIMOTE_REG_EXT_SIZE];
u8 g_RegMotionPlus[MAX_WIIMOTES][WIIMOTE_REG_EXT_SIZE];
u8 g_RegSpeaker[MAX_WIIMOTES][WIIMOTE_REG_SPEAKER_SIZE];
u8 g_RegIr[MAX_WIIMOTES][WIIMOTE_REG_IR_SIZE];
u8 g_IRClock[MAX_WIIMOTES];
u8 g_IR[MAX_WIIMOTES];
u8 g_Leds[MAX_WIIMOTES];
u8 g_Speaker[MAX_WIIMOTES];
u8 g_MotionPlus[MAX_WIIMOTES];
u8 g_SpeakerMute[MAX_WIIMOTES];
int g_MotionPlusReadError[MAX_WIIMOTES];
u8 g_RegExtTmp[WIIMOTE_REG_EXT_SIZE];
int g_ID; // Current refreshing Wiimote
bool g_ReportingAuto[MAX_WIIMOTES]; // Auto report or passive report
bool g_MotionPlusConnected[MAX_WIIMOTES]; //MotionPlusinitiated
bool g_InterleavedData[MAX_WIIMOTES]; //sending alternated data packets from the nunchuk/motionplus
u8 g_ReportingMode[MAX_WIIMOTES]; // The reporting mode and channel id
u16 g_ReportingChannel[MAX_WIIMOTES];
wiimote_key g_ExtKey[MAX_WIIMOTES]; // The extension encryption key
bool g_Encryption; // Encryption on or off
// Gamepad input
int NumPads = 0, NumGoodPads = 0; // Number of goods pads
std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
CONTROLLER_MAPPING_WII WiiMapping[MAX_WIIMOTES];
} // namespace
#endif //_EMU_DECLARATIONS_