dolphin/Source/Plugins/Plugin_Wiimote/Src/EmuMain.h
Glenn Rice c2e0c75c93 EXPERIMENTAL
Removed X event loops from GCPad and Wiimote plugins, and implemented an asynchronous check for keyboard and mouse buttons.
Also added an X event loop in core that handles events while the emulator is paused.  Prevents unexpected behavior from events that occur while the emulator is paused.
Now there is only one event loop running at a time (besides those hidden in SDL).
I will revert this commit if other devs are unhappy with it.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5048 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-02-13 20:47:23 +00:00

81 lines
2.4 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 WIIMOTE_EMU_H
#define WIIMOTE_EMU_H
#include <string>
#include "wiimote_hid.h"
#include "EmuDefinitions.h"
#include "ChunkFile.h"
namespace WiiMoteEmu
{
u32 convert24bit(const u8* src);
u16 convert16bit(const u8* src);
// General functions
void ResetVariables();
void Initialize();
void Shutdown();
void InitCalibration();
void UpdateExtRegisterBlocks(int Slot);
void InterruptChannel(int _number, u16 _channelID, const void* _pData, u32 _Size);
void ControlChannel(int _number, u16 _channelID, const void* _pData, u32 _Size) ;
void Update(int _number);
void DoState(PointerWrap &p);
//void ReadLinuxKeyboard();
bool IsKey(int Key);
// Recordings
void LoadRecordedMovements();
void GetMousePos(float& x, float& y);
// Gamepad
void Close_Devices();
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads);
void GetAxisState(CONTROLLER_MAPPING_WII &_WiiMapping);
void UpdatePadState(CONTROLLER_MAPPING_WII &_WiiMapping);
void TiltWiimote(int &_x, int &_y, int &_z);
void TiltNunchuck(int &_x, int &_y, int &_z);
void ShakeToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData);
void TiltToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData);
void AdjustAngles(int &Roll, int &Pitch);
void RotateIRDot(int &_x, int &_y, STiltData &_TiltData);
// Accelerometer
//void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, int&, int&);
//float AccelerometerToG(float Current, float Neutral, float G);
// IR data
//void IRData2Dots(u8 *Data);
//void IRData2DotsBasic(u8 *Data);
//void ReorderIRDots();
//void IRData2Distance();
// Classic Controller data
//std::string CCData2Values(u8 *Data);
}; // WiiMoteEmu
#endif