GCPad/WiimoteNew: Reordered some stuff in DirectInput device enumeration.(makes certain gamepads work now, hopfully doesn't break other pads) (Thanks to YoD for helping debug) Also fixed something ridiculous in the input config dialog. :p
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6264 8ced0084-cf51-0410-be5f-012b33b47a6e
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@@ -19,10 +19,15 @@
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void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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{
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GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage( m_pad_notebook->GetSelection() );
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wxFont small_font(6, wxFONTFAMILY_DEFAULT, wxFONTSTYLE_NORMAL, wxFONTWEIGHT_BOLD);
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m_plugin.controller_interface.UpdateInput();
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// don't want game thread updating input when we are using it here
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if (false == m_plugin.controller_interface.update_lock.TryEnter())
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return;
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GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
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std::vector< ControlGroupBox* >::iterator
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g = current_page->control_groups.begin(),
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ge = current_page->control_groups.end();
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@@ -31,12 +36,6 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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// if this control group has a bitmap
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if ( (*g)->static_bitmap )
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{
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m_plugin.controller_interface.UpdateInput();
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// don't want game thread updating input when we are using it here
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if (false == m_plugin.controller_interface.update_lock.TryEnter())
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return;
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wxMemoryDC dc;
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wxBitmap bitmap((*g)->static_bitmap->GetBitmap());
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dc.SelectObject(bitmap);
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@@ -343,9 +342,8 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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dc.SelectObject(wxNullBitmap);
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(*g)->static_bitmap->SetBitmap(bitmap);
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m_plugin.controller_interface.update_lock.Leave();
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}
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}
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m_plugin.controller_interface.update_lock.Leave();
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}
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