Currently, `g_controller_interface` is initialized and shut down by each of `GCKeyboard`, `GCPad`, `Wiimote`, and `HotkeyManager`. This 1) is weird conceptually, because it necessitates passing a pointer to the native window to each of those classes, which don't need it, and 2) can cause issues when controller backends are initialized or shutdown multiple times in succession.
128 lines
3.1 KiB
C++
128 lines
3.1 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Core/HW/Wiimote.h"
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#include "Common/ChunkFile.h"
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#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
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#include "Core/HW/WiimoteReal/WiimoteReal.h"
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#include "Core/Movie.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputConfig.h"
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namespace Wiimote
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{
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static InputConfig s_config(WIIMOTE_INI_NAME, _trans("Wiimote"), "Wiimote");
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InputConfig* GetConfig()
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{
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return &s_config;
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}
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void Shutdown()
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{
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s_config.ClearControllers();
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WiimoteReal::Stop();
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}
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void Initialize(InitializeMode init_mode)
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{
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if (s_config.ControllersNeedToBeCreated())
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{
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for (unsigned int i = WIIMOTE_CHAN_0; i < MAX_BBMOTES; ++i)
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s_config.CreateController<WiimoteEmu::Wiimote>(i);
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}
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g_controller_interface.RegisterHotplugCallback(LoadConfig);
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s_config.LoadConfig(false);
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WiimoteReal::Initialize(init_mode);
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// Reload Wiimotes with our settings
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if (Movie::IsMovieActive())
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Movie::ChangeWiiPads();
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}
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void ResetAllWiimotes()
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{
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for (int i = WIIMOTE_CHAN_0; i < MAX_BBMOTES; ++i)
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(i))->Reset();
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}
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void LoadConfig()
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{
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s_config.LoadConfig(false);
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}
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void Resume()
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{
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WiimoteReal::Resume();
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}
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void Pause()
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{
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WiimoteReal::Pause();
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}
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// An L2CAP packet is passed from the Core to the Wiimote on the HID CONTROL channel.
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void ControlChannel(int number, u16 channel_id, const void* data, u32 size)
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{
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if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))
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->ControlChannel(channel_id, data, size);
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}
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// An L2CAP packet is passed from the Core to the Wiimote on the HID INTERRUPT channel.
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void InterruptChannel(int number, u16 channel_id, const void* data, u32 size)
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{
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if (WIIMOTE_SRC_HYBRID & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))
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->InterruptChannel(channel_id, data, size);
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}
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// This function is called periodically by the Core to update Wiimote state.
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void Update(int number, bool connected)
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{
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if (connected)
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{
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if (WIIMOTE_SRC_EMU & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->Update();
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else
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WiimoteReal::Update(number);
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}
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else
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{
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if (WIIMOTE_SRC_EMU & g_wiimote_sources[number])
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->ConnectOnInput();
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if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
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WiimoteReal::ConnectOnInput(number);
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}
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}
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// Get a mask of attached the pads (eg: controller 1 & 4 -> 0x9)
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unsigned int GetAttached()
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{
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unsigned int attached = 0;
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for (unsigned int i = 0; i < MAX_BBMOTES; ++i)
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if (g_wiimote_sources[i])
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attached |= (1 << i);
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return attached;
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}
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// Save/Load state
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void DoState(PointerWrap& p)
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{
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for (int i = 0; i < MAX_BBMOTES; ++i)
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static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(i))->DoState(p);
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}
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// Notifies the plugin of a change in emulation state
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void EmuStateChange(EMUSTATE_CHANGE newState)
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{
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WiimoteReal::StateChange(newState);
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}
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}
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