forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3377 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			1309 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1309 lines
		
	
	
		
			37 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <wx/msgdlg.h>
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#include <vector>
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#include <string>
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#include "Common.h" // Common
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#include "pluginspecs_wiimote.h"
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#include "StringUtil.h" // For ArrayToString
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#include "wiimote_hid.h"
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#include "main.h"
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#include "EmuMain.h"
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#include "EmuSubroutines.h"
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#include "EmuDefinitions.h"
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#include "Config.h" // For g_Config
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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//****************************************************************************
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// Recorded movements
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//****************************************************************************
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// Variables: 0 = Wiimote, 1 = Nunchuck
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int g_RecordingPlaying[3]; //g_RecordingPlaying[0] = -1; g_RecordingPlaying[1] = -1;
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int g_RecordingCounter[3]; //g_RecordingCounter[0] = 0; g_RecordingCounter[1] = 0;
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int g_RecordingPoint[3]; //g_RecordingPoint[0] = 0; g_RecordingPoint[1] = 0;
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double g_RecordingStart[3]; //g_RecordingStart[0] = 0; g_RecordingStart[1] = 0;
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double g_RecordingCurrentTime[3]; //g_RecordingCurrentTime[0] = 0; g_RecordingCurrentTime[1] = 0;
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/* Convert from -350 to -3.5 g. The Nunchuck gravity size is 51 compared to the 26 to 28 for the Wiimote.
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   So the maximum g values are higher for the Wiimote. */
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int G2Accelerometer(int _G, int XYZ, int Wm)
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{
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	float G = (float)_G / 100.0;
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	float Neutral, OneG, Accelerometer;
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	switch(XYZ)
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	{
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	case 0: // X
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		if(Wm == WM_RECORDING_WIIMOTE)
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		{
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			OneG = (float)g_wm.cal_g.x;
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			Neutral = (float)g_wm.cal_zero.x;
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		}
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		else
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		{
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			OneG = (float)g_nu.cal_g.x;
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			Neutral = (float)g_nu.cal_zero.x;
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		}
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		break;
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	case 1: // Y
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		if(Wm == WM_RECORDING_WIIMOTE)
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		{
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			OneG = (float)g_wm.cal_g.y;
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			Neutral = (float)g_wm.cal_zero.y;
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		}
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		else
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		{
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			OneG = (float)g_nu.cal_g.y;
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			Neutral = (float)g_nu.cal_zero.y;
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		}
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		break;
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	case 2: // Z
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		if(Wm == WM_RECORDING_WIIMOTE)
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		{
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			OneG = (float)g_wm.cal_g.z;
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			Neutral = (float)g_wm.cal_zero.z;
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		}
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		else
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		{
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			OneG = (float)g_nu.cal_g.z;
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			Neutral = (float)g_nu.cal_zero.z;
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		}
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		break;
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	default: PanicAlert("There is a syntax error in a function that is calling G2Accelerometer(%i, %i)", _G, XYZ);
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	}
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	Accelerometer = Neutral + (OneG * G);
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	int Return = (int)Accelerometer;
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	// Logging
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	//INFO_LOG(CONSOLE, "G2Accelerometer():%f %f %f %f\n", Neutral, OneG, G, Accelerometer);
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	// Boundaries
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	if (Return > 255) Return = 255;
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	if (Return < 0) Return = 0;
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	return Return;
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}
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template<class IRReportType>
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bool RecordingPlayAccIR(u8 &_x, u8 &_y, u8 &_z, IRReportType &_IR, int Wm)
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{
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	// Check if the recording is on
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	if (g_RecordingPlaying[Wm] == -1) return false;
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	// Return if the list is empty
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	if(VRecording.at(g_RecordingPlaying[Wm]).Recording.size() == 0)
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	{
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		g_RecordingPlaying[Wm] = -1;
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		INFO_LOG(CONSOLE, "Empty\n\n");
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		return false;
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	}
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	// Return if the playback speed is unset
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	if(VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed < 0)
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	{
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		INFO_LOG(CONSOLE, "PlaybackSpeed empty: %i\n\n", g_RecordingPlaying[Wm]);
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		g_RecordingPlaying[Wm] = -1;
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		return false;
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	}
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	// Get IR bytes
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	int IRBytes = VRecording.at(g_RecordingPlaying[Wm]).IRBytes;
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	// Return if the IR mode is wrong
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	if (Wm == WM_RECORDING_IR
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		&& (   (IRBytes == 12 && !(g_ReportingMode == 0x33))
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			|| (IRBytes == 10 && !(g_ReportingMode == 0x36 || g_ReportingMode == 0x37))
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			)
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		)
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	{
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		INFO_LOG(CONSOLE, "Wrong IR mode: %i\n\n", g_RecordingPlaying[Wm]);
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		g_RecordingPlaying[Wm] = -1;
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		return false;
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	}
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	// Get starting time
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	if(g_RecordingCounter[Wm] == 0)
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	{
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		INFO_LOG(CONSOLE, "\n\nBegin: %i\n", Wm);
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		g_RecordingStart[Wm] = GetDoubleTime();
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	}
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	// Get current time
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	g_RecordingCurrentTime[Wm] = GetDoubleTime() - g_RecordingStart[Wm];
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	// Modify the current time
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	g_RecordingCurrentTime[Wm] *= ((25.0 + (double)VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed * 25.0) / 100.0);
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	// Select reading
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	for (int i = 0; i < (int)VRecording.at(g_RecordingPlaying[Wm]).Recording.size(); i++)
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		if (VRecording.at(g_RecordingPlaying[Wm]).Recording.at(i).Time > g_RecordingCurrentTime[Wm])
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		{
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			g_RecordingPoint[Wm] = i;
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			break; // Break loop
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		}
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	// Return if we are at the end of the list
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	if(g_RecordingCurrentTime[Wm] >=
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		VRecording.at(g_RecordingPlaying[Wm]).Recording.at(
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			VRecording.at(g_RecordingPlaying[Wm]).Recording.size() - 1).Time)
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	// Or if we are playing back all observations regardless of time
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	//g_RecordingPoint[Wm] = g_RecordingCounter[Wm];
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	//if (g_RecordingPoint[Wm] >= VRecording.at(g_RecordingPlaying[Wm]).Recording.size())
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	{
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		g_RecordingCounter[Wm] = 0;
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		g_RecordingPlaying[Wm] = -1;
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		g_RecordingStart[Wm] = 0;
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		g_RecordingCurrentTime[Wm] = 0;
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		INFO_LOG(CONSOLE, "End: %i\n\n", Wm);
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		return false;
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	}
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	// Update accelerometer values
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	_x = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).x, 0, Wm);
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	_y = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).y, 1, Wm);
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	_z = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).z, 2, Wm);
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	// Update IR values
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	if(Wm == WM_RECORDING_IR) memcpy(&_IR, VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).IR, IRBytes);
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	if (g_DebugAccelerometer)
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	{
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		//Console::ClearScreen();
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		INFO_LOG(CONSOLE, "Current time: [%i / %i]  %f %f\n",
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			g_RecordingPoint[Wm], VRecording.at(g_RecordingPlaying[Wm]).Recording.size(),
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			VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).Time, g_RecordingCurrentTime[Wm]
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			);
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		INFO_LOG(CONSOLE, "Accel x, y, z: %03u %03u %03u\n", _x, _y, _z);
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	}
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	//INFO_LOG(CONSOLE, "Accel x, y, z: %03u %03u %03u\n", _x, _y, _z);
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	g_RecordingCounter[Wm]++;
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	return true;
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}
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/* Because the playback is neatly controlled by RecordingPlayAccIR() we use these functions to be able to
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   use RecordingPlayAccIR() for both accelerometer and IR recordings */
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bool RecordingPlay(u8 &_x, u8 &_y, u8 &_z, int Wm)
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{
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	wm_ir_basic IR;
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	return RecordingPlayAccIR(_x, _y, _z, IR, Wm);
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}
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template<class IRReportType>
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bool RecordingPlayIR(IRReportType &_IR)
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{
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	u8 x, y, z;
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	return RecordingPlayAccIR(x, y, z, _IR, 2);
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}
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// Return true if this particual numerical key is pressed
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bool IsNumericalKeyPressed(int _Key)
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{
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#ifdef _WIN32
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	// Check which key it is
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	std::string TmpKey = StringFromFormat("%i", _Key);
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	if(GetAsyncKeyState(TmpKey[0]))
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		return true;
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	else
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		// That numerical key is pressed
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		return false;
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#else
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	// TODO linux port
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	return false;
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#endif
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}
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// Check if a switch is pressed
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bool IsSwitchPressed(int _Key)
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{
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#ifdef _WIN32
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	// Check if that switch is pressed
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	switch (_Key)
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	{
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		case 0: if (GetAsyncKeyState(VK_SHIFT)) return true;
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		case 1: if (GetAsyncKeyState(VK_CONTROL)) return true;
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		case 2: if (GetAsyncKeyState(VK_MENU)) return true;
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	}
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	// That switch was not pressed
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	return false;
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#else
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	// TODO linux port
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	return false;
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#endif
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}
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// Check if we should start the playback of a recording. Once it has been started it can currently
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// not be stopped, it will always run to the end of the recording.
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int RecordingCheckKeys(int WmNuIr)
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{
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#ifdef _WIN32
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	//INFO_LOG(CONSOLE, "RecordingCheckKeys: %i\n", Wiimote);
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	// Check if we have a HotKey match
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	bool Match = false;
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	int Recording = -1;
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	for(int i = 0; i < RECORDING_ROWS; i++)
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	{
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		// Check all ten numerical keys
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		for(int j = 0; j < 10; j++)
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		{
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			if ((VRecording.at(i).HotKeyWiimote == j && WmNuIr == 0 && IsNumericalKeyPressed(j)
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				|| VRecording.at(i).HotKeyNunchuck == j && WmNuIr == 1 && IsNumericalKeyPressed(j)
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				|| VRecording.at(i).HotKeyIR == j && WmNuIr == 2 && IsNumericalKeyPressed(j))
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				&& (IsSwitchPressed(VRecording.at(i).HotKeySwitch) || VRecording.at(i).HotKeySwitch == 3))
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			{
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				//INFO_LOG(CONSOLE, "Match: %i %i\n", i, Key);
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				Match = true;
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				Recording = i;
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				break;
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			}
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		}
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	}
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	// Return nothing if we don't have a match
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	if (!Match) return -1;
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	// Return the match
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	return Recording;
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#else
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	return -1;
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#endif
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}
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//******************************************************************************
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// Subroutines
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//******************************************************************************
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/////////////////////////////////////////////////////////////////////////
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// Multi System Input Status Check
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// ---------------
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int IsKey(int Key)
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{
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#ifdef _WIN32
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	switch(Key)
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	{
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	// Wiimote
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	case g_Wm.MA: return GetAsyncKeyState(VK_LBUTTON);
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	case g_Wm.MB: return GetAsyncKeyState(VK_RBUTTON);
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	case g_Wm.A: return GetAsyncKeyState(PadMapping[0].Wm.A);
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	case g_Wm.B: return GetAsyncKeyState(PadMapping[0].Wm.B);
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	case g_Wm.ONE: return GetAsyncKeyState(PadMapping[0].Wm.One);
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	case g_Wm.TWO: return GetAsyncKeyState(PadMapping[0].Wm.Two);
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	case g_Wm.P: return GetAsyncKeyState(PadMapping[0].Wm.P);
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	case g_Wm.M: return GetAsyncKeyState(PadMapping[0].Wm.M);
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	case g_Wm.H: return GetAsyncKeyState(PadMapping[0].Wm.H);
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	case g_Wm.L: return GetAsyncKeyState(PadMapping[0].Wm.L);
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	case g_Wm.R: return GetAsyncKeyState(PadMapping[0].Wm.R);
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	case g_Wm.U: return GetAsyncKeyState(PadMapping[0].Wm.U);
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	case g_Wm.D: return GetAsyncKeyState(PadMapping[0].Wm.D);
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	case g_Wm.PITCH_L: return GetAsyncKeyState(PadMapping[0].Wm.PitchL);
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	case g_Wm.PITCH_R: return GetAsyncKeyState(PadMapping[0].Wm.PitchR);
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	case g_Wm.SHAKE: return GetAsyncKeyState(PadMapping[0].Wm.Shake);
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	// Nunchuck
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	case g_Nc.Z: return GetAsyncKeyState(PadMapping[0].Nc.Z);
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	case g_Nc.C: return GetAsyncKeyState(PadMapping[0].Nc.C);
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	case g_Nc.L: return GetAsyncKeyState(PadMapping[0].Nc.L);
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	case g_Nc.R: return GetAsyncKeyState(PadMapping[0].Nc.R);
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	case g_Nc.U: return GetAsyncKeyState(PadMapping[0].Nc.U);
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	case g_Nc.D: return GetAsyncKeyState(PadMapping[0].Nc.D);
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	case g_Nc.SHAKE: return GetAsyncKeyState(PadMapping[0].Nc.Shake);
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	// Classic Controller
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	case g_Cc.A: return GetAsyncKeyState(PadMapping[0].Cc.A);
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	case g_Cc.B: return GetAsyncKeyState(PadMapping[0].Cc.B);
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	case g_Cc.X: return GetAsyncKeyState(PadMapping[0].Cc.X);
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	case g_Cc.Y: return GetAsyncKeyState(PadMapping[0].Cc.Y);
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	case g_Cc.P: return GetAsyncKeyState(PadMapping[0].Cc.P); // Default is O instead of P
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	case g_Cc.M: return GetAsyncKeyState(PadMapping[0].Cc.M); // Default is N instead of M
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	case g_Cc.H: return GetAsyncKeyState(PadMapping[0].Cc.H); // Default is U instead of H
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 | 
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	case g_Cc.Tl: return GetAsyncKeyState(PadMapping[0].Cc.Tl); // Digital left trigger
 | 
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	case g_Cc.Zl: return GetAsyncKeyState(PadMapping[0].Cc.Zl);
 | 
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	case g_Cc.Zr: return GetAsyncKeyState(PadMapping[0].Cc.Zr);
 | 
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	case g_Cc.Tr: return GetAsyncKeyState(PadMapping[0].Cc.Tr); // Digital right trigger
 | 
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 | 
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	case g_Cc.Dl: return GetAsyncKeyState(PadMapping[0].Cc.Dl); // Digital left
 | 
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	case g_Cc.Du: return GetAsyncKeyState(PadMapping[0].Cc.Du); // Up
 | 
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	case g_Cc.Dr: return GetAsyncKeyState(PadMapping[0].Cc.Dr); // Right
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	case g_Cc.Dd: return GetAsyncKeyState(PadMapping[0].Cc.Dd); // Down
 | 
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 | 
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	case g_Cc.Ll: return GetAsyncKeyState(PadMapping[0].Cc.Ll); // Left analog
 | 
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	case g_Cc.Lu: return GetAsyncKeyState(PadMapping[0].Cc.Lu);
 | 
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	case g_Cc.Lr: return GetAsyncKeyState(PadMapping[0].Cc.Lr);
 | 
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	case g_Cc.Ld: return GetAsyncKeyState(PadMapping[0].Cc.Ld);
 | 
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 | 
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	case g_Cc.Rl: return GetAsyncKeyState(PadMapping[0].Cc.Rl); // Right analog
 | 
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	case g_Cc.Ru: return GetAsyncKeyState(PadMapping[0].Cc.Ru);
 | 
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	case g_Cc.Rr: return GetAsyncKeyState(PadMapping[0].Cc.Rr);
 | 
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	case g_Cc.Rd: return GetAsyncKeyState(PadMapping[0].Cc.Rd);
 | 
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 | 
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	// This should not happen
 | 
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	default: PanicAlert("There is syntax error in a function that is calling IsKey(%i)", Key); return false;
 | 
						||
	}
 | 
						||
#else
 | 
						||
	return false;
 | 
						||
#endif
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// Wiimote core buttons
 | 
						||
void FillReportInfo(wm_core& _core)
 | 
						||
{
 | 
						||
	/* This has to be filled with zeroes (and not for example 0xff) because when no buttons are pressed the
 | 
						||
	   value is 00 00 */
 | 
						||
	memset(&_core, 0x00, sizeof(wm_core));
 | 
						||
 | 
						||
	// Check that Dolphin is in focus
 | 
						||
	if (!IsFocus()) return;
 | 
						||
 | 
						||
	// Check the mouse position. Don't allow mouse clicks from outside the window.
 | 
						||
	float x, y; GetMousePos(x, y);
 | 
						||
	bool InsideScreen = !(x < 0 || x > 1 || y < 0 || y > 1);
 | 
						||
 | 
						||
	// Allow both mouse buttons and keyboard to press a and b
 | 
						||
	if((IsKey(g_Wm.MA) && InsideScreen) || IsKey(g_Wm.A))
 | 
						||
		_core.a = 1;
 | 
						||
	if((IsKey(g_Wm.MB) && InsideScreen) || IsKey(g_Wm.B))
 | 
						||
		_core.b = 1;
 | 
						||
 | 
						||
	_core.one = IsKey(g_Wm.ONE) ? 1 : 0;
 | 
						||
	_core.two = IsKey(g_Wm.TWO) ? 1 : 0;
 | 
						||
	_core.plus = IsKey(g_Wm.P) ? 1 : 0;
 | 
						||
	_core.minus = IsKey(g_Wm.M) ? 1 : 0;
 | 
						||
	_core.home = IsKey(g_Wm.H) ? 1 : 0;
 | 
						||
 | 
						||
	/* Sideways controls (for example for Wario Land) if the Wiimote is intended to be held sideways */
 | 
						||
	if(g_Config.bSidewaysDPad)
 | 
						||
	{
 | 
						||
		_core.left = IsKey(g_Wm.D) ? 1 : 0;
 | 
						||
		_core.up = IsKey(g_Wm.L) ? 1 : 0;
 | 
						||
		_core.right = IsKey(g_Wm.U) ? 1 : 0;
 | 
						||
		_core.down = IsKey(g_Wm.R) ? 1 : 0;
 | 
						||
	}
 | 
						||
	else
 | 
						||
	{
 | 
						||
		_core.left = IsKey(g_Wm.L) ? 1 : 0;
 | 
						||
		_core.up = IsKey(g_Wm.U) ? 1 : 0;
 | 
						||
		_core.right = IsKey(g_Wm.R) ? 1 : 0;
 | 
						||
		_core.down = IsKey(g_Wm.D) ? 1 : 0;
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// Wiimote accelerometer
 | 
						||
/* The accelerometer x, y and z values range from 0x00 to 0xff with the default
 | 
						||
   netural values being [y = 0x84, x = 0x84, z = 0x9f] according to a
 | 
						||
   source. The extremes are 0x00 for (-) and 0xff for (+). It's important that
 | 
						||
   all values are not 0x80, the mouse pointer can disappear from the screen
 | 
						||
   permanently then, until z is adjusted back. This is because the game detects
 | 
						||
   a steep pitch of the Wiimote then. */
 | 
						||
 | 
						||
 | 
						||
// Global declarations for FillReportAcc: These variables are global so they
 | 
						||
//can be changed during debugging int A = 0, B = 128, C = 64; // for debugging
 | 
						||
//int a = 1, b = 1, c = 2, d = -2; // for debugging int consoleDisplay = 0;
 | 
						||
 | 
						||
// For all functions
 | 
						||
u8 g_x, g_y, g_z, g_X, g_Y, g_Z;
 | 
						||
 | 
						||
// For the shake function, 0 = Wiimote, 1 = Nunchuck
 | 
						||
int Shake[] = {-1, -1};
 | 
						||
 | 
						||
// For the tilt function, the size of this list determines how fast Y returns to its neutral value
 | 
						||
std::vector<u8> yhist(15, 0); float KbDegree;
 | 
						||
 | 
						||
 | 
						||
// Single shake of Wiimote while holding it sideways (Wario Land pound ground)
 | 
						||
void SingleShake(u8 &_y, u8 &_z, int i)
 | 
						||
{
 | 
						||
#ifdef _WIN32
 | 
						||
	// Shake Wiimote with S, Nunchuck with D
 | 
						||
	if((i == 0 && IsKey(g_Wm.SHAKE)) || (i == 1 && IsKey(g_Nc.SHAKE)))
 | 
						||
	{
 | 
						||
		_z = 0;
 | 
						||
		_y = 0;
 | 
						||
		Shake[i] = 2;
 | 
						||
	}
 | 
						||
	else if(Shake[i] == 2)
 | 
						||
	{
 | 
						||
		// This works regardless of calibration, in Wario Land
 | 
						||
		_z = g_wm.cal_zero.z - 2;
 | 
						||
		_y = 0;
 | 
						||
		Shake[i] = 1;
 | 
						||
	}
 | 
						||
	else if(Shake[i] == 1)
 | 
						||
	{
 | 
						||
		Shake[i] = -1;
 | 
						||
	}
 | 
						||
#endif
 | 
						||
	//if (Shake[i] > -1) INFO_LOG(CONSOLE, "Shake: %i\n", Shake[i]);
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
/* Tilting Wiimote with gamepad. We can guess that the game will calculate a
 | 
						||
   Wiimote pitch and use it as a measure of the tilting of the Wiimote. We are
 | 
						||
   interested in this tilting range 90<39> to -90<39> */
 | 
						||
void TiltWiimoteGamepad(float &Roll, float &Pitch)
 | 
						||
{
 | 
						||
	// Return if we have no pads
 | 
						||
	if (NumGoodPads == 0) return;
 | 
						||
 | 
						||
	// This has to be changed if multiple Wiimotes are to be supported later
 | 
						||
	const int Page = 0;
 | 
						||
 | 
						||
	/* Adjust the pad state values, including a downscaling from the original
 | 
						||
	   0x8000 size values to 0x80. The only reason we do this is that the code
 | 
						||
	   below crrently assume that the range is 0 to 255 for all axes. If we
 | 
						||
	   lose any precision by doing this we could consider not doing this
 | 
						||
	   adjustment. And instead for example upsize the XInput trigger from 0x80
 | 
						||
	   to 0x8000. */
 | 
						||
	int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
 | 
						||
	PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
 | 
						||
	float Lx = (float)_Lx;
 | 
						||
	float Ly = (float)_Ly;
 | 
						||
	float Rx = (float)_Rx;
 | 
						||
	float Ry = (float)_Ry;
 | 
						||
	float Tl = (float)_Tl;
 | 
						||
	float Tr = (float)_Tr;
 | 
						||
 | 
						||
	// Save the Range in degrees, 45<34> and 90<39> are good values in some games
 | 
						||
	float RollRange = (float)g_Config.Trigger.Range.Roll;
 | 
						||
	float PitchRange = (float)g_Config.Trigger.Range.Pitch;
 | 
						||
 | 
						||
	// The trigger currently only controls pitch
 | 
						||
	if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER)
 | 
						||
	{
 | 
						||
		// Make the range the same dimension as the analog stick
 | 
						||
		Tl = Tl / 2;
 | 
						||
		Tr = Tr / 2;
 | 
						||
		// Invert
 | 
						||
		if (PadMapping[Page].bPitchInvert) { Tl = -Tl; Tr = -Tr; }
 | 
						||
		// The final value
 | 
						||
		Pitch = Tl * (PitchRange / 128.0)
 | 
						||
			- Tr * (PitchRange / 128.0);
 | 
						||
	}
 | 
						||
 | 
						||
	/* For the analog stick roll us by default set to the X-axis, pitch is by
 | 
						||
	   default set to the Y-axis.  By changing the axis mapping and the invert
 | 
						||
	   options this can be altered in any way */
 | 
						||
	else if (g_Config.Trigger.Type == g_Config.Trigger.ANALOG1)
 | 
						||
	{
 | 
						||
		// Adjust the trigger to go between negative and positive values
 | 
						||
		Lx = Lx - 128.0;
 | 
						||
		Ly = Ly - 128.0;
 | 
						||
		// Invert
 | 
						||
		if (PadMapping[Page].bRollInvert) Lx = -Lx; // else Tr = -Tr;
 | 
						||
		if (PadMapping[Page].bPitchInvert) Ly = -Ly; // else Tr = -Tr;
 | 
						||
		// Produce the final value
 | 
						||
		Roll = Lx * (RollRange / 128.0);
 | 
						||
		Pitch = Ly * (PitchRange / 128.0);
 | 
						||
	}
 | 
						||
	// Otherwise we are using ANALOG2
 | 
						||
	else
 | 
						||
	{
 | 
						||
		// Adjust the trigger to go between negative and positive values
 | 
						||
		Rx = Rx - 128.0;
 | 
						||
		Ry = Ry - 128.0;
 | 
						||
		// Invert
 | 
						||
		if (PadMapping[Page].bRollInvert) Rx = -Rx; // else Tr = -Tr;
 | 
						||
		if (PadMapping[Page].bPitchInvert) Ry = -Ry; // else Tr = -Tr;
 | 
						||
		// Produce the final value
 | 
						||
		Roll = Rx * (RollRange / 128.0);
 | 
						||
		Pitch = Ry * (PitchRange / 128.0);
 | 
						||
	}
 | 
						||
 | 
						||
	// Adjustment to prevent a slightly to high angle
 | 
						||
	if (Pitch >= PitchRange) Pitch = PitchRange - 0.1;
 | 
						||
	if (Roll >= RollRange) Roll = RollRange - 0.1;
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// Tilting Wiimote with keyboard
 | 
						||
void TiltWiimoteKeyboard(float &Roll, float &Pitch)
 | 
						||
{
 | 
						||
#ifdef _WIN32
 | 
						||
	if(IsKey(g_Wm.PITCH_L))
 | 
						||
	{
 | 
						||
		// Stop at the upper end of the range
 | 
						||
		if(KbDegree < g_Config.Trigger.Range.Pitch)
 | 
						||
			KbDegree += 3; // aim left
 | 
						||
	}
 | 
						||
	else if(IsKey(g_Wm.PITCH_R))
 | 
						||
	{
 | 
						||
		// Stop at the lower end of the range
 | 
						||
		if(KbDegree > -g_Config.Trigger.Range.Pitch)
 | 
						||
			KbDegree -= 3; // aim right
 | 
						||
	}
 | 
						||
 | 
						||
	// Check for inactivity in the tilting, the Y value will be reset after ten inactive updates
 | 
						||
	// Check for activity
 | 
						||
	yhist[yhist.size() - 1] = (
 | 
						||
		IsKey(g_Wm.PITCH_L)
 | 
						||
		||IsKey(g_Wm.PITCH_R)
 | 
						||
		);	
 | 
						||
 | 
						||
	// Move all items back, and check if any of them are true
 | 
						||
	bool ypressed = false;
 | 
						||
	for (int i = 1; i < (int)yhist.size(); i++)
 | 
						||
	{
 | 
						||
		yhist[i-1] = yhist[i];
 | 
						||
		if(yhist[i]) ypressed = true;
 | 
						||
	}
 | 
						||
	// Tilting was not used a single time, reset the angle to zero
 | 
						||
	if(!ypressed)
 | 
						||
	{
 | 
						||
		KbDegree = 0;
 | 
						||
	}
 | 
						||
	else
 | 
						||
	{
 | 
						||
		Pitch = KbDegree;
 | 
						||
		//INFO_LOG(CONSOLE, "Degree: %2.1f\n", KbDegree);
 | 
						||
	}
 | 
						||
#endif
 | 
						||
}
 | 
						||
 | 
						||
// Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things)
 | 
						||
void Tilt(u8 &_x, u8 &_y, u8 &_z)
 | 
						||
{
 | 
						||
	// Ceck if it's on
 | 
						||
	if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER_OFF) return;
 | 
						||
 | 
						||
	// Set to zero
 | 
						||
	float Roll = 0, Pitch = 0;
 | 
						||
 | 
						||
	// Select input method and return the x, y, x values
 | 
						||
	if (g_Config.Trigger.Type == g_Config.Trigger.KEYBOARD)
 | 
						||
		TiltWiimoteKeyboard(Roll, Pitch);
 | 
						||
	else if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER || g_Config.Trigger.Type == g_Config.Trigger.ANALOG1 || g_Config.Trigger.Type == g_Config.Trigger.ANALOG2)
 | 
						||
		TiltWiimoteGamepad(Roll, Pitch);
 | 
						||
 | 
						||
	// Adjust angles, it's only needed if both roll and pitch is used together
 | 
						||
	if (g_Config.Trigger.Range.Roll != 0 && g_Config.Trigger.Range.Pitch != 0) AdjustAngles(Roll, Pitch);
 | 
						||
 | 
						||
	// Calculate the accelerometer value from this tilt angle
 | 
						||
	//PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z, g_Config.Trigger.Roll, g_Config.Trigger.Pitch);
 | 
						||
	PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z);
 | 
						||
 | 
						||
	if (g_DebugData)
 | 
						||
	{
 | 
						||
		/*INFO_LOG(CONSOLE, "L:%2.1f R:%2.1f Lx:%2.1f Range:%2.1f Degree:%2.1f L:%i R:%i\n",
 | 
						||
			Tl, Tr, Lx, Range, Degree, PadState[Page].Axis.Tl, PadState[Page].Axis.Tr);*/
 | 
						||
		/*INFO_LOG(CONSOLE, "Roll:%2.1f Pitch:%2.1f\n", Roll, Pitch);*/
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
void FillReportAcc(wm_accel& _acc)
 | 
						||
{
 | 
						||
	// Recorded movements
 | 
						||
	// Check for a playback command
 | 
						||
	if(g_RecordingPlaying[0] < 0)
 | 
						||
	{
 | 
						||
		g_RecordingPlaying[0] = RecordingCheckKeys(0);
 | 
						||
	}
 | 
						||
	else
 | 
						||
	{
 | 
						||
		// If the recording reached the end or failed somehow we will not return
 | 
						||
		if (RecordingPlay(_acc.x, _acc.y, _acc.z, 0)) return;
 | 
						||
		//INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
 | 
						||
	}
 | 
						||
 | 
						||
	// The default values can change so we need to update them all the time
 | 
						||
	g_X = g_wm.cal_zero.x;
 | 
						||
	g_Y = g_wm.cal_zero.y;
 | 
						||
	g_Z = g_wm.cal_zero.z + g_wm.cal_g.z;
 | 
						||
 | 
						||
 | 
						||
	// Check that Dolphin is in focus
 | 
						||
	if (!IsFocus())
 | 
						||
	{
 | 
						||
		_acc.x = g_X;
 | 
						||
		_acc.y = g_y;
 | 
						||
		_acc.z = g_z;
 | 
						||
		return;
 | 
						||
	}
 | 
						||
 | 
						||
	// Wiimote to Gamepad translations
 | 
						||
	
 | 
						||
	// The following functions may or may not update these values
 | 
						||
	g_x = g_X;
 | 
						||
	g_y = g_Y;
 | 
						||
	g_z = g_Z;
 | 
						||
 | 
						||
	// Shake the Wiimote
 | 
						||
	SingleShake(g_y, g_z, 0);
 | 
						||
 | 
						||
	// Tilt Wiimote, allow the shake function to interrupt it
 | 
						||
	if (Shake[0] == -1) Tilt(g_x, g_y, g_z);
 | 
						||
 | 
						||
	// Write final values
 | 
						||
	_acc.x = g_x;
 | 
						||
	_acc.y = g_y;
 | 
						||
	_acc.z = g_z;
 | 
						||
	
 | 
						||
 | 
						||
	// Debugging for translating Wiimote to Keyboard (or Gamepad)
 | 
						||
	/*
 | 
						||
	
 | 
						||
	// Toogle console display
 | 
						||
	if(GetAsyncKeyState('U'))
 | 
						||
	{
 | 
						||
		if(consoleDisplay < 2)
 | 
						||
			consoleDisplay ++;
 | 
						||
		else
 | 
						||
			consoleDisplay = 0;
 | 
						||
	}
 | 
						||
 | 
						||
	if(GetAsyncKeyState('5'))
 | 
						||
		A-=1;
 | 
						||
	else if(GetAsyncKeyState('6'))
 | 
						||
		A+=1;
 | 
						||
	if(GetAsyncKeyState('7'))
 | 
						||
		B-=1;
 | 
						||
	else if(GetAsyncKeyState('8'))
 | 
						||
		B+=1;
 | 
						||
	if(GetAsyncKeyState('9'))
 | 
						||
		C-=1;
 | 
						||
	else if(GetAsyncKeyState('0'))
 | 
						||
		C+=1;
 | 
						||
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD3))
 | 
						||
		d-=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD6))
 | 
						||
		d+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_ADD))
 | 
						||
		yhistsize-=1;
 | 
						||
	else if(GetAsyncKeyState(VK_SUBTRACT))
 | 
						||
		yhistsize+=1;
 | 
						||
 | 
						||
	
 | 
						||
	if(GetAsyncKeyState(VK_INSERT))
 | 
						||
		AX-=1;
 | 
						||
	else if(GetAsyncKeyState(VK_DELETE))
 | 
						||
		AX+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_HOME))
 | 
						||
		AY-=1;
 | 
						||
	else if(GetAsyncKeyState(VK_END))
 | 
						||
		AY+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_SHIFT))
 | 
						||
		AZ-=1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL))
 | 
						||
		AZ+=1;
 | 
						||
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD1))
 | 
						||
		X+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD2))
 | 
						||
		X-=1;
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD4))
 | 
						||
		Y+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD5))
 | 
						||
		Y-=1;
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD7))
 | 
						||
		Z+=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD8))
 | 
						||
		Z-=1;
 | 
						||
 | 
						||
	
 | 
						||
	//if(consoleDisplay == 0)
 | 
						||
	INFO_LOG(CONSOLE, "x: %03i | y: %03i | z: %03i  |  A:%i B:%i C:%i  a:%i b:%i c:%i d:%i  X:%i Y:%i Z:%i\n",
 | 
						||
		_acc.x, _acc.y, _acc.z,
 | 
						||
		A, B, C,
 | 
						||
		a, b, c, d,
 | 
						||
		X, Y, Z
 | 
						||
		);
 | 
						||
	INFO_LOG(CONSOLE, "x: %03i | y: %03i | z: %03i  |  X:%i Y:%i Z:%i  | AX:%i AY:%i AZ:%i \n",
 | 
						||
		_acc.x, _acc.y, _acc.z,
 | 
						||
		X, Y, Z,
 | 
						||
		AX, AY, AZ
 | 
						||
		);*/	
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
 | 
						||
/*
 | 
						||
		int Top = TOP, Left = LEFT, Right = RIGHT,
 | 
						||
		Bottom = BOTTOM, SensorBarRadius = SENSOR_BAR_RADIUS;		
 | 
						||
*/
 | 
						||
 | 
						||
// The extended 12 byte (3 byte per object) reporting
 | 
						||
void FillReportIR(wm_ir_extended& _ir0, wm_ir_extended& _ir1)
 | 
						||
{
 | 
						||
	// Recorded movements
 | 
						||
	// Check for a playback command
 | 
						||
	if(g_RecordingPlaying[2] < 0)
 | 
						||
	{
 | 
						||
		g_RecordingPlaying[2] = RecordingCheckKeys(2);
 | 
						||
	}
 | 
						||
	else
 | 
						||
	{
 | 
						||
		//INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
 | 
						||
		if (RecordingPlayIR(_ir0)) return;		
 | 
						||
	}
 | 
						||
 | 
						||
	/* Fill with 0xff if empty. The real Wiimote seems to use 0xff when it
 | 
						||
	   doesn't see a certain point, at least from how WiiMoteReal::SendEvent()
 | 
						||
	   works. */
 | 
						||
	memset(&_ir0, 0xff, sizeof(wm_ir_extended));
 | 
						||
	memset(&_ir1, 0xff, sizeof(wm_ir_extended));
 | 
						||
 | 
						||
	float MouseX, MouseY;
 | 
						||
	GetMousePos(MouseX, MouseY);
 | 
						||
 | 
						||
	// If we are outside the screen leave the values at 0xff
 | 
						||
	if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
 | 
						||
 | 
						||
	// Position calculation
 | 
						||
	int y0 = g_Config.iIRTop + (MouseY * g_Config.iIRHeight);
 | 
						||
	int y1 = y0;
 | 
						||
	// The distance between the x positions are two sensor bar radii
 | 
						||
	int x0 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) - SENSOR_BAR_RADIUS;
 | 
						||
	int x1 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) + SENSOR_BAR_RADIUS;
 | 
						||
	// Debugging for calibration
 | 
						||
	/*
 | 
						||
	if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_RIGHT))
 | 
						||
		Right +=1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_RIGHT))
 | 
						||
		Right -=1;
 | 
						||
	if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_LEFT))
 | 
						||
		Left +=1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_LEFT))
 | 
						||
		Left -=1;
 | 
						||
	if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_UP))
 | 
						||
		Top += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_UP))
 | 
						||
		Top -= 1;
 | 
						||
	if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_DOWN))
 | 
						||
		Bottom += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_DOWN))
 | 
						||
		Bottom -= 1;
 | 
						||
	if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_NUMPAD0))
 | 
						||
		SensorBarRadius += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_NUMPAD0))
 | 
						||
		SensorBarRadius -= 1;
 | 
						||
 | 
						||
	//Console::ClearScreen();
 | 
						||
	//if(consoleDisplay == 1)
 | 
						||
	INFO_LOG(CONSOLE, "x0:%03i x1:%03i  y0:%03i y1:%03i | T:%i L:%i R:%i B:%i S:%i\n",
 | 
						||
		x0, x1, y0, y1, Top, Left, Right, Bottom, SensorBarRadius
 | 
						||
		);*/
 | 
						||
 | 
						||
 | 
						||
	// Converted to IR data
 | 
						||
	// The width is 0 to 1023
 | 
						||
	// The height is 0 to 767
 | 
						||
	x0 = 1023 - x0;
 | 
						||
	_ir0.x = x0 & 0xff; _ir0.xHi = x0 >> 8;
 | 
						||
	_ir0.y = y0 & 0xff; _ir0.yHi = y0 >> 8;
 | 
						||
	// The size can be between 0 and 15 and is probably not important
 | 
						||
	_ir0.size = 10;
 | 
						||
	
 | 
						||
	x1 = 1023 - x1;
 | 
						||
	_ir1.x = x1 & 0xff; _ir1.xHi = x1 >> 8;
 | 
						||
	_ir1.y = y1 & 0xff; _ir1.yHi = y1 >> 8;
 | 
						||
	_ir1.size = 10;
 | 
						||
}
 | 
						||
 | 
						||
// The 10 byte reporting used when an extension is connected
 | 
						||
void FillReportIRBasic(wm_ir_basic& _ir0, wm_ir_basic& _ir1)
 | 
						||
{
 | 
						||
 | 
						||
	// Recorded movements
 | 
						||
	// Check for a playback command
 | 
						||
	if(g_RecordingPlaying[2] < 0)
 | 
						||
	{
 | 
						||
		g_RecordingPlaying[2] = RecordingCheckKeys(2);
 | 
						||
	}
 | 
						||
	// We are playing back a recording, we don't accept any manual input this time
 | 
						||
	else
 | 
						||
	{
 | 
						||
		//INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
 | 
						||
		if (RecordingPlayIR(_ir0)) return;		
 | 
						||
	}
 | 
						||
 | 
						||
	// Fill with 0xff if empty
 | 
						||
	memset(&_ir0, 0xff, sizeof(wm_ir_basic));
 | 
						||
	memset(&_ir1, 0xff, sizeof(wm_ir_basic));
 | 
						||
 | 
						||
	float MouseX, MouseY;
 | 
						||
	GetMousePos(MouseX, MouseY);
 | 
						||
 | 
						||
	// If we are outside the screen leave the values at 0xff
 | 
						||
	if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
 | 
						||
 | 
						||
	int y1 = g_Config.iIRTop + (MouseY * g_Config.iIRHeight);
 | 
						||
	int y2 = g_Config.iIRTop + (MouseY * g_Config.iIRHeight);
 | 
						||
 | 
						||
	int x1 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) - SENSOR_BAR_RADIUS;
 | 
						||
	int x2 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) + SENSOR_BAR_RADIUS;
 | 
						||
 | 
						||
	/* As with the extented report we settle with emulating two out of four
 | 
						||
	   possible objects the only difference is that we don't report any size of
 | 
						||
	   the tracked object here */
 | 
						||
	x1 = 1023 - x1;
 | 
						||
	_ir0.x1 = x1 & 0xff; _ir0.x1Hi = (x1 >> 8); // we are dealing with 2 bit values here
 | 
						||
	_ir0.y1 = y1 & 0xff; _ir0.y1Hi = (y1 >> 8);
 | 
						||
 | 
						||
	x2 = 1023 - x2;
 | 
						||
	_ir0.x2 = x2 & 0xff; _ir0.x2Hi = (x2 >> 8);
 | 
						||
	_ir0.y2 = y2 & 0xff; _ir0.y2Hi = (y2 >> 8);
 | 
						||
 | 
						||
 | 
						||
	// Debugging for calibration
 | 
						||
	/*
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD1))
 | 
						||
		Right +=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD2))
 | 
						||
		Right -=1;
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD4))
 | 
						||
		Left +=1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD5))
 | 
						||
		Left -=1;
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD7))
 | 
						||
		Top += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD8))
 | 
						||
		Top -= 1;
 | 
						||
	if(GetAsyncKeyState(VK_NUMPAD6))
 | 
						||
		Bottom += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_NUMPAD3))
 | 
						||
		Bottom -= 1;
 | 
						||
	if(GetAsyncKeyState(VK_INSERT))
 | 
						||
		SensorBarRadius += 1;
 | 
						||
	else if(GetAsyncKeyState(VK_DELETE))
 | 
						||
		SensorBarRadius -= 1;
 | 
						||
 | 
						||
	//ClearScreen();
 | 
						||
	//if(consoleDisplay == 1)
 | 
						||
		
 | 
						||
		INFO_LOG(CONSOLE, "x1:%03i x2:%03i  y1:%03i y2:%03i   irx1:%02x y1:%02x  x2:%02x y2:%02x | T:%i L:%i R:%i B:%i S:%i\n",
 | 
						||
		x1, x2, y1, y2, _ir0.x1, _ir0.y1, _ir1.x2, _ir1.y2, Top, Left, Right, Bottom, SensorBarRadius
 | 
						||
		);
 | 
						||
		INFO_LOG(CONSOLE, "\n");
 | 
						||
		INFO_LOG(CONSOLE, "ir0.x1:%02x x1h:%02x x2:%02x x2h:%02x  |  ir0.y1:%02x y1h:%02x y2:%02x y2h:%02x  |  ir1.x1:%02x x1h:%02x x2:%02x x2h:%02x  |  ir1.y1:%02x y1h:%02x y2:%02x y2h:%02x\n",
 | 
						||
		_ir0.x1, _ir0.x1Hi, _ir0.x2, _ir0.x2Hi,
 | 
						||
		_ir0.y1, _ir0.y1Hi, _ir0.y2, _ir0.y2Hi,
 | 
						||
		_ir1.x1, _ir1.x1Hi, _ir1.x2, _ir1.x2Hi,
 | 
						||
		_ir1.y1, _ir1.y1Hi, _ir1.y2, _ir1.y2Hi
 | 
						||
		);*/
 | 
						||
	// ------------------
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
//*****************************************************************************
 | 
						||
// Extensions
 | 
						||
//*****************************************************************************
 | 
						||
 | 
						||
 | 
						||
/* Generate the 6 byte extension report for the Nunchuck, encrypted. The bytes
 | 
						||
   are JX JY AX AY AZ BT. */
 | 
						||
void FillReportExtension(wm_extension& _ext)
 | 
						||
{
 | 
						||
	// Recorded movements
 | 
						||
	// Check for a playback command
 | 
						||
	if(g_RecordingPlaying[1] < 0) g_RecordingPlaying[1] = RecordingCheckKeys(1);
 | 
						||
 | 
						||
	// We should not play back the accelerometer values
 | 
						||
	if (!(g_RecordingPlaying[1] >= 0 && RecordingPlay(_ext.ax, _ext.ay, _ext.az, 1)))
 | 
						||
	{
 | 
						||
		// Use the neutral values
 | 
						||
		_ext.ax = g_nu.cal_zero.x;
 | 
						||
		_ext.ay = g_nu.cal_zero.y;
 | 
						||
		_ext.az = g_nu.cal_zero.z + g_nu.cal_g.z;
 | 
						||
	}
 | 
						||
 | 
						||
	// Shake the Wiimote
 | 
						||
	SingleShake(_ext.ay, _ext.az, 1);
 | 
						||
 | 
						||
	// The default joystick and button values unless we use them
 | 
						||
	_ext.jx = g_nu.jx.center;
 | 
						||
	_ext.jy = g_nu.jy.center;
 | 
						||
	_ext.bt = 0x03; // 0x03 means no button pressed, the button is zero active
 | 
						||
 | 
						||
	// Update the analog stick
 | 
						||
	if (g_Config.Nunchuck.Type == g_Config.Nunchuck.KEYBOARD)
 | 
						||
	{
 | 
						||
		// Set the max values to the current calibration values
 | 
						||
		if(IsKey(g_Nc.L)) // x
 | 
						||
			_ext.jx = g_nu.jx.min;
 | 
						||
		if(IsKey(g_Nc.R))
 | 
						||
			_ext.jx = g_nu.jx.max;
 | 
						||
 | 
						||
		if(IsKey(g_Nc.D)) // y
 | 
						||
			_ext.jy = g_nu.jy.min;
 | 
						||
		if(IsKey(g_Nc.U))
 | 
						||
			_ext.jy = g_nu.jy.max;
 | 
						||
	}
 | 
						||
	else
 | 
						||
	{
 | 
						||
		// Get adjusted pad state values
 | 
						||
		int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
 | 
						||
		PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
 | 
						||
		// The Y-axis is inverted
 | 
						||
		_Ly = 0xff - _Ly;
 | 
						||
		_Ry = 0xff - _Ry;
 | 
						||
 | 
						||
		/* This is if we are also using a real Nunchuck that we are sharing the
 | 
						||
		   calibration with. It's not needed if we are using our default
 | 
						||
		   values. We adjust the values to the configured range, we even allow
 | 
						||
		   the center to not be 0x80. */
 | 
						||
		if(g_nu.jx.max != 0xff || g_nu.jy.max != 0xff
 | 
						||
			|| g_nu.jx.min != 0 || g_nu.jy.min != 0
 | 
						||
			|| g_nu.jx.center != 0x80 || g_nu.jy.center != 0x80)
 | 
						||
		{
 | 
						||
			float Lx = (float)_Lx;
 | 
						||
			float Ly = (float)_Ly;
 | 
						||
			float Rx = (float)_Rx;
 | 
						||
			float Ry = (float)_Ry;
 | 
						||
			//			float Tl = (float)_Tl;
 | 
						||
			//			float Tr = (float)_Tr;
 | 
						||
 | 
						||
			float XRangePos = (float) (g_nu.jx.max - g_nu.jx.center);
 | 
						||
			float XRangeNeg = (float) (g_nu.jx.center - g_nu.jx.min);
 | 
						||
			float YRangePos = (float) (g_nu.jy.max - g_nu.jy.center);
 | 
						||
			float YRangeNeg = (float) (g_nu.jy.center - g_nu.jy.min);
 | 
						||
			if (Lx > 0x80) Lx = Lx * (XRangePos / 128.0);
 | 
						||
			if (Lx < 0x80) Lx = Lx * (XRangeNeg / 128.0);
 | 
						||
			if (Lx == 0x80) Lx = (float)g_nu.jx.center;
 | 
						||
			if (Ly > 0x80) Ly = Ly * (YRangePos / 128.0);
 | 
						||
			if (Ly < 0x80) Ly = Ly * (YRangeNeg / 128.0);
 | 
						||
			if (Ly == 0x80) Lx = (float)g_nu.jy.center;
 | 
						||
			// Boundaries
 | 
						||
			_Lx = (int)Lx;
 | 
						||
			_Ly = (int)Ly;
 | 
						||
			_Rx = (int)Rx;
 | 
						||
			_Ry = (int)Ry;
 | 
						||
			if (_Lx > 0xff) _Lx = 0xff; if (_Lx < 0) _Lx = 0;
 | 
						||
			if (_Rx > 0xff) _Rx = 0xff; if (_Rx < 0) _Rx = 0;
 | 
						||
			if (_Ly > 0xff) _Ly = 0xff; if (_Ly < 0) _Ly = 0;
 | 
						||
			if (_Ry > 0xff) _Ry = 0xff; if (_Ry < 0) _Ry = 0;
 | 
						||
		}
 | 
						||
 | 
						||
		if (g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG1)
 | 
						||
		{
 | 
						||
			_ext.jx = _Lx;
 | 
						||
			_ext.jy = _Ly;
 | 
						||
		}
 | 
						||
		else // ANALOG2
 | 
						||
		{
 | 
						||
			_ext.jx = _Rx;
 | 
						||
			_ext.jy = _Ry;
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	if(IsKey(g_Nc.C))
 | 
						||
		_ext.bt = 0x01;
 | 
						||
	if(IsKey(g_Nc.Z))
 | 
						||
		_ext.bt = 0x02;	
 | 
						||
	if(IsKey(g_Nc.C) && IsKey(g_Nc.Z))
 | 
						||
		_ext.bt = 0x00;
 | 
						||
 | 
						||
	/* Here we encrypt the report */
 | 
						||
 | 
						||
	// Create a temporary storage for the data
 | 
						||
	u8 Tmp[sizeof(_ext)];
 | 
						||
	// Clear the array by copying zeroes to it
 | 
						||
	memset(Tmp, 0, sizeof(_ext));
 | 
						||
	// Copy the data to it
 | 
						||
	memcpy(Tmp, &_ext, sizeof(_ext));
 | 
						||
	// Encrypt it
 | 
						||
	wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext));
 | 
						||
	// Write it back to the struct
 | 
						||
	memcpy(&_ext, Tmp, sizeof(_ext));
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
/* Generate the 6 byte extension report for the Classic Controller, encrypted.
 | 
						||
   The bytes are ... */
 | 
						||
void FillReportClassicExtension(wm_classic_extension& _ext)
 | 
						||
{
 | 
						||
	/* These are the default neutral values for the analog triggers and sticks */
 | 
						||
	u8	Rx = g_cc.Rx.center, Ry = g_cc.Ry.center,
 | 
						||
		Lx = g_cc.Lx.center, Ly = g_cc.Ly.center,
 | 
						||
		lT = g_cc.Tl.neutral, rT = g_cc.Tl.neutral;
 | 
						||
 | 
						||
	_ext.b1.padding = 0x01; // 0x01 means not pressed
 | 
						||
	_ext.b1.bRT = 0x01;
 | 
						||
	_ext.b1.bP = 0x01;
 | 
						||
	_ext.b1.bH = 0x01;
 | 
						||
	_ext.b1.bM = 0x01;
 | 
						||
	_ext.b1.bLT = 0x01;
 | 
						||
	_ext.b1.bdD = 0x01;
 | 
						||
	_ext.b1.bdR = 0x01;
 | 
						||
 | 
						||
	_ext.b2.bdU = 0x01;
 | 
						||
	_ext.b2.bdL = 0x01;
 | 
						||
	_ext.b2.bZR = 0x01;
 | 
						||
	_ext.b2.bX = 0x01;
 | 
						||
	_ext.b2.bA = 0x01;
 | 
						||
	_ext.b2.bY = 0x01;
 | 
						||
	_ext.b2.bB = 0x01;
 | 
						||
	_ext.b2.bZL = 0x01;
 | 
						||
 | 
						||
	// Check that Dolphin is in focus
 | 
						||
	if (IsFocus())
 | 
						||
	{
 | 
						||
		/* Left and right analog sticks and analog triggers
 | 
						||
 | 
						||
			u8 Lx : 6; // byte 0
 | 
						||
			u8 Rx : 2;
 | 
						||
			u8 Ly : 6; // byte 1
 | 
						||
			u8 Rx2 : 2;
 | 
						||
			u8 Ry : 5; // byte 2
 | 
						||
			u8 lT : 2;
 | 
						||
			u8 Rx3 : 1;
 | 
						||
			u8 rT : 5; // byte 3
 | 
						||
			u8 lT2 : 3;
 | 
						||
 | 
						||
		   We use a 200 range (28 to 228) for the left analog stick and a 176 range
 | 
						||
		   (40 to 216) for the right analog stick to match our calibration values
 | 
						||
		   in classic_calibration
 | 
						||
		*/
 | 
						||
 | 
						||
		// Update the left analog stick
 | 
						||
		if (g_Config.ClassicController.LType == g_Config.ClassicController.KEYBOARD)
 | 
						||
		{
 | 
						||
			if(IsKey(g_Cc.Ll)) // Left analog left
 | 
						||
				Lx = g_cc.Lx.min;
 | 
						||
			if(IsKey(g_Cc.Lu)) // up
 | 
						||
				Ly = g_cc.Ly.max;
 | 
						||
			if(IsKey(g_Cc.Lr)) // right
 | 
						||
				Lx = g_cc.Lx.max;
 | 
						||
			if(IsKey(g_Cc.Ld)) // down
 | 
						||
				Ly = g_cc.Ly.min;
 | 
						||
 | 
						||
		}
 | 
						||
		else
 | 
						||
		{
 | 
						||
			// Get adjusted pad state values
 | 
						||
			int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
 | 
						||
			PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
 | 
						||
			// The Y-axis is inverted
 | 
						||
			_Ly = 0xff - _Ly;
 | 
						||
			_Ry = 0xff - _Ry;
 | 
						||
 | 
						||
			/* This is if we are also using a real Classic Controller that we
 | 
						||
			   are sharing the calibration with.  It's not needed if we are
 | 
						||
			   using our default values. We adjust the values to the configured
 | 
						||
			   range.
 | 
						||
			   
 | 
						||
			   Status: Not added, we are not currently sharing the calibration
 | 
						||
			   with the real Classic Controller
 | 
						||
			   */
 | 
						||
 | 
						||
			if (g_Config.ClassicController.LType == g_Config.ClassicController.ANALOG1)
 | 
						||
			{
 | 
						||
				Lx = _Lx;
 | 
						||
				Ly = _Ly;
 | 
						||
			}
 | 
						||
			else // ANALOG2
 | 
						||
			{
 | 
						||
				Lx = _Rx;
 | 
						||
				Ly = _Ry;
 | 
						||
			}
 | 
						||
		}
 | 
						||
 | 
						||
		// Update the right analog stick
 | 
						||
		if (g_Config.ClassicController.RType == g_Config.ClassicController.KEYBOARD)
 | 
						||
		{
 | 
						||
			if(IsKey(g_Cc.Rl)) // Right analog left
 | 
						||
				Rx = g_cc.Rx.min;
 | 
						||
			if(IsKey(g_Cc.Ru)) // up
 | 
						||
				Ry = g_cc.Ry.max;
 | 
						||
			if(IsKey(g_Cc.Rr)) // right
 | 
						||
				Rx = g_cc.Rx.max;
 | 
						||
			if(IsKey(g_Cc.Rd)) // down
 | 
						||
				Ry = g_cc.Ry.min;
 | 
						||
		}
 | 
						||
		else
 | 
						||
		{
 | 
						||
			// Get adjusted pad state values
 | 
						||
			int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
 | 
						||
			PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
 | 
						||
			// The Y-axis is inverted
 | 
						||
			_Ly = 0xff - _Ly;
 | 
						||
			_Ry = 0xff - _Ry;
 | 
						||
 | 
						||
			/* This is if we are also using a real Classic Controller that we
 | 
						||
			   are sharing the calibration with.  It's not needed if we are
 | 
						||
			   using our default values. We adjust the values to the configured
 | 
						||
			   range.
 | 
						||
			   
 | 
						||
			   Status: Not added, we are not currently sharing the calibration
 | 
						||
			   with the real Classic Controller
 | 
						||
			   */
 | 
						||
 | 
						||
			if (g_Config.ClassicController.RType == g_Config.ClassicController.ANALOG1)
 | 
						||
			{
 | 
						||
				Rx = _Lx;
 | 
						||
				Ry = _Ly;
 | 
						||
			}
 | 
						||
			else // ANALOG2
 | 
						||
			{
 | 
						||
				Rx = _Rx;
 | 
						||
				Ry = _Ry;
 | 
						||
			}
 | 
						||
		}
 | 
						||
 | 
						||
		// Update the left and right analog triggers
 | 
						||
		if (g_Config.ClassicController.TType == g_Config.ClassicController.KEYBOARD)
 | 
						||
		{
 | 
						||
			if(IsKey(g_Cc.Tl)) // analog left trigger
 | 
						||
				{ _ext.b1.bLT = 0x00; lT = 0x1f; }
 | 
						||
			if(IsKey(g_Cc.Tr)) // analog right trigger
 | 
						||
				{ _ext.b1.bRT = 0x00; rT = 0x1f; }
 | 
						||
		}
 | 
						||
		else // g_Config.ClassicController.TRIGGER
 | 
						||
		{
 | 
						||
			// Get adjusted pad state values
 | 
						||
			int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
 | 
						||
			PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
 | 
						||
 | 
						||
			/* This is if we are also using a real Classic Controller that we
 | 
						||
			   are sharing the calibration with.  It's not needed if we are
 | 
						||
			   using our default values. We adjust the values to the configured
 | 
						||
			   range.
 | 
						||
			   
 | 
						||
			   Status: Not added, we are not currently sharing the calibration
 | 
						||
			   with the real Classic Controller
 | 
						||
			   */
 | 
						||
 | 
						||
			// Check if the trigger is fully pressed, then update the digital
 | 
						||
			// trigger values to
 | 
						||
			if (_Tl == 0xff)  _ext.b1.bLT = 0x00;
 | 
						||
			if (_Tr == 0xff)  _ext.b1.bRT = 0x00;
 | 
						||
 | 
						||
			// These can be copied directly, the bitshift further down fix this
 | 
						||
			// value to
 | 
						||
			lT = _Tl;
 | 
						||
			rT = _Tr;
 | 
						||
		}
 | 
						||
 | 
						||
 | 
						||
 | 
						||
		/* D-Pad
 | 
						||
		
 | 
						||
		u8 b1;
 | 
						||
			0:
 | 
						||
			6: bdD
 | 
						||
			7: bdR
 | 
						||
 | 
						||
		u8 b2;
 | 
						||
			0: bdU
 | 
						||
			1: bdL	
 | 
						||
		*/
 | 
						||
		if(IsKey(g_Cc.Dl)) _ext.b2.bdL = 0x00; // Digital left
 | 
						||
		if(IsKey(g_Cc.Du)) _ext.b2.bdU = 0x00; // Up
 | 
						||
		if(IsKey(g_Cc.Dr)) _ext.b1.bdR = 0x00; // Right
 | 
						||
		if(IsKey(g_Cc.Dd)) _ext.b1.bdD = 0x00; // Down		
 | 
						||
 | 
						||
		/* Buttons
 | 
						||
			u8 b1;
 | 
						||
				0:
 | 
						||
				6: -
 | 
						||
				7: -
 | 
						||
 | 
						||
			u8 b2;
 | 
						||
				0: -
 | 
						||
				1: -
 | 
						||
				2: bZr
 | 
						||
				3: bX
 | 
						||
				4: bA
 | 
						||
				5: bY
 | 
						||
				6: bB
 | 
						||
				7: bZl
 | 
						||
		*/
 | 
						||
		if(IsKey(g_Cc.A))
 | 
						||
			_ext.b2.bA = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.B))
 | 
						||
			_ext.b2.bB = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.Y))
 | 
						||
			_ext.b2.bY = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.X))
 | 
						||
			_ext.b2.bX = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.P)) // O instead of P
 | 
						||
			_ext.b1.bP = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.M)) // N instead of M
 | 
						||
			_ext.b1.bM = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.H)) // Home button
 | 
						||
			_ext.b1.bH = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.Zl)) // Digital left trigger
 | 
						||
			_ext.b2.bZL = 0x00;
 | 
						||
 | 
						||
		if(IsKey(g_Cc.Zr)) // Digital right trigger
 | 
						||
			_ext.b2.bZR = 0x00;
 | 
						||
		
 | 
						||
		// All buttons pressed
 | 
						||
		//if(GetAsyncKeyState('C') && GetAsyncKeyState('Z'))
 | 
						||
		//	{ _ext.b2.bA = 0x01; _ext.b2.bB = 0x01; }
 | 
						||
	}
 | 
						||
 | 
						||
 | 
						||
	// Convert data for reporting
 | 
						||
	_ext.Lx = (Lx >> 2);
 | 
						||
	_ext.Ly = (Ly >> 2);
 | 
						||
	// 5 bit to 1 bit
 | 
						||
	_ext.Rx = (Rx >> 3) & 0x01;
 | 
						||
	// 5 bit to the next 2 bit
 | 
						||
	_ext.Rx2 = ((Rx >> 3) >> 1) & 0x03;
 | 
						||
	// 5 bit to the next 2 bit
 | 
						||
	_ext.Rx3 = ((Rx >> 3) >> 3) & 0x03;
 | 
						||
	_ext.Ry = (Ry >> 3);
 | 
						||
 | 
						||
	// 5 bit to 3 bit
 | 
						||
	_ext.lT = (lT >> 3) & 0x07;
 | 
						||
	// 5 bit to the highest two bits
 | 
						||
	_ext.lT2 = (lT >> 3) >> 3;
 | 
						||
	_ext.rT = (rT >> 3);
 | 
						||
 | 
						||
 | 
						||
	/* Here we encrypt the report */
 | 
						||
 | 
						||
	// Create a temporary storage for the data
 | 
						||
	u8 Tmp[sizeof(_ext)];
 | 
						||
	// Clear the array by copying zeroes to it
 | 
						||
	memset(Tmp, 0, sizeof(_ext));
 | 
						||
	// Copy the data to it
 | 
						||
	memcpy(Tmp, &_ext, sizeof(_ext));
 | 
						||
	// Encrypt it
 | 
						||
	wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext));
 | 
						||
	// Write it back to the struct
 | 
						||
	memcpy(&_ext, Tmp, sizeof(_ext));
 | 
						||
}
 | 
						||
} // end of namespace
 |