void ControllerConfigDiag::OnGameCubeConfigButton(wxCommandEvent& event) { InputConfig* const pad_plugin = Pad::GetConfig(); InputConfig* const key_plugin = Keyboard::GetConfig(); const int port_num = m_gc_port_config_ids[event.GetId()]; HotkeyManagerEmu::Enable(false); if (SConfig::GetInstance().m_SIDevice[port_num] == SIDEVICE_GC_KEYBOARD) { InputConfigDialog m_ConfigFrame(this, *key_plugin, _("GameCube Controller Configuration"), port_num); m_ConfigFrame.ShowModal(); } else if (SConfig::GetInstance().m_SIDevice[port_num] == SIDEVICE_WIIU_ADAPTER) { GCAdapterConfigDiag m_ConfigFramg(this, _("Wii U Gamecube Controller Adapter Configuration"), port_num); m_ConfigFramg.ShowModal(); } else { InputConfigDialog m_ConfigFrame(this, *pad_plugin, _("GameCube Controller Configuration"), port_num); m_ConfigFrame.ShowModal(); } HotkeyManagerEmu::Enable(true); }
void CFrame::OnConfigHotkey(wxCommandEvent& WXUNUSED(event)) { InputConfig* const hotkey_plugin = HotkeyManagerEmu::GetConfig(); // check if game is running bool game_running = false; if (Core::GetState() == Core::CORE_RUN) { Core::SetState(Core::CORE_PAUSE); game_running = true; } HotkeyManagerEmu::Enable(false); InputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys")); m_ConfigFrame.ShowModal(); // Update references in case controllers were refreshed Wiimote::LoadConfig(); Keyboard::LoadConfig(); Pad::LoadConfig(); HotkeyManagerEmu::LoadConfig(); HotkeyManagerEmu::Enable(true); // if game isn't running if (game_running) { Core::SetState(Core::CORE_RUN); } // Update the GUI in case menu accelerators were changed UpdateGUI(); }
void InterfaceConfigPane::OnHotkeyConfigButtonClicked(wxCommandEvent& event) { bool was_init = false; InputConfig* const hotkey_plugin = HotkeyManagerEmu::GetConfig(); // check if game is running if (g_controller_interface.IsInit()) { was_init = true; } else { #if defined(HAVE_X11) && HAVE_X11 Window win = X11Utils::XWindowFromHandle(GetHandle()); HotkeyManagerEmu::Initialize(reinterpret_cast<void*>(win)); #else HotkeyManagerEmu::Initialize(reinterpret_cast<void*>(GetHandle())); #endif } InputConfigDialog m_ConfigFrame(this, *hotkey_plugin, _("Dolphin Hotkeys")); m_ConfigFrame.ShowModal(); // if game isn't running if (!was_init) HotkeyManagerEmu::Shutdown(); // Update the GUI in case menu accelerators were changed main_frame->UpdateGUI(); }
void ControllerConfigDiag::ConfigEmulatedWiimote(wxCommandEvent& ev) { InputConfig* const wiimote_plugin = Wiimote::GetConfig(); HotkeyManagerEmu::Enable(false); InputConfigDialog m_ConfigFrame(this, *wiimote_plugin, _("Dolphin Emulated Wiimote Configuration"), m_wiimote_index_from_conf_bt_id[ev.GetId()]); m_ConfigFrame.ShowModal(); HotkeyManagerEmu::Enable(true); }