// sample script for wiimote controller kbd = new KeyboardController(); register_controller(kbd); kbd.released_q = function() { quit(); } kbd.released_1 = function() { wii.toggle_led(1); } kbd.released_2 = function() { wii.toggle_led(2); } kbd.released_3 = function() { wii.toggle_led(3); } kbd.released_4 = function() { wii.toggle_led(4); } wii = new WiiController(); wii.geo = new GeometryLayer(300,100); wii.geo.set_position(0,0); add_layer(wii.geo); echo("connecting wii"); wii.connect(); register_controller(wii); wii.acceleration = function(x,y,z) { draw_accel(this.geo,x,y,z); } wii.toggle_accel(true); function draw_accel(geo, x,y,z) { // echo("accel x" + x + " y " + y + " z " + z); geo.color(0,0,0,0); geo.clear(); // geo.rectangle_fill(0,0,300,300); geo.color(255,0,0); geo.hline(0,x*2,10); geo.hline(0,x*2,11); geo.hline(0,x*2,12); geo.color(0,255,0); geo.hline(0,y*2,20); geo.hline(0,y*2,21); geo.hline(0,y*2,22); geo.color(0,0,255); geo.hline(0,z*2,30); geo.hline(0,z*2,31); geo.hline(0,z*2,32); } function butt(b) { echo("wii button " + b); } // echo("wii script finish 1"); // wii2 = new WiiController(); // echo("connecting wii2"); // wii2.connect("00:19:1D:66:91:D3"); // echo("connected wii2"); // controllers.add(wii2); // wii2.toggle_accel(true); // wii2.toggle_buttons(true); // wii2.acceleration = function(x,y,z) { // draw_accel(this.geo,x,y,z); // } // wii2.button = function(button_no, state, mask, old_mask) { // echo("wii2 button " + button_no + " " + state + " " + mask + " " + old_mask); // } // wii2.geo = new GeometryLayer(300,100); // wii2.geo.set_position(0,100); // layers.add(wii2.geo); function wiiup(w) { w.active(true); w.toggle_accel(true); w.toggle_buttons(true); } //echo("wii2 script finish 2"); /* JSCall("button_1", 0, NULL, &res); JSCall("button_2", 0, NULL, &res); JSCall("button_A", 0, NULL, &res); JSCall("button_B", 0, NULL, &res); JSCall("button_minus", 0, NULL, &res); JSCall("button_plus", 0, NULL, &res); JSCall("button_home", 0, NULL, &res); JSCall("button_left", 0, NULL, &res); JSCall("button_right", 0, NULL, &res); JSCall("button_up", 0, NULL, &res); JSCall("button_down", 0, NULL, &res); */ /* JSCall("acceleration", 3, "uuu", input->accel.x, input->accel.y, input->accel.z ); */ /* [F] JSCall calling method released_w() [*] WII test [F] 592:context_js.cpp:include_javascript [F] 294:jsparser.cpp:open [*] int JsParser::open(JSContext*, JSObject*, const char*) eval: 0x1023e3c8 [F] 52:wiimote_ctrl.cpp:js_wii_ctrl_constructor [F] Controller::Controller() this=0x10296808 [*] WiiMote controller attached [*] connecting wii [F] 81:wiimote_ctrl.cpp:js_wii_ctrl_connect argc: 0 . Detecting WiiMote (press A+B on it to handshake) << inv. in console Wiimote: Connecting to 00:00:00:00:00:00... Wiimote: Allocated command socket 5. HANG HERE Wiimote: Command connection failed (-1). Wiimote: init Wiimote: Request STATUS Wiimote: Command write failed: -1 (expected 3) Wiimote: Set MODE 0x37 CONTINUOUS Wiimote: Command write failed: -1 (expected 4) Wiimote: Turning ON IR Wiimote: Command write failed: -1 (expected 3) Wiimote: Set LEDs 0x60 Wiimote: Command write failed: -1 (expected 3) [*] connected wii [F] 185:context_js.cpp:register_controller [F] 410:context.cpp:register_controller . registered WiiCtrl controller [F] JSvalcmp: 0x10262a48 / (nil) [*] wii script finish [F] open evalres: 1 [F] JS: include scripts/wiimote.js Wiimote: error receiving report: -1 (max 32) [!] error processing wiimote reports Wiimote: error receiving report: -1 (max 32) ..... */