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Hydra, no GUI in Dolphin
The current method to use Hydra with Dolphin is per the readme to activate emulated "Emulated Wiimote" and if the sixense_x64.dll is present and the Hydra is connected it will just work. However this is very non-intuitive, and against typical human interface guidelines.
I propose to add "Razer Hydra" or "Sixense STEM" to this drop down list:
Then it could be easy to allow for the Razer Hydra to be the second player Wii Remote, at first you don't have to enable the "Configure" button, but it could be possible to have a specific configure GUI for the Hydra and future STEM controller. That would potentially require a little planning, and of course more work.
One of the reasons why I didn't do that... I am currently making it draw the Razer Hydras in the virtual world with you, if you enable the Show Controller option. And I'm making it use different textures on the Hydra to make it look like different controllers that it is emulating. So I will have a standard texture for a Hydra used as a Wiimote, which looks like a strangely shaped Wiimote with the hydra buttons looking like the Wiimote buttons they correspond to. But that means it has to have a fixed layout. And there will be a standard texture for the Hydra used as a Nunchuk, half a sideways wiimote, half a classic controller, GameCube controller, Nintendo 64 controller, SNES controller, NES controller, etc. Depending on what game you are playing.
Also, I don't like things that need setting up and configuring before you play. I want it to just work. Right now all you have to do to use a hydra in any game is plug in a hydra at any time, and pick it up.
I implemented Oculus Remote, Touch, and Vive controller support in a way that allows you to map the buttons. I haven't done this for the Razer Hydra yet though, but I guess I will. I'm also making it so that Dolphin VR can ship with various input configuration profiles that the user can choose from in the drop-down box, to make configuration easier.
I won't add options for configuring motion or IR controls though, because it makes no sense to treat them separately. Each 6DOF controller is basically a single unit whose entire motion and pointing should be mapped directly to the emulated Wiimote or Nunchuk.
I'm not sure what to do about the issue of which Wiimote's motion should be controlled by the 6DOF controller though. I'll probably use the "Player Wearing HMD" VR option to choose which Wiimote it controls. But I also want to support dual-wielding Wiimotes for games that want a Wiimote in each hand (eg. some of the fitness games), while at the same time, allowing multiplayer games to have the second wiimote not be controlled by Player 1's left hand.