From: pin <pin@fe552daf-6dbe-4428-90eb-1537e0879342>
Date: Thu, 20 May 2010 11:47:13 +0000 (+0000)
Subject: encore du ménage !
X-Git-Url: https://scm.cri.minesparis.psl.eu/git/minwii.git/commitdiff_plain/f81a7fb356c789c2b1b1a689e3776bc997a11587?ds=inline;hp=40af98705c25adcf25ff58b08dc495f0f4322f88

encore du ménage !


git-svn-id: https://svn.cri.ensmp.fr/svn/minwii/trunk@178 fe552daf-6dbe-4428-90eb-1537e0879342
---

diff --git a/WiiMouse IR G.PIE b/WiiMouse IR G.PIE
deleted file mode 100755
index dad484d..0000000
--- a/WiiMouse IR G.PIE	
+++ /dev/null
@@ -1,157 +0,0 @@
-Wiimote1.led1 = true
-Wiimote2.led1 = true
-Wiimote2.led4 = true
-Wiimote3.led2 = true
-Wiimote4.led2 = true
-Wiimote4.led4 = true
-Wiimote5.led3 = true
-Wiimote6.led3 = true
-Wiimote6.led4 = true
-//Mouse Control Script using IR
-//by vkapadia with much assistance from inio
-//vkapadia@vkapadia.com
-//
-//Calibration:
-//To calibrate, run this program and put the Wiimote on a flat surface face-up.
-//Then read the values in the debug line (next to the run button).
-//Change these values until the debug line reads approx. all zeros.
-var.xtrim = -7
-var.ytrim = -17
-var.ztrim = -7
-//
-//Options:
-var.deadzone = 5 //distance in pixels that you have to move the wiimote in
-   //order for it to register movement. Creates a "dead zone" around the pointer
-   //to make it easier to click. Higher = smoother but less accurate.
-//fake cursor init
-cursor2.visible = true
-//more options to be added later
-
-//Controls:
-//Point Wiimote = Move Mouse
-//D-Pad = Arrow Keys
-//B-Button = Left Click
-//Home = Middle Click
-//A-Button = Right Click
-//Plus and Minus = Control Volume
-//One = Unmapped
-//Two = Unmapped
-//
-//If the pointer hits the edge of the screen, the Wiimote will rumble a bit.
-//
-//The LEDs attempt to emulate KITT's grill from Knight Rider
-
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx = wiimote.RawForceX + var.xtrim
-var.accy = wiimote.RawForceY + var.ytrim
-var.accz = wiimote.RawForceZ + var.ztrim
-
-if wiimote.dot1vis and wiimote.dot2vis then
-
-  if var.accy > -7 then
-    var.orientation = 0
-  elseif var.accy > -45 then
-    if var.accx < 0 then
-      var.orientation = 3
-    else
-      var.orientation = 1
-    endif
-  else
-    var.orientation = 2
-  endif
-
-  if var.leftpoint = 0 then
-    if var.orientation = 0 then
-      if wiimote.dot1x < wiimote.dot2x then
-        var.leftpoint = 1
-      else
-        var.leftpoint = 2
-      endif
-    endif
-    if var.orientation = 1 then
-      if wiimote.dot1y > wiimote.dot2y then
-        var.leftpoint = 1
-      else
-        var.leftpoint = 2
-      endif
-    endif
-    if var.orientation = 2 then
-      if wiimote.dot1x > wiimote.dot2x then
-        var.leftpoint = 1
-      else
-        var.leftpoint = 2
-      endif
-    endif
-    if var.orientation = 3 then
-      if wiimote.dot1y < wiimote.dot2y then
-        var.leftpoint = 1
-      else
-        var.leftpoint = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint = 1 then
-    var.fix1x = wiimote.dot1x
-    var.fix1y = wiimote.dot1y
-    var.fix2x = wiimote.dot2x
-    var.fix2y = wiimote.dot2y
-  else
-    var.fix1x = wiimote.dot2x
-    var.fix1y = wiimote.dot2y
-    var.fix2x = wiimote.dot1x
-    var.fix2y = wiimote.dot1y
-  endif
-
-  var.dx = var.fix2x - var.fix1x
-  var.dy = var.fix2y - var.fix1y
-  var.cx = (var.fix1x+var.fix2x)/1024.0 - 1
-  var.cy = (var.fix1y+var.fix2y)/1024.0 - .75
-
-  var.d = sqrt(var.dx*var.dx+var.dy*var.dy)
-
-  var.dx = var.dx / var.d
-  var.dy = var.dy / var.d
-
-  var.ox = -var.dy*var.cy-var.dx*var.cx;
-  var.oy = -var.dx*var.cy+var.dy*var.cx;
-
-  var.ax = (var.ox * screen.desktopwidth) + (screen.desktopwidth / 2)
-  var.ay = (-var.oy * screen.desktopwidth) + (screen.desktopheight / 2)
-
-  var.dx = var.ax - cursor2.posx
-  var.dy = var.ay - cursor2.posy
-
-  var.d = sqrt((var.dx*var.dx)+(var.dy*var.dy))
-
-  var.a = 180 / (200 + var.d * var.d * var.d * .001)
-
-  if var.d <= var.deadzone then var.a = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx = cursor2.posx * var.a + var.ax * (1 - var.a)
-  var.finaly = cursor2.posy * var.a + var.ay * (1 - var.a)
-
-
-  cursor2.posx = smooth(var.finalx,3,5)
-  cursor2.posy = smooth(var.finaly,3,5)
-
-else
-
-  var.leftpoint = 0
-
-endif
-
-var.xpos = var.finalx
-var.ypos = var.finaly
-ppjoy1.analog0 = ensuremaprange(var.xpos,0,screen.desktopwidth,-1,1)
-ppjoy1.analog1 = ensuremaprange(var.ypos,0,screen.desktopheight,-1,1)
-
-if wiimote1.B == true
-  ppjoy1.digital0 = true
-else
-  ppjoy1.digital0 = false
-endif
-
-debug = var.xpos+ "  " + var.ypos
diff --git a/WiiMouse IR coeff0.1.PIE b/WiiMouse IR coeff0.1.PIE
deleted file mode 100755
index 8856f61..0000000
--- a/WiiMouse IR coeff0.1.PIE	
+++ /dev/null
@@ -1,166 +0,0 @@
-Wiimote1.led1 = true
-Wiimote2.led1 = true
-Wiimote2.led4 = true
-Wiimote3.led2 = true
-Wiimote4.led2 = true
-Wiimote4.led4 = true
-Wiimote5.led3 = true
-Wiimote6.led3 = true
-Wiimote6.led4 = true
-//Mouse Control Script using IR
-//by vkapadia with much assistance from inio
-//vkapadia@vkapadia.com
-//
-//Calibration:
-//To calibrate, run this program and put the Wiimote on a flat surface face-up.
-//Then read the values in the debug line (next to the run button).
-//Change these values until the debug line reads approx. all zeros.
-var.xtrim1 = -1
-var.ytrim1 = -25
-var.ztrim1 = 2
-
-var.xtrim2 = -1
-var.ytrim2 = -25
-var.ztrim2 = 2
-
-var.coeff =  0.1
-
-//
-//Options:
-var.deadzone = 5 //distance in pixels that you have to move the wiimote in
-   //order for it to register movement. Creates a "dead zone" around the pointer
-   //to make it easier to click. Higher = smoother but less accurate.
-//fake cursor init
-
-//cursor2.visible = true
-
-//more options to be added later
-
-//Controls:
-//Point Wiimote = Move Mouse
-//D-Pad = Arrow Keys
-//B-Button = Left Click
-//Home = Middle Click
-//A-Button = Right Click
-//Plus and Minus = Control Volume
-//One = Unmapped
-//Two = Unmapped
-//
-//If the pointer hits the edge of the screen, the Wiimote will rumble a bit.
-//
-//The LEDs attempt to emulate KITT's grill from Knight Rider
-
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx1 = wiimote1.RawForceX1 + var.xtrim1
-var.accy1 = wiimote1.RawForceY1 + var.ytrim1
-var.accz1 = wiimote1.RawForceZ1 + var.ztrim1
-
-if wiimote1.dot1vis and wiimote1.dot2vis then
-
-  if var.accy1 > -7 then
-    var.orientation1 = 0
-  elseif var.accy1 > -45 then
-    if var.accx1 < 0 then
-      var.orientation1 = 3
-    else
-      var.orientation1 = 1
-    endif
-  else
-    var.orientation1 = 2
-  endif
-
-  if var.leftpoint1 = 0 then
-    if var.orientation1 = 0 then
-      if wiimote1.dot1x < wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 1 then
-      if wiimote1.dot1y > wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 2 then
-      if wiimote1.dot1x > wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation = 3 then
-      if wiimote1.dot1y < wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint1 = 1 then
-    var.fix1x1 = wiimote1.dot1x
-    var.fix1y1 = wiimote1.dot1y
-    var.fix2x1 = wiimote1.dot2x
-    var.fix2y1 = wiimote1.dot2y
-  else
-    var.fix1x1 = wiimote1.dot2x
-    var.fix1y1 = wiimote1.dot2y
-    var.fix2x1 = wiimote1.dot1x
-    var.fix2y1 = wiimote1.dot1y
-  endif
-
-  var.dx1 = var.fix2x1 - var.fix1x1
-  var.dy1 = var.fix2y1 - var.fix1y1
-  var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1
-  var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75
-
-  var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1)
-
-  var.dx1 = var.dx1 / var.d1
-  var.dy1 = var.dy1 / var.d1
-
-  var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1;
-  var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1;
-
-  var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx1 = var.ax1 - cursor2.posx
-  var.dy1 = var.ay1 - cursor2.posy
-
-  var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1))
-
-  var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001)
-
-  if var.d1 <= var.deadzone then var.a1 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1)
-  var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1)
-
-
-  cursor2.posx = smooth(var.finalx1,3,5)
-  cursor2.posy = smooth(var.finaly1,3,5)
-
-else
-
-  var.leftpoint1 = 0
-
-endif
-
-var.xpos1 = var.finalx1
-var.ypos1 = var.finaly1
-ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true
-  ppjoy1.digital0 = true
-else
-  ppjoy1.digital0 = false
-endif
-
-debug = var.accx1+ "  " + var.accy1+ " " + var.accz1
diff --git a/WiiMouse2IR coeff0.1.PIE b/WiiMouse2IR coeff0.1.PIE
deleted file mode 100644
index 27c9d52..0000000
--- a/WiiMouse2IR coeff0.1.PIE	
+++ /dev/null
@@ -1,281 +0,0 @@
-Wiimote1.led1 = true
-Wiimote2.led1 = true
-Wiimote2.led4 = true
-Wiimote3.led2 = true
-Wiimote4.led2 = true
-Wiimote4.led4 = true
-Wiimote5.led3 = true
-Wiimote6.led3 = true
-Wiimote6.led4 = true
-//Mouse Control Script using IR
-//by vkapadia with much assistance from inio
-//vkapadia@vkapadia.com
-//
-//Calibration:
-//To calibrate, run this program and put the Wiimote on a flat surface face-up.
-//Then read the values in the debug line (next to the run button).
-//Change these values until the debug line reads approx. all zeros.
-var.xtrim1 = -1
-var.ytrim1 = -25
-var.ztrim1 = 2
-
-var.xtrim2 = 2
-var.ytrim2 = -30
-var.ztrim2 = 2
-
-var.coeff =  0.1
-
-//
-//Options:
-var.deadzone = 5 //distance in pixels that you have to move the wiimote in
-   //order for it to register movement. Creates a "dead zone" around the pointer
-   //to make it easier to click. Higher = smoother but less accurate.
-//fake cursor init
-
-//cursor2.visible = true
-
-//more options to be added later
-
-//Controls:
-//Point Wiimote = Move Mouse
-//D-Pad = Arrow Keys
-//B-Button = Left Click
-//Home = Middle Click
-//A-Button = Right Click
-//Plus and Minus = Control Volume
-//One = Unmapped
-//Two = Unmapped
-//
-//If the pointer hits the edge of the screen, the Wiimote will rumble a bit.
-//
-//The LEDs attempt to emulate KITT's grill from Knight Rider
-
-//WIIMOTE 1
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx1 = wiimote1.RawForceX + var.xtrim1
-var.accy1 = wiimote1.RawForceY + var.ytrim1
-var.accz1 = wiimote1.RawForceZ + var.ztrim1
-
-if wiimote1.dot1vis and wiimote1.dot2vis then
-
-  if var.accy1 > -7 then
-    var.orientation1 = 0
-  elseif var.accy1 > -45 then
-    if var.accx1 < 0 then
-      var.orientation1 = 3
-    else
-      var.orientation1 = 1
-    endif
-  else
-    var.orientation1 = 2
-  endif
-
-  if var.leftpoint1 = 0 then
-    if var.orientation1 = 0 then
-      if wiimote1.dot1x < wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 1 then
-      if wiimote1.dot1y > wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 2 then
-      if wiimote1.dot1x > wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation = 3 then
-      if wiimote1.dot1y < wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint1 = 1 then
-    var.fix1x1 = wiimote1.dot1x
-    var.fix1y1 = wiimote1.dot1y
-    var.fix2x1 = wiimote1.dot2x
-    var.fix2y1 = wiimote1.dot2y
-  else
-    var.fix1x1 = wiimote1.dot2x
-    var.fix1y1 = wiimote1.dot2y
-    var.fix2x1 = wiimote1.dot1x
-    var.fix2y1 = wiimote1.dot1y
-  endif
-
-  var.dx1 = var.fix2x1 - var.fix1x1
-  var.dy1 = var.fix2y1 - var.fix1y1
-  var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1
-  var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75
-
-  var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1)
-
-  var.dx1 = var.dx1 / var.d1
-  var.dy1 = var.dy1 / var.d1
-
-  var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1;
-  var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1;
-
-  var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx1 = var.ax1 - cursor2.posx
-  var.dy1 = var.ay1 - cursor2.posy
-
-  var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1))
-
-  var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001)
-
-  if var.d1 <= var.deadzone then var.a1 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1)
-  var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1)
-
-
-  cursor2.posx = smooth(var.finalx1,3,5)
-  cursor2.posy = smooth(var.finaly1,3,5)
-
-else
-
-  var.leftpoint1 = 0
-
-endif
-
-var.xpos1 = var.finalx1
-var.ypos1 = var.finaly1
-ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true
-  ppjoy1.digital0 = true
-else
-  ppjoy1.digital0 = false
-endif
-
-//WIIMOTE 2
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx2 = wiimote2.RawForceX + var.xtrim2
-var.accy2 = wiimote2.RawForceY + var.ytrim2
-var.accz2 = wiimote2.RawForceZ + var.ztrim2
-
-if wiimote2.dot1vis and wiimote2.dot2vis then
-
-  if var.accy2 > -7 then
-    var.orientation2 = 0
-  elseif var.accy2 > -45 then
-    if var.accx2 < 0 then
-      var.orientation2 = 3
-    else
-      var.orientation2 = 1
-    endif
-  else
-    var.orientation2 = 2
-  endif
-
-  if var.leftpoint2 = 0 then
-    if var.orientation2 = 0 then
-      if wiimote2.dot1x < wiimote2.dot2x then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation2 = 1 then
-      if wiimote2.dot1y > wiimote2.dot2y then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation2 = 2 then
-      if wiimote2.dot1x > wiimote2.dot2x then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation = 3 then
-      if wiimote2.dot1y < wiimote2.dot2y then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint2 = 1 then
-    var.fix1x2 = wiimote2.dot1x
-    var.fix1y2 = wiimote2.dot1y
-    var.fix2x2 = wiimote2.dot2x
-    var.fix2y2 = wiimote2.dot2y
-  else
-    var.fix1x2 = wiimote2.dot2x
-    var.fix1y2 = wiimote2.dot2y
-    var.fix2x2 = wiimote2.dot1x
-    var.fix2y2 = wiimote2.dot1y
-  endif
-
-  var.dx2 = var.fix2x2 - var.fix1x2
-  var.dy2 = var.fix2y2 - var.fix1y2
-  var.cx2 = (var.fix1x2+var.fix2x2)/1024.0 - 1
-  var.cy2 = (var.fix1y2+var.fix2y2)/1024.0 - .75
-
-  var.d2 = sqrt(var.dx2*var.dx2+var.dy2*var.dy2)
-
-  var.dx2 = var.dx2 / var.d2
-  var.dy2 = var.dy2 / var.d2
-
-  var.ox2 = -var.dy2*var.cy2-var.dx2*var.cx2;
-  var.oy2 = -var.dx2*var.cy2+var.dy2*var.cx2;
-
-  var.ax2 = (var.ox2 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay2 = (-var.oy2* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx2 = var.ax2 - cursor3.posx
-  var.dy2 = var.ay2 - cursor3.posy
-
-  var.d2 = sqrt((var.dx2*var.dx2)+(var.dy2*var.dy2))
-
-  var.a2 = 180 / (200 + var.d2 * var.d2 * var.d2 * .001)
-
-  if var.d2 <= var.deadzone then var.a2 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx2 = cursor3.posx * var.a2 + var.ax2 * (1 - var.a2)
-  var.finaly2 = cursor3.posy * var.a2 + var.ay2 * (1 - var.a2)
-
-
-  cursor3.posx = smooth(var.finalx2,3,5)
-  cursor3.posy = smooth(var.finaly2,3,5)
-
-else
-
-  var.leftpoint2 = 0
-
-endif
-
-var.xpos2 = var.finalx2
-var.ypos2 = var.finaly2
-ppjoy2.analog0 = ensuremaprange(var.xpos2,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy2.analog1 = ensuremaprange(var.ypos2,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote2.B or wiimote2.A or wiimote2.Up or wiimote2.down or wiimote2.Left or wiimote2.Right == true
-  ppjoy2.digital0 = true
-else
-  ppjoy2.digital0 = false
-endif
-
-debug = var.accx2+ "  " + var.accy2+ " " + var.accz2
diff --git a/WiiMouse4IR coeff0.1.PIE b/WiiMouse4IR coeff0.1.PIE
deleted file mode 100644
index 0aac1ab..0000000
--- a/WiiMouse4IR coeff0.1.PIE	
+++ /dev/null
@@ -1,520 +0,0 @@
-Wiimote1.led1 = true
-Wiimote2.led1 = true
-Wiimote2.led4 = true
-Wiimote3.led2 = true
-Wiimote4.led2 = true
-Wiimote4.led4 = true
-Wiimote5.led3 = true
-Wiimote6.led3 = true
-Wiimote6.led4 = true
-//Mouse Control Script using IR
-//by vkapadia with much assistance from inio
-//vkapadia@vkapadia.com
-//
-//Calibration:
-//To calibrate, run this program and put the Wiimote on a flat surface face-up.
-//Then read the values in the debug line (next to the run button).
-//Change these values until the debug line reads approx. all zeros.
-var.xtrim1 = -1
-var.ytrim1 = -25
-var.ztrim1 = 2
-
-var.xtrim2 = 3
-var.ytrim2 = -30
-var.ztrim2 = 2
-
-var.xtrim3 = 2
-var.ytrim3 = -27
-var.ztrim3 = 2
-
-var.xtrim4 = 2
-var.ytrim4 = -30
-var.ztrim4 = 2
-
-var.coeff =  0.1
-
-//
-//Options:
-var.deadzone = 5 //distance in pixels that you have to move the wiimote in
-   //order for it to register movement. Creates a "dead zone" around the pointer
-   //to make it easier to click. Higher = smoother but less accurate.
-//fake cursor init
-
-//cursor2.visible = true
-
-//more options to be added later
-
-//Controls:
-//Point Wiimote = Move Mouse
-//D-Pad = Arrow Keys
-//B-Button = Left Click
-//Home = Middle Click
-//A-Button = Right Click
-//Plus and Minus = Control Volume
-//One = Unmapped
-//Two = Unmapped
-//
-//If the pointer hits the edge of the screen, the Wiimote will rumble a bit.
-//
-//The LEDs attempt to emulate KITT's grill from Knight Rider
-
-//WIIMOTE 1
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx1 = wiimote1.RawForceX + var.xtrim1
-var.accy1 = wiimote1.RawForceY + var.ytrim1
-var.accz1 = wiimote1.RawForceZ + var.ztrim1
-
-if wiimote1.dot1vis and wiimote1.dot2vis then
-
-  if var.accy1 > -7 then
-    var.orientation1 = 0
-  elseif var.accy1 > -45 then
-    if var.accx1 < 0 then
-      var.orientation1 = 3
-    else
-      var.orientation1 = 1
-    endif
-  else
-    var.orientation1 = 2
-  endif
-
-  if var.leftpoint1 = 0 then
-    if var.orientation1 = 0 then
-      if wiimote1.dot1x < wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 1 then
-      if wiimote1.dot1y > wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 2 then
-      if wiimote1.dot1x > wiimote1.dot2x then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-    if var.orientation1 = 3 then
-      if wiimote1.dot1y < wiimote1.dot2y then
-        var.leftpoint1 = 1
-      else
-        var.leftpoint1 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint1 = 1 then
-    var.fix1x1 = wiimote1.dot1x
-    var.fix1y1 = wiimote1.dot1y
-    var.fix2x1 = wiimote1.dot2x
-    var.fix2y1 = wiimote1.dot2y
-  else
-    var.fix1x1 = wiimote1.dot2x
-    var.fix1y1 = wiimote1.dot2y
-    var.fix2x1 = wiimote1.dot1x
-    var.fix2y1 = wiimote1.dot1y
-  endif
-
-  var.dx1 = var.fix2x1 - var.fix1x1
-  var.dy1 = var.fix2y1 - var.fix1y1
-  var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1
-  var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75
-
-  var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1)
-
-  var.dx1 = var.dx1 / var.d1
-  var.dy1 = var.dy1 / var.d1
-
-  var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1;
-  var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1;
-
-  var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx1 = var.ax1 - cursor2.posx
-  var.dy1 = var.ay1 - cursor2.posy
-
-  var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1))
-
-  var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001)
-
-  if var.d1 <= var.deadzone then var.a1 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1)
-  var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1)
-
-
-  cursor2.posx = smooth(var.finalx1,3,5)
-  cursor2.posy = smooth(var.finaly1,3,5)
-
-else
-
-  var.leftpoint1 = 0
-
-endif
-
-var.xpos1 = var.finalx1
-var.ypos1 = var.finaly1
-ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true
-  ppjoy1.digital0 = true
-else
-  ppjoy1.digital0 = false
-endif
-
-//WIIMOTE 2
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx2 = wiimote2.RawForceX + var.xtrim2
-var.accy2 = wiimote2.RawForceY + var.ytrim2
-var.accz2 = wiimote2.RawForceZ + var.ztrim2
-
-if wiimote2.dot1vis and wiimote2.dot2vis then
-
-  if var.accy2 > -7 then
-    var.orientation2 = 0
-  elseif var.accy2 > -45 then
-    if var.accx2 < 0 then
-      var.orientation2 = 3
-    else
-      var.orientation2 = 1
-    endif
-  else
-    var.orientation2 = 2
-  endif
-
-  if var.leftpoint2 = 0 then
-    if var.orientation2 = 0 then
-      if wiimote2.dot1x < wiimote2.dot2x then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation2 = 1 then
-      if wiimote2.dot1y > wiimote2.dot2y then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation2 = 2 then
-      if wiimote2.dot1x > wiimote2.dot2x then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-    if var.orientation2 = 3 then
-      if wiimote2.dot1y < wiimote2.dot2y then
-        var.leftpoint2 = 1
-      else
-        var.leftpoint2 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint2 = 1 then
-    var.fix1x2 = wiimote2.dot1x
-    var.fix1y2 = wiimote2.dot1y
-    var.fix2x2 = wiimote2.dot2x
-    var.fix2y2 = wiimote2.dot2y
-  else
-    var.fix1x2 = wiimote2.dot2x
-    var.fix1y2 = wiimote2.dot2y
-    var.fix2x2 = wiimote2.dot1x
-    var.fix2y2 = wiimote2.dot1y
-  endif
-
-  var.dx2 = var.fix2x2 - var.fix1x2
-  var.dy2 = var.fix2y2 - var.fix1y2
-  var.cx2 = (var.fix1x2+var.fix2x2)/1024.0 - 1
-  var.cy2 = (var.fix1y2+var.fix2y2)/1024.0 - .75
-
-  var.d2 = sqrt(var.dx2*var.dx2+var.dy2*var.dy2)
-
-  var.dx2 = var.dx2 / var.d2
-  var.dy2 = var.dy2 / var.d2
-
-  var.ox2 = -var.dy2*var.cy2-var.dx2*var.cx2;
-  var.oy2 = -var.dx2*var.cy2+var.dy2*var.cx2;
-
-  var.ax2 = (var.ox2 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay2 = (-var.oy2* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx2 = var.ax2 - cursor3.posx
-  var.dy2 = var.ay2 - cursor3.posy
-
-  var.d2 = sqrt((var.dx2*var.dx2)+(var.dy2*var.dy2))
-
-  var.a2 = 180 / (200 + var.d2 * var.d2 * var.d2 * .001)
-
-  if var.d2 <= var.deadzone then var.a2 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx2 = cursor3.posx * var.a2 + var.ax2 * (1 - var.a2)
-  var.finaly2 = cursor3.posy * var.a2 + var.ay2 * (1 - var.a2)
-
-
-  cursor3.posx = smooth(var.finalx2,3,5)
-  cursor3.posy = smooth(var.finaly2,3,5)
-
-else
-
-  var.leftpoint2 = 0
-
-endif
-
-var.xpos2 = var.finalx2
-var.ypos2 = var.finaly2
-ppjoy2.analog0 = ensuremaprange(var.xpos2,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy2.analog1 = ensuremaprange(var.ypos2,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote2.B or wiimote2.A or wiimote2.Up or wiimote2.down or wiimote2.Left or wiimote2.Right == true
-  ppjoy2.digital0 = true
-else
-  ppjoy2.digital0 = false
-endif
-
-debug = var.accx2+ "  " + var.accy2+ " " + var.accz2
-
-//WIIMOTE 3
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx3 = wiimote3.RawForceX + var.xtrim3
-var.accy3 = wiimote3.RawForceY + var.ytrim3
-var.accz3 = wiimote3.RawForceZ + var.ztrim3
-
-if wiimote3.dot1vis and wiimote3.dot2vis then
-
-  if var.accy3 > -7 then
-    var.orientation3 = 0
-  elseif var.accy3 > -45 then
-    if var.accx3 < 0 then
-      var.orientation3 = 3
-    else
-      var.orientation3 = 1
-    endif
-  else
-    var.orientation3 = 2
-  endif
-
-  if var.leftpoint3 = 0 then
-    if var.orientation3 = 0 then
-      if wiimote3.dot1x < wiimote3.dot2x then
-        var.leftpoint3 = 1
-      else
-        var.leftpoint3 = 2
-      endif
-    endif
-    if var.orientation3 = 1 then
-      if wiimote3.dot1y > wiimote3.dot2y then
-        var.leftpoint3 = 1
-      else
-        var.leftpoint3 = 2
-      endif
-    endif
-    if var.orientation3 = 2 then
-      if wiimote3.dot1x > wiimote3.dot2x then
-        var.leftpoint3 = 1
-      else
-        var.leftpoint3 = 2
-      endif
-    endif
-    if var.orientation3 = 3 then
-      if wiimote3.dot1y < wiimote3.dot2y then
-        var.leftpoint3 = 1
-      else
-        var.leftpoint3 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint3 = 1 then
-    var.fix1x3 = wiimote3.dot1x
-    var.fix1y3 = wiimote3.dot1y
-    var.fix2x3 = wiimote3.dot2x
-    var.fix2y3 = wiimote3.dot2y
-  else
-    var.fix1x3 = wiimote3.dot2x
-    var.fix1y3 = wiimote3.dot2y
-    var.fix2x3 = wiimote3.dot1x
-    var.fix2y3 = wiimote3.dot1y
-  endif
-
-  var.dx3 = var.fix2x3 - var.fix1x3
-  var.dy3 = var.fix2y3 - var.fix1y3
-  var.cx3 = (var.fix1x3+var.fix2x3)/1024.0 - 1
-  var.cy3 = (var.fix1y3+var.fix2y3)/1024.0 - .75
-
-  var.d3 = sqrt(var.dx3*var.dx3+var.dy3*var.dy3)
-
-  var.dx3 = var.dx3 / var.d3
-  var.dy3 = var.dy3 / var.d3
-
-  var.ox3 = -var.dy3*var.cy3-var.dx3*var.cx3;
-  var.oy3 = -var.dx3*var.cy3+var.dy3*var.cx3;
-
-  var.ax3 = (var.ox3 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay3 = (-var.oy3* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx3 = var.ax3 - cursor4.posx
-  var.dy3 = var.ay3 - cursor4.posy
-
-  var.d3 = sqrt((var.dx3*var.dx3)+(var.dy3*var.dy3))
-
-  var.a3 = 180 / (200 + var.d3 * var.d3 * var.d3 * .001)
-
-  if var.d3 <= var.deadzone then var.a3 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx3 = cursor4.posx * var.a3 + var.ax3 * (1 - var.a3)
-  var.finaly3 = cursor4.posy * var.a3 + var.ay3 * (1 - var.a3)
-
-
-  cursor4.posx = smooth(var.finalx3,3,5)
-  cursor4.posy = smooth(var.finaly3,3,5)
-
-else
-
-  var.leftpoint3 = 0
-
-endif
-
-var.xpos3 = var.finalx3
-var.ypos3 = var.finaly3
-ppjoy3.analog0 = ensuremaprange(var.xpos3,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy3.analog1 = ensuremaprange(var.ypos3,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote3.B or wiimote3.A or wiimote3.Up or wiimote3.down or wiimote3.Left or wiimote3.Right == true
-  ppjoy3.digital0 = true
-else
-  ppjoy3.digital0 = false
-endif
-
-debug = var.accx1+ "  " + var.accy1+ " " + var.accz1
-
-//WIIMOTE 3
-//***Do not edit anything below this line unless you know what you are doing.***
-var.accx4 = wiimote4.RawForceX + var.xtrim4
-var.accy4 = wiimote4.RawForceY + var.ytrim4
-var.accz4 = wiimote4.RawForceZ + var.ztrim4
-
-if wiimote4.dot1vis and wiimote4.dot2vis then
-
-  if var.accy4 > -7 then
-    var.orientation4 = 0
-  elseif var.accy4 > -45 then
-    if var.accx4 < 0 then
-      var.orientation4 = 3
-    else
-      var.orientation4 = 1
-    endif
-  else
-    var.orientation4 = 2
-  endif
-
-  if var.leftpoint4 = 0 then
-    if var.orientation4 = 0 then
-      if wiimote4.dot1x < wiimote4.dot2x then
-        var.leftpoint4 = 1
-      else
-        var.leftpoint4 = 2
-      endif
-    endif
-    if var.orientation4 = 1 then
-      if wiimote4.dot1y > wiimote4.dot2y then
-        var.leftpoint4 = 1
-      else
-        var.leftpoint4 = 2
-      endif
-    endif
-    if var.orientation4 = 2 then
-      if wiimote4.dot1x > wiimote4.dot2x then
-        var.leftpoint4 = 1
-      else
-        var.leftpoint4 = 2
-      endif
-    endif
-    if var.orientation4 = 3 then
-      if wiimote4.dot1y < wiimote4.dot2y then
-        var.leftpoint4 = 1
-      else
-        var.leftpoint4 = 2
-      endif
-    endif
-  endif
-
-  if var.leftpoint4 = 1 then
-    var.fix1x4 = wiimote4.dot1x
-    var.fix1y4 = wiimote4.dot1y
-    var.fix2x4 = wiimote4.dot2x
-    var.fix2y4 = wiimote4.dot2y
-  else
-    var.fix1x4 = wiimote4.dot2x
-    var.fix1y4 = wiimote4.dot2y
-    var.fix2x4 = wiimote4.dot1x
-    var.fix2y4 = wiimote4.dot1y
-  endif
-
-  var.dx4 = var.fix2x4 - var.fix1x4
-  var.dy4 = var.fix2y4 - var.fix1y4
-  var.cx4 = (var.fix1x4+var.fix2x4)/1024.0 - 1
-  var.cy4 = (var.fix1y4+var.fix2y4)/1024.0 - .75
-
-  var.d4 = sqrt(var.dx4*var.dx4+var.dy4*var.dy4)
-
-  var.dx4 = var.dx4 / var.d4
-  var.dy4 = var.dy4 / var.d4
-
-  var.ox4 = -var.dy4*var.cy4-var.dx4*var.cx4;
-  var.oy4 = -var.dx4*var.cy4+var.dy4*var.cx4;
-
-  var.ax4 = (var.ox4 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2)
-  var.ay4 = (-var.oy4* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2)
-
-  var.dx4 = var.ax4 - cursor5.posx
-  var.dy4 = var.ay4 - cursor5.posy
-
-  var.d4 = sqrt((var.dx4*var.dx4)+(var.dy4*var.dy4))
-
-  var.a4 = 180 / (200 + var.d4 * var.d4 * var.d4 * .001)
-
-  if var.d4 <= var.deadzone then var.a4 = 1
-
-  //debug = var.d + " " + var.a
-
-  var.finalx4 = cursor5.posx * var.a4 + var.ax4 * (1 - var.a4)
-  var.finaly4 = cursor5.posy * var.a4 + var.ay4 * (1 - var.a4)
-
-
-  cursor5.posx = smooth(var.finalx4,3,5)
-  cursor5.posy = smooth(var.finaly4,3,5)
-
-else
-
-  var.leftpoint4 = 0
-
-endif
-
-var.xpos4 = var.finalx4
-var.ypos4 = var.finaly4
-ppjoy4.analog0 = ensuremaprange(var.xpos4,0,screen.desktopwidth* var.coeff,-1,1)
-ppjoy4.analog1 = ensuremaprange(var.ypos4,0,screen.desktopheight* var.coeff,-1,1)
-
-if wiimote4.B or wiimote4.A or wiimote4.Up or wiimote4.down or wiimote4.Left or wiimote4.Right == true
-  ppjoy4.digital0 = true
-else
-  ppjoy4.digital0 = false
-endif
-
diff --git a/setup.py b/setup.py
new file mode 100755
index 0000000..4ff136d
--- /dev/null
+++ b/setup.py
@@ -0,0 +1,16 @@
+# -*- coding: utf-8 -*-
+"""
+$Id$
+$URL$
+"""
+from distutils.core import setup
+
+setup(name='MINWii',
+      version='1.0',
+      description='Musicochérapie Interractive Numérique avec la Wiimote',
+      author='Samuel Benveniste',
+      author_email='samuel.benveniste@gmail.com',
+      # url='',
+      packages=['minwii', 'minwii.widgets', 'pywiiuse'],
+      package_data={'fonts' : 'fonts/*.ttf'}
+      )
\ No newline at end of file