ref: 38ea875e11a64f5c3ff50fe49bcc70676c542d82
dir: /src/Backends/WiiU/Controller.cpp/
#include "../Controller.h"
#include <vpad/input.h>
#define DEADZONE (10000.0f / 32767.0f)
bool ControllerBackend_Init(void)
{
VPADInit();
return true;
}
void ControllerBackend_Deinit(void)
{
VPADShutdown();
}
bool ControllerBackend_GetJoystickStatus(bool **buttons, unsigned int *button_count, short **axes, unsigned int *axis_count)
{
VPADReadError vpad_error;
VPADStatus vpad_status;
VPADRead(VPAD_CHAN_0, &vpad_status, 1, &vpad_error);
static bool button_buffer[27];
static short axis_buffer[4];
*button_count = sizeof(button_buffer) / sizeof(button_buffer[0]);
*axis_count = sizeof(axis_buffer) / sizeof(axis_buffer[0]);
//////////////////////////
// Handle button inputs //
//////////////////////////
button_buffer[0] = vpad_status.hold & VPAD_BUTTON_Y; // Shoot
button_buffer[1] = vpad_status.hold & VPAD_BUTTON_B; // Jump
button_buffer[2] = vpad_status.hold & VPAD_BUTTON_X; // Map
button_buffer[3] = vpad_status.hold & VPAD_BUTTON_L; // Weapon left
button_buffer[4] = vpad_status.hold & VPAD_BUTTON_R; // Weapon right
button_buffer[5] = vpad_status.hold & VPAD_BUTTON_A; // Inventory
button_buffer[6] = vpad_status.hold & VPAD_BUTTON_ZL; // Weapon left
button_buffer[7] = vpad_status.hold & VPAD_BUTTON_ZR; // Weapon right
button_buffer[8] = vpad_status.hold & VPAD_BUTTON_LEFT;
button_buffer[9] = vpad_status.hold & VPAD_BUTTON_RIGHT;
button_buffer[10] = vpad_status.hold & VPAD_BUTTON_UP;
button_buffer[11] = vpad_status.hold & VPAD_BUTTON_DOWN;
button_buffer[12] = vpad_status.hold & VPAD_BUTTON_PLUS;
button_buffer[13] = vpad_status.hold & VPAD_BUTTON_MINUS;
button_buffer[14] = vpad_status.hold & VPAD_BUTTON_HOME;
button_buffer[15] = vpad_status.hold & VPAD_BUTTON_SYNC;
button_buffer[16] = vpad_status.hold & VPAD_BUTTON_STICK_R;
button_buffer[17] = vpad_status.hold & VPAD_BUTTON_STICK_L;
button_buffer[18] = vpad_status.hold & VPAD_BUTTON_TV;
button_buffer[19] = vpad_status.hold & VPAD_STICK_R_EMULATION_LEFT;
button_buffer[20] = vpad_status.hold & VPAD_STICK_R_EMULATION_RIGHT;
button_buffer[21] = vpad_status.hold & VPAD_STICK_R_EMULATION_UP;
button_buffer[22] = vpad_status.hold & VPAD_STICK_R_EMULATION_DOWN;
button_buffer[23] = vpad_status.hold & VPAD_STICK_L_EMULATION_LEFT;
button_buffer[24] = vpad_status.hold & VPAD_STICK_L_EMULATION_RIGHT;
button_buffer[25] = vpad_status.hold & VPAD_STICK_L_EMULATION_UP;
button_buffer[26] = vpad_status.hold & VPAD_STICK_L_EMULATION_DOWN;
*buttons = button_buffer;
////////////////////////
// Handle axis inputs //
////////////////////////
axis_buffer[0] = (short)(vpad_status.leftStick.x * 0x7FFF);
axis_buffer[1] = (short)(vpad_status.leftStick.y * -0x7FFF);
axis_buffer[2] = (short)(vpad_status.rightStick.x * 0x7FFF);
axis_buffer[3] = (short)(vpad_status.rightStick.y * -0x7FFF);
*axes = axis_buffer;
return true;
}