ref: b5eefd95f0523ec0065c20229b43330c644179cf
parent: 470a51219e2880b1bb5ada77348550e8640e04e9
author: Clownacy <Clownacy@users.noreply.github.com>
date: Tue Apr 14 22:16:13 EDT 2020
Change Wii U input to keyboard emulation The keyboard API allows me to bind multiple buttons to the direction keys, unlike the controller API. I probably need to rethink the controller API at some point.
--- a/src/Backends/WiiU/Controller.cpp
+++ b/src/Backends/WiiU/Controller.cpp
@@ -1,76 +1,21 @@
#include "../Controller.h"
-#include <vpad/input.h>
-
-#define DEADZONE (10000.0f / 32767.0f)
-
bool ControllerBackend_Init(void)
{
- VPADInit();
-
- return true;
+ return false;
}
void ControllerBackend_Deinit(void)
{
- VPADShutdown();
+
}
bool ControllerBackend_GetJoystickStatus(bool **buttons, unsigned int *button_count, short **axes, unsigned int *axis_count)
{
- static bool button_buffer[27];
- static short axis_buffer[4];
-
- *buttons = button_buffer;
- *axes = axis_buffer;
+ (void)buttons;
+ (void)button_count;
+ (void)axes;
+ (void)axis_count;
- *button_count = sizeof(button_buffer) / sizeof(button_buffer[0]);
- *axis_count = sizeof(axis_buffer) / sizeof(axis_buffer[0]);
-
- VPADStatus vpad_status;
- if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1)
- {
- //////////////////////////
- // 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;
-
- ////////////////////////
- // 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);
- }
-
- return true;
+ return false;
}
--- a/src/Backends/WiiU/Misc.cpp
+++ b/src/Backends/WiiU/Misc.cpp
@@ -3,7 +3,7 @@
#include <string.h>
#include <coreinit/thread.h>
-
+#include <vpad/input.h>
#include <whb/proc.h>
#include <whb/sdcard.h>
@@ -16,6 +16,8 @@
if (!WHBMountSdCard())
return FALSE;
+ VPADInit();
+
tick_delta = OSGetSystemInfo()->busClockSpeed / 4;
return true;
@@ -23,6 +25,8 @@
void Backend_Deinit(void)
{
+ VPADShutdown();
+
WHBUnmountSdCard();
WHBProcShutdown();
@@ -72,9 +76,26 @@
return WHBProcIsRunning();
}
-void Backend_GetKeyboardState(bool *keyboard_state)
+void Backend_GetKeyboardState(bool *out_keyboard_state)
{
- memset(keyboard_state, 0, sizeof(bool) * BACKEND_KEYBOARD_TOTAL);
+ static bool keyboard_state[BACKEND_KEYBOARD_TOTAL];
+
+ VPADStatus vpad_status;
+ if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1)
+ {
+ keyboard_state[BACKEND_KEYBOARD_UP] = vpad_status.hold & (VPAD_BUTTON_UP | VPAD_STICK_L_EMULATION_UP);
+ keyboard_state[BACKEND_KEYBOARD_DOWN] = vpad_status.hold & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
+ keyboard_state[BACKEND_KEYBOARD_LEFT] = vpad_status.hold & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
+ keyboard_state[BACKEND_KEYBOARD_RIGHT] = vpad_status.hold & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
+ keyboard_state[BACKEND_KEYBOARD_Z] = vpad_status.hold & VPAD_BUTTON_B; // Jump
+ keyboard_state[BACKEND_KEYBOARD_X] = vpad_status.hold & VPAD_BUTTON_Y; // Shoot
+ keyboard_state[BACKEND_KEYBOARD_Q] = vpad_status.hold & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
+ keyboard_state[BACKEND_KEYBOARD_W] = vpad_status.hold & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
+ keyboard_state[BACKEND_KEYBOARD_A] = vpad_status.hold & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
+ keyboard_state[BACKEND_KEYBOARD_S] = vpad_status.hold & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
+ }
+
+ memcpy(out_keyboard_state, keyboard_state, sizeof(keyboard_state));
}
void Backend_ShowMessageBox(const char *title, const char *message)