Wii U backend cleanup

This commit is contained in:
Clownacy 2020-04-20 12:46:36 +01:00
parent 5ca12ae22a
commit 2f7db28da8

View file

@ -8,7 +8,7 @@
#include <whb/proc.h> #include <whb/proc.h>
#include <whb/sdcard.h> #include <whb/sdcard.h>
static unsigned long tick_delta; static unsigned long ticks_per_second;
bool Backend_Init(void) bool Backend_Init(void)
{ {
@ -22,10 +22,10 @@ bool Backend_Init(void)
WPADInit(); WPADInit();
KPADInit(); KPADInit();
// Enable Wii U Pro Controllers to be connected
WPADEnableURCC(1); WPADEnableURCC(1);
// WPADEnableWiiRemote(1);
tick_delta = OSGetSystemInfo()->busClockSpeed / 4; ticks_per_second = OSGetSystemInfo()->busClockSpeed / 4;
return true; return true;
} }
@ -89,23 +89,25 @@ void Backend_GetKeyboardState(bool *keyboard_state)
{ {
memset(keyboard_state, 0, sizeof(bool) * BACKEND_KEYBOARD_TOTAL); memset(keyboard_state, 0, sizeof(bool) * BACKEND_KEYBOARD_TOTAL);
// Read gamepad
static uint32_t vpad_buttons; static uint32_t vpad_buttons;
VPADStatus vpad_status; VPADStatus vpad_status;
if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1) if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1)
vpad_buttons = vpad_status.hold; vpad_buttons = vpad_status.hold;
keyboard_state[BACKEND_KEYBOARD_UP] = vpad_buttons & (VPAD_BUTTON_UP | VPAD_STICK_L_EMULATION_UP); keyboard_state[BACKEND_KEYBOARD_UP] |= vpad_buttons & (VPAD_BUTTON_UP | VPAD_STICK_L_EMULATION_UP);
keyboard_state[BACKEND_KEYBOARD_DOWN] = vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN); keyboard_state[BACKEND_KEYBOARD_DOWN] |= vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] = vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT); keyboard_state[BACKEND_KEYBOARD_LEFT] |= vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] = vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT); keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] = vpad_buttons & VPAD_BUTTON_A; // Jump keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A; // Jump
keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_B; // Shoot keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_PLUS); // Inventory keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] = vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] = vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] = vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
// Read Wii U Pro Controller
static uint32_t kpad_buttons; static uint32_t kpad_buttons;
KPADStatus kpad_status; KPADStatus kpad_status;
@ -116,8 +118,8 @@ void Backend_GetKeyboardState(bool *keyboard_state)
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN); keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT); keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT); keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_PLUS); // Inventory keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
@ -133,11 +135,13 @@ void Backend_ShowMessageBox(const char *title, const char *message)
ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintError(const char *format, ...) ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintError(const char *format, ...)
{ {
(void)format; (void)format;
// We might be able to funnel this into `WHBLogPrintf`...
} }
ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintInfo(const char *format, ...) ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintInfo(const char *format, ...)
{ {
(void)format; (void)format;
// We might be able to funnel this into `WHBLogPrintf`...
} }
unsigned long Backend_GetTicks(void) unsigned long Backend_GetTicks(void)
@ -152,10 +156,10 @@ unsigned long Backend_GetTicks(void)
last_tick = current_tick; last_tick = current_tick;
return (accumulator * 1000) / tick_delta; return (accumulator * 1000) / ticks_per_second;
} }
void Backend_Delay(unsigned int ticks) void Backend_Delay(unsigned int ticks)
{ {
OSSleepTicks((ticks * tick_delta) / 1000); OSSleepTicks((ticks * ticks_per_second) / 1000);
} }