Fix WiiU builds with LTO enabled
For some reason, LTO affects how `ReadVPAD` handles failure, causing it to spam gamepad button inputs. With proper error-checking, this is fixed.
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38ea875e11
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1 changed files with 44 additions and 45 deletions
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@ -18,60 +18,59 @@ void ControllerBackend_Deinit(void)
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bool ControllerBackend_GetJoystickStatus(bool **buttons, unsigned int *button_count, short **axes, unsigned int *axis_count)
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bool ControllerBackend_GetJoystickStatus(bool **buttons, unsigned int *button_count, short **axes, unsigned int *axis_count)
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{
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{
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VPADReadError vpad_error;
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VPADStatus vpad_status;
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VPADRead(VPAD_CHAN_0, &vpad_status, 1, &vpad_error);
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static bool button_buffer[27];
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static bool button_buffer[27];
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static short axis_buffer[4];
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static short axis_buffer[4];
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*buttons = button_buffer;
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*axes = axis_buffer;
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*button_count = sizeof(button_buffer) / sizeof(button_buffer[0]);
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*button_count = sizeof(button_buffer) / sizeof(button_buffer[0]);
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*axis_count = sizeof(axis_buffer) / sizeof(axis_buffer[0]);
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*axis_count = sizeof(axis_buffer) / sizeof(axis_buffer[0]);
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//////////////////////////
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VPADStatus vpad_status;
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// Handle button inputs //
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if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1)
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//////////////////////////
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{
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//////////////////////////
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// Handle button inputs //
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//////////////////////////
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button_buffer[0] = vpad_status.hold & VPAD_BUTTON_Y; // Shoot
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button_buffer[0] = vpad_status.hold & VPAD_BUTTON_Y; // Shoot
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button_buffer[1] = vpad_status.hold & VPAD_BUTTON_B; // Jump
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button_buffer[1] = vpad_status.hold & VPAD_BUTTON_B; // Jump
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button_buffer[2] = vpad_status.hold & VPAD_BUTTON_X; // Map
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button_buffer[2] = vpad_status.hold & VPAD_BUTTON_X; // Map
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button_buffer[3] = vpad_status.hold & VPAD_BUTTON_L; // Weapon left
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button_buffer[3] = vpad_status.hold & VPAD_BUTTON_L; // Weapon left
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button_buffer[4] = vpad_status.hold & VPAD_BUTTON_R; // Weapon right
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button_buffer[4] = vpad_status.hold & VPAD_BUTTON_R; // Weapon right
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button_buffer[5] = vpad_status.hold & VPAD_BUTTON_A; // Inventory
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button_buffer[5] = vpad_status.hold & VPAD_BUTTON_A; // Inventory
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button_buffer[6] = vpad_status.hold & VPAD_BUTTON_ZL; // Weapon left
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button_buffer[6] = vpad_status.hold & VPAD_BUTTON_ZL; // Weapon left
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button_buffer[7] = vpad_status.hold & VPAD_BUTTON_ZR; // Weapon right
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button_buffer[7] = vpad_status.hold & VPAD_BUTTON_ZR; // Weapon right
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button_buffer[8] = vpad_status.hold & VPAD_BUTTON_LEFT;
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button_buffer[8] = vpad_status.hold & VPAD_BUTTON_LEFT;
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button_buffer[9] = vpad_status.hold & VPAD_BUTTON_RIGHT;
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button_buffer[9] = vpad_status.hold & VPAD_BUTTON_RIGHT;
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button_buffer[10] = vpad_status.hold & VPAD_BUTTON_UP;
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button_buffer[10] = vpad_status.hold & VPAD_BUTTON_UP;
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button_buffer[11] = vpad_status.hold & VPAD_BUTTON_DOWN;
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button_buffer[11] = vpad_status.hold & VPAD_BUTTON_DOWN;
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button_buffer[12] = vpad_status.hold & VPAD_BUTTON_PLUS;
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button_buffer[12] = vpad_status.hold & VPAD_BUTTON_PLUS;
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button_buffer[13] = vpad_status.hold & VPAD_BUTTON_MINUS;
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button_buffer[13] = vpad_status.hold & VPAD_BUTTON_MINUS;
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button_buffer[14] = vpad_status.hold & VPAD_BUTTON_HOME;
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button_buffer[14] = vpad_status.hold & VPAD_BUTTON_HOME;
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button_buffer[15] = vpad_status.hold & VPAD_BUTTON_SYNC;
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button_buffer[15] = vpad_status.hold & VPAD_BUTTON_SYNC;
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button_buffer[16] = vpad_status.hold & VPAD_BUTTON_STICK_R;
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button_buffer[16] = vpad_status.hold & VPAD_BUTTON_STICK_R;
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button_buffer[17] = vpad_status.hold & VPAD_BUTTON_STICK_L;
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button_buffer[17] = vpad_status.hold & VPAD_BUTTON_STICK_L;
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button_buffer[18] = vpad_status.hold & VPAD_BUTTON_TV;
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button_buffer[18] = vpad_status.hold & VPAD_BUTTON_TV;
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button_buffer[19] = vpad_status.hold & VPAD_STICK_R_EMULATION_LEFT;
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button_buffer[19] = vpad_status.hold & VPAD_STICK_R_EMULATION_LEFT;
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button_buffer[20] = vpad_status.hold & VPAD_STICK_R_EMULATION_RIGHT;
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button_buffer[20] = vpad_status.hold & VPAD_STICK_R_EMULATION_RIGHT;
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button_buffer[21] = vpad_status.hold & VPAD_STICK_R_EMULATION_UP;
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button_buffer[21] = vpad_status.hold & VPAD_STICK_R_EMULATION_UP;
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button_buffer[22] = vpad_status.hold & VPAD_STICK_R_EMULATION_DOWN;
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button_buffer[22] = vpad_status.hold & VPAD_STICK_R_EMULATION_DOWN;
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button_buffer[23] = vpad_status.hold & VPAD_STICK_L_EMULATION_LEFT;
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button_buffer[23] = vpad_status.hold & VPAD_STICK_L_EMULATION_LEFT;
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button_buffer[24] = vpad_status.hold & VPAD_STICK_L_EMULATION_RIGHT;
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button_buffer[24] = vpad_status.hold & VPAD_STICK_L_EMULATION_RIGHT;
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button_buffer[25] = vpad_status.hold & VPAD_STICK_L_EMULATION_UP;
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button_buffer[25] = vpad_status.hold & VPAD_STICK_L_EMULATION_UP;
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button_buffer[26] = vpad_status.hold & VPAD_STICK_L_EMULATION_DOWN;
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button_buffer[26] = vpad_status.hold & VPAD_STICK_L_EMULATION_DOWN;
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*buttons = button_buffer;
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////////////////////////
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// Handle axis inputs //
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////////////////////////
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////////////////////////
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axis_buffer[0] = (short)(vpad_status.leftStick.x * 0x7FFF);
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// Handle axis inputs //
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axis_buffer[1] = (short)(vpad_status.leftStick.y * -0x7FFF);
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////////////////////////
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axis_buffer[2] = (short)(vpad_status.rightStick.x * 0x7FFF);
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axis_buffer[3] = (short)(vpad_status.rightStick.y * -0x7FFF);
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axis_buffer[0] = (short)(vpad_status.leftStick.x * 0x7FFF);
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}
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axis_buffer[1] = (short)(vpad_status.leftStick.y * -0x7FFF);
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axis_buffer[2] = (short)(vpad_status.rightStick.x * 0x7FFF);
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axis_buffer[3] = (short)(vpad_status.rightStick.y * -0x7FFF);
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*axes = axis_buffer;
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return true;
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return true;
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}
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}
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