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.
This commit is contained in:
Clownacy 2020-04-14 03:50:33 +01:00
parent 38ea875e11
commit 470a51219e

View file

@ -18,60 +18,59 @@ void ControllerBackend_Deinit(void)
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];
*buttons = button_buffer;
*axes = axis_buffer;
*button_count = sizeof(button_buffer) / sizeof(button_buffer[0]);
*axis_count = sizeof(axis_buffer) / sizeof(axis_buffer[0]);
//////////////////////////
// Handle button inputs //
//////////////////////////
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;
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 //
////////////////////////
////////////////////////
// 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;
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;
}