Fix Wii U Pro Controller input oddities

This commit is contained in:
Clownacy 2020-04-19 21:27:32 +01:00
parent e667844801
commit 76dc1f81ec

View file

@ -85,41 +85,43 @@ bool Backend_SystemTask(bool active)
return WHBProcIsRunning();
}
void Backend_GetKeyboardState(bool *out_keyboard_state)
void Backend_GetKeyboardState(bool *keyboard_state)
{
static bool keyboard_state[BACKEND_KEYBOARD_TOTAL];
memset(keyboard_state, 0, sizeof(bool) * BACKEND_KEYBOARD_TOTAL);
static uint32_t vpad_buttons;
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
}
vpad_buttons = vpad_status.hold;
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_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_Z] = vpad_buttons & VPAD_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] = vpad_buttons & VPAD_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] = vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
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_S] = vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
static uint32_t kpad_buttons;
KPADStatus kpad_status;
if (KPADRead(WPAD_CHAN_0, &kpad_status, 1) == 1)
{
keyboard_state[BACKEND_KEYBOARD_UP] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_UP | WPAD_PRO_STICK_L_EMULATION_UP);
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_status.pro.hold & WPAD_PRO_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_status.pro.hold & WPAD_PRO_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= kpad_status.pro.hold & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_status.pro.hold & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_status.pro.hold & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
}
kpad_buttons = kpad_status.pro.hold;
memcpy(out_keyboard_state, keyboard_state, sizeof(keyboard_state));
keyboard_state[BACKEND_KEYBOARD_UP] |= kpad_buttons & (WPAD_PRO_BUTTON_UP | WPAD_PRO_STICK_L_EMULATION_UP);
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_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | 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_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
}
void Backend_ShowMessageBox(const char *title, const char *message)