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.
This commit is contained in:
Clownacy 2020-04-15 02:16:13 +01:00
parent 470a51219e
commit b5eefd95f0
2 changed files with 31 additions and 65 deletions

View file

@ -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];
(void)buttons;
(void)button_count;
(void)axes;
(void)axis_count;
*buttons = button_buffer;
*axes = axis_buffer;
*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;
}

View file

@ -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 @@ bool Backend_Init(void)
if (!WHBMountSdCard())
return FALSE;
VPADInit();
tick_delta = OSGetSystemInfo()->busClockSpeed / 4;
return true;
@ -23,6 +25,8 @@ bool Backend_Init(void)
void Backend_Deinit(void)
{
VPADShutdown();
WHBUnmountSdCard();
WHBProcShutdown();
@ -72,9 +76,26 @@ bool Backend_SystemTask(bool active)
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)