vpad: Keep second channel empty if no extra GamePad is configured

This commit is contained in:
Exzap 2024-08-15 18:26:58 +02:00
parent 294a6de779
commit 958137a301
2 changed files with 11 additions and 14 deletions

View File

@ -494,7 +494,6 @@ void padscoreExport_KPADReadEx(PPCInterpreter_t* hCPU)
osLib_returnFromFunction(hCPU, samplesRead);
}
bool debugUseDRC1 = true;
void padscoreExport_KPADRead(PPCInterpreter_t* hCPU)
{
ppcDefineParamU32(channel, 0);

View File

@ -50,7 +50,6 @@
extern bool isLaunchTypeELF;
bool debugUseDRC = true;
VPADDir g_vpadGyroDirOverwrite[VPAD_MAX_CONTROLLERS] =
{
{{1.0f,0.0f,0.0f}, {0.0f,1.0f,0.0f}, {0.0f, 0.0f, 0.1f}},
@ -240,19 +239,20 @@ namespace vpad
status->tpProcessed2.validity = VPAD_TP_VALIDITY_INVALID_XY;
const auto controller = InputManager::instance().get_vpad_controller(channel);
if (!controller || debugUseDRC == false)
if (!controller)
{
// no controller
if (error)
*error = VPAD_READ_ERR_NONE; // VPAD_READ_ERR_NO_DATA; // VPAD_READ_ERR_NO_CONTROLLER;
return 1;
//osLib_returnFromFunction(hCPU, 1); return;
}
// most games expect the Wii U GamePad to be connected, so even if the user has not set it up we should still return empty samples for channel 0
if(channel != 0)
{
debugBreakpoint();
if (error)
*error = VPAD_READ_ERR_NO_CONTROLLER;
if (length > 0)
status->vpadErr = -1;
return 0;
}
if (error)
*error = VPAD_READ_ERR_NONE;
return 1;
}
const bool vpadDelayEnabled = ActiveSettings::VPADDelayEnabled();
@ -274,9 +274,7 @@ namespace vpad
// not ready yet
if (error)
*error = VPAD_READ_ERR_NONE;
return 0;
//osLib_returnFromFunction(hCPU, 0); return;
}
else if (dif <= ESPRESSO_TIMER_CLOCK)
{