2018-02-12 20:53:37 +01:00
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#include <wups.h>
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#include <string.h>
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#include <dynamic_libs/os_functions.h>
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#include <dynamic_libs/vpad_functions.h>
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2018-02-14 22:52:16 +01:00
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#include <dynamic_libs/padscore_functions.h>
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2018-02-12 20:53:37 +01:00
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#include <dynamic_libs/socket_functions.h>
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#include <dynamic_libs/proc_ui_functions.h>
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#include <controller_patcher/ControllerPatcher.hpp>
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#include <utils/logger.h>
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#include <fs/sd_fat_devoptab.h>
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2018-02-18 16:10:27 +01:00
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WUPS_PLUGIN_NAME("HID to VPAD lite");
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2018-02-18 18:43:51 +01:00
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WUPS_PLUGIN_DESCRIPTION("Enables HID devices as controllers on your Wii U");
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2018-02-18 16:10:27 +01:00
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WUPS_PLUGIN_VERSION("v1.0");
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WUPS_PLUGIN_AUTHOR("Maschell");
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WUPS_PLUGIN_LICENSE("GPL");
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2018-02-12 20:53:37 +01:00
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2018-02-14 22:52:16 +01:00
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#define SD_PATH "sd:"
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2018-02-25 13:07:49 +01:00
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#define WIIU_PATH "/wiiu"
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#define DEFAULT_HID_TO_VPAD_PATH SD_PATH WIIU_PATH "/apps/hidtovpad"
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2018-02-12 20:53:37 +01:00
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2018-02-25 13:07:49 +01:00
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INITIALIZE_PLUGIN(){
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// Needed for SD access
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}
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DEINITIALIZE_PLUGIN(){
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//CursorDrawer::destroyInstance();
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ControllerPatcher::DeInit();
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ControllerPatcher::stopNetworkServer();
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}
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ON_APPLICATION_START(args){
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2018-02-12 20:53:37 +01:00
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InitOSFunctionPointers();
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InitSocketFunctionPointers();
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InitVPadFunctionPointers();
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InitProcUIFunctionPointers();
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2018-02-14 22:52:16 +01:00
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InitPadScoreFunctionPointers();
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2018-02-12 20:53:37 +01:00
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log_init();
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2018-02-25 13:07:49 +01:00
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DEBUG_FUNCTION_LINE("Initializing the controller data\n");
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ControllerPatcher::Init(CONTROLLER_PATCHER_PATH);
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2018-02-12 20:53:37 +01:00
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ControllerPatcher::disableControllerMapping();
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2018-02-25 13:07:49 +01:00
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log_print("Starting HID to VPAD network server\n");
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2018-02-12 20:53:37 +01:00
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ControllerPatcher::startNetworkServer();
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2018-02-25 13:07:49 +01:00
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}
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2018-02-12 20:53:37 +01:00
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2018-02-25 13:07:49 +01:00
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ON_APPLICATION_ENDING(){
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//CursorDrawer::destroyInstance();
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2018-02-12 20:53:37 +01:00
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2018-02-14 22:52:16 +01:00
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ControllerPatcher::destroyConfigHelper();
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2018-02-12 20:53:37 +01:00
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ControllerPatcher::stopNetworkServer();
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2018-02-25 13:07:49 +01:00
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ControllerPatcher::resetCallbackData();
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2018-02-12 20:53:37 +01:00
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}
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DECL_FUNCTION(s32, VPADRead, s32 chan, VPADData *buffer, u32 buffer_size, s32 *error) {
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s32 result = real_VPADRead(chan, buffer, buffer_size, error);
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//A keyboard only sends data when the state changes. We force it to call the sampling callback on each frame!
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ControllerPatcher::sampleKeyboardData();
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bool do_callback = (result > 0 && (buffer[0].btns_h & VPAD_BUTTON_TV));
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ControllerPatcher::handleCallbackData(do_callback);
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if(ControllerPatcher::areControllersConnected() && buffer_size > 0){
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ControllerPatcher::setRumble(UController_Type_Gamepad,!!VPADBASEGetMotorOnRemainingCount(0));
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if(ControllerPatcher::setControllerDataFromHID(buffer) == CONTROLLER_PATCHER_ERROR_NONE){
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if(buffer[0].btns_h & VPAD_BUTTON_HOME){
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//You can open the home menu this way, but not close it. Need a proper way to close it using the same button...
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//OSSendAppSwitchRequest(5,0,0); //Open the home menu!
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}
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if(error != NULL){
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*error = 0;
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}
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result = 1; // We want the WiiU to ignore everything else.
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}
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}
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if(ControllerPatcher::isButtonRemappingDone()){
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ControllerPatcher::buttonRemapping(buffer,result);
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//ControllerPatcher::printVPADButtons(buffer); //Leads to random crashes on app transitions.
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}
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return result;
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}
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2018-02-25 13:07:49 +01:00
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WUPS_MUST_REPLACE(VPADRead, WUPS_LOADER_LIBRARY_VPAD, VPADRead);
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