WiiUPluginSystem/plugins/hid_to_vpad/src/main.cpp
Maschell 409527fb21 [ALL] Added overlay callback
- Improved the overlay example. It's now using the wups api.
- Not working on TV when the game is rendered in 1080p. (Maybe add option to force screen to 720p?)
2018-02-20 12:41:58 +01:00

90 lines
3.2 KiB
C++

#include <wups.h>
#include <string.h>
#include <dynamic_libs/os_functions.h>
#include <dynamic_libs/vpad_functions.h>
#include <dynamic_libs/padscore_functions.h>
#include <dynamic_libs/socket_functions.h>
#include <dynamic_libs/proc_ui_functions.h>
#include <controller_patcher/ControllerPatcher.hpp>
#include <utils/logger.h>
#include <fs/sd_fat_devoptab.h>
WUPS_PLUGIN_NAME("HID to VPAD lite");
WUPS_PLUGIN_DESCRIPTION("Enables HID devices as controllers on your Wii U");
WUPS_PLUGIN_VERSION("v1.0");
WUPS_PLUGIN_AUTHOR("Maschell");
WUPS_PLUGIN_LICENSE("GPL");
#define SD_PATH "sd:"
#define WIIU_PATH "/wiiu"
#define DEFAULT_HID_TO_VPAD_PATH SD_PATH WIIU_PATH "/apps/hidtovpad"
INITIALIZE(args){
InitOSFunctionPointers();
InitSocketFunctionPointers();
InitVPadFunctionPointers();
InitProcUIFunctionPointers();
InitPadScoreFunctionPointers();
log_init();
log_print("Init of hid_to_vpad!\n");
if(args != NULL && (args->device_mounted & WUPS_SD_MOUNTED) > 0){
DEBUG_FUNCTION_LINE("Loading with SD Access\n");
ControllerPatcher::Init(CONTROLLER_PATCHER_PATH);
} else {
DEBUG_FUNCTION_LINE("Loading without SD Access\n");
ControllerPatcher::Init(NULL);
}
ControllerPatcher::disableControllerMapping();
log_print("Start network server\n");
ControllerPatcher::startNetworkServer();
//TODO: ControllerPatcher::DeInit() on restore.
}
DECL_FUNCTION(void, __PPCExit, void){
ControllerPatcher::resetCallbackData();
ControllerPatcher::destroyConfigHelper();
ControllerPatcher::stopNetworkServer();
real___PPCExit();
}
DECL_FUNCTION(s32, VPADRead, s32 chan, VPADData *buffer, u32 buffer_size, s32 *error) {
s32 result = real_VPADRead(chan, buffer, buffer_size, error);
//A keyboard only sends data when the state changes. We force it to call the sampling callback on each frame!
ControllerPatcher::sampleKeyboardData();
bool do_callback = (result > 0 && (buffer[0].btns_h & VPAD_BUTTON_TV));
ControllerPatcher::handleCallbackData(do_callback);
if(ControllerPatcher::areControllersConnected() && buffer_size > 0){
ControllerPatcher::setRumble(UController_Type_Gamepad,!!VPADBASEGetMotorOnRemainingCount(0));
if(ControllerPatcher::setControllerDataFromHID(buffer) == CONTROLLER_PATCHER_ERROR_NONE){
if(buffer[0].btns_h & VPAD_BUTTON_HOME){
//You can open the home menu this way, but not close it. Need a proper way to close it using the same button...
//OSSendAppSwitchRequest(5,0,0); //Open the home menu!
}
if(error != NULL){
*error = 0;
}
result = 1; // We want the WiiU to ignore everything else.
}
}
if(ControllerPatcher::isButtonRemappingDone()){
ControllerPatcher::buttonRemapping(buffer,result);
//ControllerPatcher::printVPADButtons(buffer); //Leads to random crashes on app transitions.
}
return result;
}
WUPS_MUST_REPLACE(VPADRead, WUPS_LOADER_LIBRARY_VPAD, VPADRead);
WUPS_MUST_REPLACE(__PPCExit, WUPS_LOADER_LIBRARY_COREINIT, __PPCExit);