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https://github.com/Maschell/hid_to_vpad.git
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32
src/main.cpp
32
src/main.cpp
@ -17,8 +17,8 @@ WUPS_PLUGIN_LICENSE("GPL");
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WUPS_FS_ACCESS()
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#define SD_PATH "sd:"
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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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#define WIIU_PATH "/wiiu"
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#define DEFAULT_HID_TO_VPAD_PATH SD_PATH WIIU_PATH "/apps/hidtovpad"
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void rumbleChanged(bool newValue) {
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DEBUG_FUNCTION_LINE("rumbleChanged %d \n",newValue);
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@ -50,24 +50,24 @@ WUPS_GET_CONFIG() {
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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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ControllerPatcher::stopNetworkServer();
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}
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ON_APPLICATION_START(args){
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ON_APPLICATION_START(args) {
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socket_lib_init();
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log_init();
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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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DEBUG_FUNCTION_LINE("Initializing the controller data\n");
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ControllerPatcher::Init(CONTROLLER_PATCHER_PATH);
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ControllerPatcher::disableControllerMapping();
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DEBUG_FUNCTION_LINE("Starting HID to VPAD network server\n");
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ControllerPatcher::startNetworkServer();
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ControllerPatcher::disableWiiUEnergySetting();
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}
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ON_APP_STATUS_CHANGED(status){
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if(status == WUPS_APP_STATUS_CLOSED){
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//CursorDrawer::destroyInstance();
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ON_APP_STATUS_CHANGED(status) {
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if(status == WUPS_APP_STATUS_CLOSED) {
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//CursorDrawer::destroyInstance();
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DEBUG_FUNCTION_LINE("ON_APPLICATION_ENDING\n");
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ControllerPatcher::destroyConfigHelper();
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DEBUG_FUNCTION_LINE("Calling stopNetworkServer\n");
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@ -82,28 +82,28 @@ DECL_FUNCTION(int32_t, VPADRead, VPADChan chan, VPADStatus *buffer, uint32_t buf
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int32_t 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].hold & 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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if(ControllerPatcher::areControllersConnected() && buffer_size > 0) {
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ControllerPatcher::setRumble(UController_Type_Gamepad,!!VPADBASEGetMotorOnRemainingCount(VPAD_CHAN_0));
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if(ControllerPatcher::setControllerDataFromHID(buffer) == CONTROLLER_PATCHER_ERROR_NONE){
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if(ControllerPatcher::setControllerDataFromHID(buffer) == CONTROLLER_PATCHER_ERROR_NONE) {
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if(buffer[0].hold & VPAD_BUTTON_HOME){
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if(buffer[0].hold & 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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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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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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@ -111,4 +111,4 @@ DECL_FUNCTION(int32_t, VPADRead, VPADChan chan, VPADStatus *buffer, uint32_t buf
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return result;
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}
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WUPS_MUST_REPLACE(VPADRead, WUPS_LOADER_LIBRARY_VPAD, VPADRead);
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WUPS_MUST_REPLACE(VPADRead, WUPS_LOADER_LIBRARY_VPAD, VPADRead);
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