wut/include/vpad/input.h

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#pragma once
#include <wut.h>
/**
* \defgroup vpad_input VPAD Input
* \ingroup vpad
* @{
*/
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#ifdef __cplusplus
extern "C" {
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#endif
typedef struct VPADAccStatus VPADAccStatus;
typedef struct VPADDirection VPADDirection;
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typedef struct VPADGyroStatus VPADGyroStatus;
typedef struct VPADStatus VPADStatus;
typedef struct VPADTouchData VPADTouchData;
typedef struct VPADVec2D VPADVec2D;
typedef struct VPADVec3D VPADVec3D;
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typedef enum VPADButtons
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{
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VPAD_BUTTON_A = 0x8000,
VPAD_BUTTON_B = 0x4000,
VPAD_BUTTON_X = 0x2000,
VPAD_BUTTON_Y = 0x1000,
VPAD_BUTTON_LEFT = 0x0800,
VPAD_BUTTON_RIGHT = 0x0400,
VPAD_BUTTON_UP = 0x0200,
VPAD_BUTTON_DOWN = 0x0100,
VPAD_BUTTON_ZL = 0x0080,
VPAD_BUTTON_ZR = 0x0040,
VPAD_BUTTON_L = 0x0020,
VPAD_BUTTON_R = 0x0010,
VPAD_BUTTON_PLUS = 0x0008,
VPAD_BUTTON_MINUS = 0x0004,
VPAD_BUTTON_HOME = 0x0002,
VPAD_BUTTON_SYNC = 0x0001,
VPAD_BUTTON_STICK_R = 0x00020000,
VPAD_BUTTON_STICK_L = 0x00040000,
VPAD_BUTTON_TV = 0x00010000,
VPAD_STICK_R_EMULATION_LEFT = 0x04000000,
VPAD_STICK_R_EMULATION_RIGHT = 0x02000000,
VPAD_STICK_R_EMULATION_UP = 0x01000000,
VPAD_STICK_R_EMULATION_DOWN = 0x00800000,
VPAD_STICK_L_EMULATION_LEFT = 0x40000000,
VPAD_STICK_L_EMULATION_RIGHT = 0x20000000,
VPAD_STICK_L_EMULATION_UP = 0x10000000,
VPAD_STICK_L_EMULATION_DOWN = 0x08000000,
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} VPADButtons;
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typedef enum VPADChan
{
VPAD_CHAN_0 = 0,
} VPADChan;
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typedef enum VPADTouchPadValidity
{
//! Both X and Y touchpad positions are accurate
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VPAD_VALID = 0x0,
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//! X position is inaccurate
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VPAD_INVALID_X = 0x1,
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//! Y position is inaccurate
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VPAD_INVALID_Y = 0x2,
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} VPADTouchPadValidity;
typedef enum VPADReadError
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{
//! No error occured, and data was written to the buffers.
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VPAD_READ_SUCCESS = 0,
//! There was no sample new data available to write.
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VPAD_READ_NO_SAMPLES = -1,
//! The requested controller or channel was invalid.
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VPAD_READ_INVALID_CONTROLLER = -2,
} VPADReadError;
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struct VPADVec2D
{
float x;
float y;
};
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WUT_CHECK_OFFSET(VPADVec2D, 0x00, x);
WUT_CHECK_OFFSET(VPADVec2D, 0x04, y);
WUT_CHECK_SIZE(VPADVec2D, 0x08);
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struct VPADVec3D
{
float x;
float y;
float z;
};
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WUT_CHECK_OFFSET(VPADVec3D, 0x00, x);
WUT_CHECK_OFFSET(VPADVec3D, 0x04, y);
WUT_CHECK_OFFSET(VPADVec3D, 0x08, z);
WUT_CHECK_SIZE(VPADVec3D, 0x0C);
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struct VPADDirection
{
VPADVec3D x;
VPADVec3D y;
VPADVec3D z;
};
WUT_CHECK_OFFSET(VPADDirection, 0x00, x);
WUT_CHECK_OFFSET(VPADDirection, 0x0C, y);
WUT_CHECK_OFFSET(VPADDirection, 0x18, z);
WUT_CHECK_SIZE(VPADDirection, 0x24);
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struct VPADTouchData
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{
//! The x-coordinate of a touched point.
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uint16_t x;
//! The y-coordinate of a touched point.
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uint16_t y;
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//! 0 if screen is not currently being touched
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uint16_t touched;
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//! Bitfield of VPADTouchPadValidity to indicate how touch sample accuracy
uint16_t validity;
};
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WUT_CHECK_OFFSET(VPADTouchData, 0x00, x);
WUT_CHECK_OFFSET(VPADTouchData, 0x02, y);
WUT_CHECK_OFFSET(VPADTouchData, 0x04, touched);
WUT_CHECK_OFFSET(VPADTouchData, 0x06, validity);
WUT_CHECK_SIZE(VPADTouchData, 0x08);
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struct VPADAccStatus
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{
VPADVec3D acc;
float magnitude;
float variation;
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VPADVec2D vertical;
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};
WUT_CHECK_OFFSET(VPADAccStatus, 0x00, acc);
WUT_CHECK_OFFSET(VPADAccStatus, 0x0C, magnitude);
WUT_CHECK_OFFSET(VPADAccStatus, 0x10, variation);
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WUT_CHECK_OFFSET(VPADAccStatus, 0x14, vertical);
WUT_CHECK_SIZE(VPADAccStatus, 0x1c);
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struct WUT_PACKED VPADStatus
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{
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//! Indicates what VPADButtons are held down
uint32_t hold;
//! Indicates what VPADButtons have been pressed since last sample
uint32_t trigger;
//! Indicates what VPADButtons have been released since last sample
uint32_t release;
//! Position of left analog stick
VPADVec2D leftStick;
//! Position of right analog stick
VPADVec2D rightStick;
//! Status of DRC accelorometer
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VPADAccStatus accelorometer;
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//! Status of DRC gyro
VPADVec3D gyro;
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//! Status of DRC angle
VPADVec3D angle;
uint8_t error;
WUT_UNKNOWN_BYTES(0x01);
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//! Current touch position on DRC
VPADTouchData tpNormal;
//! Filtered touch position, first level of smoothing
VPADTouchData tpFiltered1;
//! Filtered touch position, second level of smoothing
VPADTouchData tpFiltered2;
WUT_UNKNOWN_BYTES(0x02);
VPADDirection direction;
//! Set to 1 if headphones are plugged in, 0 otherwise
BOOL usingHeadphones;
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//! Status of DRC magnetometer
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VPADVec3D mag;
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//! Current volume set by the slide control
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uint8_t slideVolume;
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//! Battery level of controller
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uint8_t battery;
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//! Status of DRC microphone
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uint8_t micStatus;
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//! Unknown volume related value
uint8_t slideVolumeEx;
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WUT_UNKNOWN_BYTES(0x8);
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};
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WUT_CHECK_OFFSET(VPADStatus, 0x00, hold);
WUT_CHECK_OFFSET(VPADStatus, 0x04, trigger);
WUT_CHECK_OFFSET(VPADStatus, 0x08, release);
WUT_CHECK_OFFSET(VPADStatus, 0x0C, leftStick);
WUT_CHECK_OFFSET(VPADStatus, 0x14, rightStick);
WUT_CHECK_OFFSET(VPADStatus, 0x1C, accelorometer);
WUT_CHECK_OFFSET(VPADStatus, 0x38, gyro);
WUT_CHECK_OFFSET(VPADStatus, 0x44, angle);
WUT_CHECK_OFFSET(VPADStatus, 0x50, error);
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WUT_CHECK_OFFSET(VPADStatus, 0x52, tpNormal);
WUT_CHECK_OFFSET(VPADStatus, 0x5A, tpFiltered1);
WUT_CHECK_OFFSET(VPADStatus, 0x62, tpFiltered2);
WUT_CHECK_OFFSET(VPADStatus, 0x6C, direction);
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WUT_CHECK_OFFSET(VPADStatus, 0x94, mag);
WUT_CHECK_OFFSET(VPADStatus, 0xA0, slideVolume);
WUT_CHECK_OFFSET(VPADStatus, 0xA1, battery);
WUT_CHECK_OFFSET(VPADStatus, 0xA2, micStatus);
WUT_CHECK_OFFSET(VPADStatus, 0xA3, slideVolumeEx);
WUT_CHECK_SIZE(VPADStatus, 0xAC);
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/**
* Initialises the VPAD library for use.
*
* \deprecated
* As of Cafe OS 5.5.x (OSv10 v15702) this function simply logs a deprecation
* message and returns. However, this may not be the case on older versions.
*/
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void
VPADInit();
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void
VPADShutdown();
/**
* Read controller data from the desired Gamepad.
*
* \note
* Retail Wii U systems have a single Gamepad on channel 0.
*
* \param chan
* The channel to read from.
*
* \param buffers
* Pointer to an array of VPADStatus buffers to fill.
*
* \param count
* Number of buffers to fill.
*
* \param outError
* Pointer to write read error to (if any). See #VPADReadError for meanings.
*
* \return
* 0 on success or 1 on failure. Check error for reason.
*
* \sa
* - VPADStatus
*/
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int32_t
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VPADRead(VPADChan chan,
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VPADStatus *buffers,
uint32_t count,
VPADReadError *outError);
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/**
* Transform touch data according to the current calibration data.
* The calibration used may either be the system default or set by the
* application via VPADSetTPCalibrationParam().
*
* \note
* Retail Wii U systems have a single Gamepad on channel 0.
*
* \param chan
* Denotes which channel to get the calibration data from.
*
* \param calibratedData
* Pointer to write calibrated touch data to.
*
* \param uncalibratedData
* Pointer to the source data to apply the calibration to.
*
* \sa
* - VPADTouchData
*/
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void
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VPADGetTPCalibratedPoint(VPADChan chan,
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VPADTouchData *calibratedData,
VPADTouchData *uncalibratedData);
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int32_t
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VPADBASEGetMotorOnRemainingCount(VPADChan chan);
int32_t
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VPADBASESetMotorOnRemainingCount(VPADChan chan,
int32_t counter);
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void
VPADSetAccParam(VPADChan chan,
float playRadius,
float sensitivity);
void
VPADGetAccParam(VPADChan chan,
float *outPlayRadius,
float *outSensitivity);
void
VPADSetBtnRepeat(VPADChan chan,
float delaySec,
float pulseSec);
void
VPADEnableStickCrossClamp(VPADChan chan);
void
VPADDisableStickCrossClamp(VPADChan chan);
void
VPADSetLStickClampThreshold(VPADChan chan,
int32_t max,
int32_t min);
void
VPADSetRStickClampThreshold(VPADChan chan,
int32_t max,
int32_t min);
void
VPADGetLStickClampThreshold(VPADChan chan,
int32_t *max,
int32_t *min);
void
VPADGetRStickClampThreshold(VPADChan chan,
int32_t *max,
int32_t *min);
void
VPADSetStickOrigin(VPADChan chan);
void
VPADDisableLStickZeroClamp(VPADChan chan);
void
VPADDisableRStickZeroClamp(VPADChan chan);
void
VPADEnableLStickZeroClamp(VPADChan chan);
void
VPADEnableRStickZeroClamp(VPADChan chan);
void
VPADSetCrossStickEmulationParamsL(VPADChan chan,
float rotationDegree,
float range,
float radius);
void
VPADSetCrossStickEmulationParamsR(VPADChan chan,
float rotationDegree,
float range,
float radius);
void
VPADGetCrossStickEmulationParamsL(VPADChan chan,
float *outRotationDegree,
float *outRange,
float *outRadius);
void
VPADGetCrossStickEmulationParamsR(VPADChan chan,
float *outRotationDegree,
float *outRange,
float *outRadius);
void
VPADSetGyroAngle(VPADChan chan,
float ax,
float ay,
float az);
void
VPADSetGyroDirection(VPADChan chan,
VPADDirection *dir);
void
VPADSetGyroDirectionMag(VPADChan chan,
float mag);
void
VPADSetGyroMagnification(VPADChan chan,
float pitch,
float yaw,
float roll);
void
VPADEnableGyroZeroPlay(VPADChan chan);
void
VPADEnableGyroDirRevise(VPADChan chan);
void
VPADEnableGyroAccRevise(VPADChan chan);
void
VPADDisableGyroZeroPlay(VPADChan chan);
void
VPADDisableGyroDirRevise(VPADChan chan);
void
VPADDisableGyroAccRevise(VPADChan chan);
float
VPADIsEnableGyroZeroPlay(VPADChan chan);
float
VPADIsEnableGyroZeroDrift(VPADChan chan);
float
VPADIsEnableGyroDirRevise(VPADChan chan);
float
VPADIsEnableGyroAccRevise(VPADChan chan);
void
VPADSetGyroZeroPlayParam(VPADChan chan,
float radius);
void
VPADInitGyroZeroPlayParam(VPADChan chan);
void
VPADInitGyroDirReviseParam(VPADChan chan);
void
VPADInitGyroAccReviseParam(VPADChan chan);
void
VPADInitGyroZeroDriftMode(VPADChan chan);
/**
* Turns on the rumble motor on the desired Gamepad.
* A custom rumble pattern can be set by setting bytes in the input buffer.
*
* \note
* Retail Wii U systems have a single Gamepad on channel 0.
*
* \param chan
* The channel of the Gamepad to rumble.
*
* \param pattern
* Pointer to an array of bytes, where each byte represents the status of the
* rumble at a given time. 0xFF denotes rumble while 0x00 denotes no rumble.
*
* \param length
* The size of the rumble pattern, in bytes.
*
* \if false
* meta: find out if the bytes in buffer are an analog intensity control (e.g
* is 0x7F "half intensity"?) or are simply binary motor on/off toggles
* \endif
*/
int32_t
VPADControlMotor(VPADChan chan,
uint8_t *pattern,
uint8_t length);
/**
* Stops the desired Gamepad's rumble motor and cancels any ongoing rumble
* pattern.
*
* \note
* Retail Wii U systems have a single Gamepad on channel 0.
*
* \param chan
* The channel of the Gamepad to stop rumbling.
*/
void
VPADStopMotor(VPADChan chan);
int32_t
VPADSetLcdMode(VPADChan chan,
int32_t lcdMode);
int32_t
VPADGetLcdMode(VPADChan chan,
int32_t *outLcdMode);
void
VPADBASESetSensorBarSetting(VPADChan chan,
int8_t setting);
void
VPADBASEGetSensorBarSetting(VPADChan chan,
int8_t *outSetting);
int32_t
VPADSetSensorBar(VPADChan chan,
BOOL on);
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#ifdef __cplusplus
}
#endif
/** @} */