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include/vpad: Add Doxygen documentation for some functions (from decaf)
From e9db64c9442f239792477e8b5c8e61286329b206.
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@ -69,8 +69,11 @@ typedef enum VPADTouchPadValidity
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typedef enum VPADReadError
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typedef enum VPADReadError
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{
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{
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//! No error occured, and data was written to the buffers.
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VPAD_READ_SUCCESS = 0,
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VPAD_READ_SUCCESS = 0,
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//! There was no sample new data available to write.
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VPAD_READ_NO_SAMPLES = -1,
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VPAD_READ_NO_SAMPLES = -1,
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//! The requested controller or channel was invalid.
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VPAD_READ_INVALID_CONTROLLER = -2,
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VPAD_READ_INVALID_CONTROLLER = -2,
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} VPADReadError;
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} VPADReadError;
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@ -108,7 +111,9 @@ WUT_CHECK_SIZE(VPADDirection, 0x24);
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struct VPADTouchData
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struct VPADTouchData
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{
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{
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//! The x-coordinate of a touched point.
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uint16_t x;
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uint16_t x;
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//! The y-coordinate of a touched point.
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uint16_t y;
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uint16_t y;
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//! 0 if screen is not currently being touched
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//! 0 if screen is not currently being touched
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@ -219,19 +224,69 @@ WUT_CHECK_OFFSET(VPADStatus, 0xA2, micStatus);
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WUT_CHECK_OFFSET(VPADStatus, 0xA3, slideVolumeEx);
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WUT_CHECK_OFFSET(VPADStatus, 0xA3, slideVolumeEx);
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WUT_CHECK_SIZE(VPADStatus, 0xAC);
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WUT_CHECK_SIZE(VPADStatus, 0xAC);
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//! Deprecated
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/**
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* Initialises the VPAD library for use.
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*
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* \deprecated
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* As of Cafe OS 5.5.x (OSv10 v15702) this function simply logs a deprecation
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* message and returns. However, this may not be the case on older versions.
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*/
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void
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void
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VPADInit();
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VPADInit();
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void
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void
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VPADShutdown();
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VPADShutdown();
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/**
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* Read controller data from the desired Gamepad.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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*
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* \param chan
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* The channel to read from.
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*
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* \param buffers
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* Pointer to an array of VPADStatus buffers to fill.
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*
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* \param count
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* Number of buffers to fill.
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*
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* \param outError
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* Pointer to write read error to (if any). See #VPADReadError for meanings.
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*
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* \return
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* 0 on success or 1 on failure. Check error for reason.
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*
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* \sa
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* - VPADStatus
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*/
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int32_t
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int32_t
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VPADRead(VPADChan chan,
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VPADRead(VPADChan chan,
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VPADStatus *buffers,
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VPADStatus *buffers,
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uint32_t count,
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uint32_t count,
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VPADReadError *outError);
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VPADReadError *outError);
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/**
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* Transform touch data according to the current calibration data.
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* The calibration used may either be the system default or set by the
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* application via VPADSetTPCalibrationParam().
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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*
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* \param chan
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* Denotes which channel to get the calibration data from.
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*
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* \param calibratedData
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* Pointer to write calibrated touch data to.
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*
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* \param uncalibratedData
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* Pointer to the source data to apply the calibration to.
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*
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* \sa
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* - VPADTouchData
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*/
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void
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void
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VPADGetTPCalibratedPoint(VPADChan chan,
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VPADGetTPCalibratedPoint(VPADChan chan,
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VPADTouchData *calibratedData,
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VPADTouchData *calibratedData,
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@ -391,11 +446,43 @@ VPADInitGyroAccReviseParam(VPADChan chan);
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void
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void
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VPADInitGyroZeroDriftMode(VPADChan chan);
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VPADInitGyroZeroDriftMode(VPADChan chan);
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/**
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* Turns on the rumble motor on the desired Gamepad.
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* A custom rumble pattern can be set by setting bytes in the input buffer.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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*
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* \param chan
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* The channel of the Gamepad to rumble.
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*
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* \param pattern
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* Pointer to an array of bytes, where each byte represents the status of the
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* rumble at a given time. 0xFF denotes rumble while 0x00 denotes no rumble.
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*
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* \param length
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* The size of the rumble pattern, in bytes.
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*
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* \if false
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* meta: find out if the bytes in buffer are an analog intensity control (e.g
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* is 0x7F "half intensity"?) or are simply binary motor on/off toggles
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* \endif
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*/
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int32_t
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int32_t
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VPADControlMotor(VPADChan chan,
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VPADControlMotor(VPADChan chan,
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uint8_t *pattern,
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uint8_t *pattern,
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uint8_t length);
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uint8_t length);
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/**
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* Stops the desired Gamepad's rumble motor and cancels any ongoing rumble
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* pattern.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on channel 0.
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*
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* \param chan
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* The channel of the Gamepad to stop rumbling.
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*/
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void
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void
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VPADStopMotor(VPADChan chan);
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VPADStopMotor(VPADChan chan);
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