wut  1.0.0-alpha
Wii U Toolchain
Data Structures | Typedefs | Enumerations | Functions
input.h File Reference
#include <wut.h>

Go to the source code of this file.

Data Structures

struct  VPADVec2D
 
struct  VPADVec3D
 
struct  VPADDirection
 
struct  VPADTouchData
 
struct  VPADAccStatus
 
struct  VPADStatus
 

Typedefs

typedef struct VPADAccStatus VPADAccStatus
 
typedef struct VPADDirection VPADDirection
 
typedef struct VPADGyroStatus VPADGyroStatus
 
typedef struct VPADStatus VPADStatus
 
typedef struct VPADTouchData VPADTouchData
 
typedef struct VPADVec2D VPADVec2D
 
typedef struct VPADVec3D VPADVec3D
 
typedef enum VPADButtons VPADButtons
 
typedef enum VPADChan VPADChan
 
typedef enum VPADTouchPadValidity VPADTouchPadValidity
 
typedef enum VPADReadError VPADReadError
 
typedef enum VPADLcdMode VPADLcdMode
 

Enumerations

enum  VPADButtons {
  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
}
 
enum  VPADChan { VPAD_CHAN_0 = 0 }
 
enum  VPADTouchPadValidity {
  VPAD_VALID = 0x0,
  VPAD_INVALID_X = 0x1,
  VPAD_INVALID_Y = 0x2
}
 
enum  VPADReadError {
  VPAD_READ_SUCCESS = 0,
  VPAD_READ_NO_SAMPLES = -1,
  VPAD_READ_INVALID_CONTROLLER = -2
}
 
enum  VPADLcdMode {
  VPAD_LCD_STANDBY = 0,
  VPAD_LCD_OFF = 1,
  VPAD_LCD_ON = 0xFF
}
 

Functions

void VPADInit ()
 Initialises the VPAD library for use. More...
 
void VPADShutdown ()
 Cleans up and frees the VPAD library. More...
 
int32_t VPADRead (VPADChan chan, VPADStatus *buffers, uint32_t count, VPADReadError *outError)
 Read controller data from the desired Gamepad. More...
 
void VPADGetTPCalibratedPoint (VPADChan chan, VPADTouchData *calibratedData, VPADTouchData *uncalibratedData)
 Transform touch data according to the current calibration data. More...
 
int32_t VPADBASEGetMotorOnRemainingCount (VPADChan chan)
 Return a count representing the amount of time left for the given Gamepad's rumble pattern. More...
 
int32_t VPADBASESetMotorOnRemainingCount (VPADChan chan, int32_t counter)
 Set a count representing the amount of time left for the given Gamepad's rumble pattern. More...
 
void VPADSetAccParam (VPADChan chan, float playRadius, float sensitivity)
 
void VPADGetAccParam (VPADChan chan, float *outPlayRadius, float *outSensitivity)
 
void VPADSetBtnRepeat (VPADChan chan, float delaySec, float pulseSec)
 Set a repeat for held buttons - instead of appearing to be continually held, repeated presses and releases will be simulated at the given frequency. More...
 
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)
 
int32_t VPADControlMotor (VPADChan chan, uint8_t *pattern, uint8_t length)
 Turns on the rumble motor on the desired Gamepad. More...
 
void VPADStopMotor (VPADChan chan)
 Stops the desired Gamepad's rumble motor and cancels any ongoing rumble pattern. More...
 
int32_t VPADSetLcdMode (VPADChan chan, VPADLcdMode lcdMode)
 Sets the current mode of the display on the given Gamepad. More...
 
int32_t VPADGetLcdMode (VPADChan chan, VPADLcdMode *outLcdMode)
 Get the current status of the given Gamepad's display. More...
 
void VPADBASESetSensorBarSetting (VPADChan chan, int8_t setting)
 
void VPADBASEGetSensorBarSetting (VPADChan chan, int8_t *outSetting)
 
int32_t VPADSetSensorBar (VPADChan chan, BOOL on)
 Turn the given Gamepad's sensor bar on or off. More...