mirror of
https://github.com/wiiu-env/wut.git
synced 2024-12-05 03:24:17 +01:00
2ae085d528
Added: * VPADDisablePowerButton * VPADEnablePowerButton * VPADBASEGetHeadphoneStatus * VPADBASEGetGameControllerMode * VPADBASESetGameControllerMode * VPADBASEGetPowerButtonPressStatus * VPADBASESetPowerButtonPressStatus * VPADBASESetPowerButtonDisableMode
989 lines
24 KiB
C
989 lines
24 KiB
C
#pragma once
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#include <wut.h>
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/**
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* \defgroup vpad_input VPAD Input
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* \ingroup vpad
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* @{
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct VPADAccStatus VPADAccStatus;
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typedef struct VPADDirection VPADDirection;
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typedef struct VPADGyroStatus VPADGyroStatus;
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typedef struct VPADStatus VPADStatus;
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typedef struct VPADTouchCalibrationParam VPADTouchCalibrationParam;
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typedef struct VPADTouchData VPADTouchData;
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typedef struct VPADVec2D VPADVec2D;
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typedef struct VPADVec3D VPADVec3D;
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//! Wii U GamePad buttons.
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typedef enum VPADButtons
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{
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//! The A button.
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VPAD_BUTTON_A = 0x8000,
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//! The B button.
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VPAD_BUTTON_B = 0x4000,
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//! The X button.
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VPAD_BUTTON_X = 0x2000,
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//! The Y button.
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VPAD_BUTTON_Y = 0x1000,
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//! The left button of the D-pad.
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VPAD_BUTTON_LEFT = 0x0800,
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//! The right button of the D-pad.
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VPAD_BUTTON_RIGHT = 0x0400,
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//! The up button of the D-pad.
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VPAD_BUTTON_UP = 0x0200,
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//! The down button of the D-pad.
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VPAD_BUTTON_DOWN = 0x0100,
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//! The ZL button.
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VPAD_BUTTON_ZL = 0x0080,
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//! The ZR button.
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VPAD_BUTTON_ZR = 0x0040,
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//! The L button.
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VPAD_BUTTON_L = 0x0020,
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//! The R button.
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VPAD_BUTTON_R = 0x0010,
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//! The + button.
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VPAD_BUTTON_PLUS = 0x0008,
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//! The - button.
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VPAD_BUTTON_MINUS = 0x0004,
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//! The HOME button.
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VPAD_BUTTON_HOME = 0x0002,
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//! The SYNC button.
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VPAD_BUTTON_SYNC = 0x0001,
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//! The right stick button.
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VPAD_BUTTON_STICK_R = 0x00020000,
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//! The left stick button.
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VPAD_BUTTON_STICK_L = 0x00040000,
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//! The TV button.
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VPAD_BUTTON_TV = 0x00010000,
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//! The emulated left button on the right stick.
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VPAD_STICK_R_EMULATION_LEFT = 0x04000000,
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//! The emulated right button on the right stick.
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VPAD_STICK_R_EMULATION_RIGHT = 0x02000000,
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//! The emulated up button on the right stick.
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VPAD_STICK_R_EMULATION_UP = 0x01000000,
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//! The emulated down button on the right stick.
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VPAD_STICK_R_EMULATION_DOWN = 0x00800000,
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//! The emulated left button on the left stick.
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VPAD_STICK_L_EMULATION_LEFT = 0x40000000,
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//! The emulated right button on the left stick.
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VPAD_STICK_L_EMULATION_RIGHT = 0x20000000,
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//! The emulated up button on the left stick.
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VPAD_STICK_L_EMULATION_UP = 0x10000000,
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//! The emulated down button on the left stick.
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VPAD_STICK_L_EMULATION_DOWN = 0x08000000,
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} VPADButtons;
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//! Wii U GamePad channel.
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typedef enum VPADChan
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{
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//! Channel 0.
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VPAD_CHAN_0 = 0,
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} VPADChan;
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//! Touch pad validity.
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typedef enum VPADTouchPadValidity
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{
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//! 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;
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//! Touch pad resolution.
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typedef enum VPADTouchPadResolution
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{
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//! 1920 x 1080 resolution.
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VPAD_TP_1920X1080 = 0,
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//! 1280 x 720 resolution.
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VPAD_TP_1280X720 = 1,
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//! 854 x 480 resolution.
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VPAD_TP_854X480 = 2,
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} VPADTouchPadResolution;
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//! Read error.
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typedef enum VPADReadError
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{
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//! No error occurred, and data was written to the buffers.
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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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//! The requested controller or channel was invalid.
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VPAD_READ_INVALID_CONTROLLER = -2,
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} VPADReadError;
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//! LCD mode.
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typedef enum VPADLcdMode
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{
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//! Display is in standby and will turn back on if any buttons are pressed.
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VPAD_LCD_STANDBY = 0,
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//! Display is completely off and will remain so until explicitly changed.
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VPAD_LCD_OFF = 1,
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//! Display is on as normal.
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VPAD_LCD_ON = 0xFF,
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} VPADLcdMode;
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//! Gyro zero drift mode.
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typedef enum VPADGyroZeroDriftMode
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{
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VPAD_GYRO_ZERODRIFT_LOOSE = 0,
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VPAD_GYRO_ZERODRIFT_STANDARD,
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VPAD_GYRO_ZERODRIFT_TIGHT,
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VPAD_GYRO_ZERODRIFT_NONE
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} VPADGyroZeroDriftMode;
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//! 2D vector.
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struct VPADVec2D
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{
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//! x.
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float x;
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//! y.
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float y;
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};
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WUT_CHECK_OFFSET(VPADVec2D, 0x00, x);
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WUT_CHECK_OFFSET(VPADVec2D, 0x04, y);
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WUT_CHECK_SIZE(VPADVec2D, 0x08);
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//! 3D vector.
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struct VPADVec3D
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{
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//! x.
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float x;
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//! y.
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float y;
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//! z.
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float z;
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};
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WUT_CHECK_OFFSET(VPADVec3D, 0x00, x);
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WUT_CHECK_OFFSET(VPADVec3D, 0x04, y);
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WUT_CHECK_OFFSET(VPADVec3D, 0x08, z);
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WUT_CHECK_SIZE(VPADVec3D, 0x0C);
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//! Direction.
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struct VPADDirection
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{
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//! x.
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VPADVec3D x;
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//! y.
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VPADVec3D y;
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//! z.
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VPADVec3D z;
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};
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WUT_CHECK_OFFSET(VPADDirection, 0x00, x);
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WUT_CHECK_OFFSET(VPADDirection, 0x0C, y);
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WUT_CHECK_OFFSET(VPADDirection, 0x18, z);
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WUT_CHECK_SIZE(VPADDirection, 0x24);
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//! Touch calibration parameter.
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struct VPADTouchCalibrationParam
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{
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//! X offset.
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uint16_t adjustX;
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//! Y offset.
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uint16_t adjustY;
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//! X scale.
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float scaleX;
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//! Y scale.
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float scaleY;
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};
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WUT_CHECK_OFFSET(VPADTouchCalibrationParam, 0x00, adjustX);
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WUT_CHECK_OFFSET(VPADTouchCalibrationParam, 0x02, adjustY);
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WUT_CHECK_OFFSET(VPADTouchCalibrationParam, 0x04, scaleX);
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WUT_CHECK_OFFSET(VPADTouchCalibrationParam, 0x08, scaleY);
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WUT_CHECK_SIZE(VPADTouchCalibrationParam, 0x0C);
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//! Touch data.
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struct VPADTouchData
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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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//! 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.
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uint16_t validity;
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};
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WUT_CHECK_OFFSET(VPADTouchData, 0x00, x);
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WUT_CHECK_OFFSET(VPADTouchData, 0x02, y);
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WUT_CHECK_OFFSET(VPADTouchData, 0x04, touched);
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WUT_CHECK_OFFSET(VPADTouchData, 0x06, validity);
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WUT_CHECK_SIZE(VPADTouchData, 0x08);
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struct VPADAccStatus
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{
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VPADVec3D acc;
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float magnitude;
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float variation;
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VPADVec2D vertical;
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};
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WUT_CHECK_OFFSET(VPADAccStatus, 0x00, acc);
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WUT_CHECK_OFFSET(VPADAccStatus, 0x0C, magnitude);
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WUT_CHECK_OFFSET(VPADAccStatus, 0x10, variation);
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WUT_CHECK_OFFSET(VPADAccStatus, 0x14, vertical);
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WUT_CHECK_SIZE(VPADAccStatus, 0x1c);
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struct VPADStatus
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{
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//! Indicates what VPADButtons are held down.
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uint32_t hold;
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//! Indicates what VPADButtons have been pressed since last sample.
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uint32_t trigger;
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//! Indicates what VPADButtons have been released since last sample.
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uint32_t release;
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//! Position of left analog stick.
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VPADVec2D leftStick;
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//! Position of right analog stick.
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VPADVec2D rightStick;
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//! Status of DRC accelorometer.
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VPADAccStatus accelorometer;
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//! Status of DRC gyro.
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VPADVec3D gyro;
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//! Status of DRC angle.
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VPADVec3D angle;
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uint8_t error;
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WUT_UNKNOWN_BYTES(0x01);
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//! Current touch position on DRC.
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VPADTouchData tpNormal;
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//! Filtered touch position, first level of smoothing.
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VPADTouchData tpFiltered1;
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//! Filtered touch position, second level of smoothing.
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VPADTouchData tpFiltered2;
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WUT_UNKNOWN_BYTES(0x02);
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VPADDirection direction;
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//! Set to 1 if headphones are plugged in, 0 otherwise.
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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.
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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);
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WUT_CHECK_OFFSET(VPADStatus, 0x04, trigger);
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WUT_CHECK_OFFSET(VPADStatus, 0x08, release);
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WUT_CHECK_OFFSET(VPADStatus, 0x0C, leftStick);
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WUT_CHECK_OFFSET(VPADStatus, 0x14, rightStick);
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WUT_CHECK_OFFSET(VPADStatus, 0x1C, accelorometer);
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WUT_CHECK_OFFSET(VPADStatus, 0x38, gyro);
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WUT_CHECK_OFFSET(VPADStatus, 0x44, angle);
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WUT_CHECK_OFFSET(VPADStatus, 0x50, error);
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WUT_CHECK_OFFSET(VPADStatus, 0x52, tpNormal);
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WUT_CHECK_OFFSET(VPADStatus, 0x5A, tpFiltered1);
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WUT_CHECK_OFFSET(VPADStatus, 0x62, tpFiltered2);
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WUT_CHECK_OFFSET(VPADStatus, 0x6C, direction);
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WUT_CHECK_OFFSET(VPADStatus, 0x94, mag);
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WUT_CHECK_OFFSET(VPADStatus, 0xA0, slideVolume);
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WUT_CHECK_OFFSET(VPADStatus, 0xA1, battery);
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WUT_CHECK_OFFSET(VPADStatus, 0xA2, micStatus);
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WUT_CHECK_OFFSET(VPADStatus, 0xA3, slideVolumeEx);
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WUT_CHECK_SIZE(VPADStatus, 0xAC);
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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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* \sa
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* - \link VPADShutdown \endlink
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*/
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void
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VPADInit();
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/**
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* Cleans up and frees the VPAD library.
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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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* \sa
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* - \link VPADShutdown \endlink
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*/
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void
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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 \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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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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* \warning
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* You must check outError - the VPADStatus buffers may be filled with random
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* or invalid data on error, not necessarily zeroes.
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*
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* \return
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* 0 on success or 1 on failure. Check outError 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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VPADRead(VPADChan chan,
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VPADStatus *buffers,
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uint32_t count,
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VPADReadError *outError);
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/**
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* Get touch pad calibration parameters.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to get the calibration parameter from.
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*
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* \param outParam
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* Pointer to the calibration to get.
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*/
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void
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VPADGetTPCalibrationParam(VPADChan chan,
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VPADTouchCalibrationParam *outParam);
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/**
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* Set touch pad calibration parameters.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to set the calibration parameter to.
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*
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* \param param
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* Pointer to the calibration to set.
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*/
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void
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VPADSetTPCalibrationParam(VPADChan chan,
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const VPADTouchCalibrationParam *param);
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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 \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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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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VPADGetTPCalibratedPoint(VPADChan chan,
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VPADTouchData *calibratedData,
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const VPADTouchData *uncalibratedData);
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/**
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* Transform touch data according to the current calibration data.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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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 tpResolution
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* Touchpad resolution.
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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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VPADGetTPCalibratedPointEx(VPADChan chan,
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VPADTouchPadResolution tpResolution,
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VPADTouchData *calibratedData,
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const VPADTouchData *uncalibratedData);
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/**
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* Return a count representing the amount of time left for the given Gamepad's
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* rumble pattern.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to get the rumble time from.
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*/
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int32_t
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VPADBASEGetMotorOnRemainingCount(VPADChan chan);
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/**
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* Set a count representing the amount of time left for the given Gamepad's
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* rumble pattern.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to set the rumble count for.
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*
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* \param counter
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* The value of the new rumble count.
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*
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* <!-- meta: I assume this affects the index into the rumble pattern? -->
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*/
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int32_t
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VPADBASESetMotorOnRemainingCount(VPADChan chan,
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int32_t counter);
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void
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VPADSetAccParam(VPADChan chan,
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float playRadius,
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float sensitivity);
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void
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VPADGetAccParam(VPADChan chan,
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float *outPlayRadius,
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float *outSensitivity);
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/**
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* Set a repeat for held buttons - instead of appearing to be continually held,
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* repeated presses and releases will be simulated at the given frequency. This
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* is similar to what happens with most computer keyboards when you hold a key.
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*
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* \note
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* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
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* VPAD_CHAN_0. \endlink
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*
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* \param chan
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* Denotes which channel to set up button repeat on.
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*
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|
* \param delaySec
|
|
* The amount of time, in seconds, to wait until a button should start
|
|
* repeating.
|
|
*
|
|
* \param pulseSec
|
|
* The amount of time to wait between simulated presses - effectively setting
|
|
* the period of the repetition.
|
|
*/
|
|
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
|
|
VPADGetGyroDirReviseParam(VPADChan chan,
|
|
float *param);
|
|
|
|
void
|
|
VPADGetGyroZeroDriftMode(VPADChan chan,
|
|
VPADGyroZeroDriftMode *mode);
|
|
|
|
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
|
|
VPADSetGyroDirReviseBase(VPADChan chan,
|
|
VPADDirection *base);
|
|
|
|
void
|
|
VPADSetGyroDirReviseParam(VPADChan chan,
|
|
float param);
|
|
|
|
void
|
|
VPADSetGyroDirection(VPADChan chan,
|
|
VPADDirection *dir);
|
|
|
|
void
|
|
VPADSetGyroDirectionMag(VPADChan chan,
|
|
float mag);
|
|
|
|
void
|
|
VPADSetGyroMagnification(VPADChan chan,
|
|
float pitch,
|
|
float yaw,
|
|
float roll);
|
|
|
|
void
|
|
VPADSetGyroZeroDriftMode(VPADChan chan,
|
|
VPADGyroZeroDriftMode mode);
|
|
|
|
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
|
|
VPADStartGyroMagRevise(VPADChan chan);
|
|
|
|
void
|
|
VPADStopGyroMagRevise(VPADChan chan);
|
|
|
|
/**
|
|
* Initializes the zero drift mode on the desired Gamepad.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to initialize.
|
|
*/
|
|
void
|
|
VPADInitGyroZeroDriftMode(VPADChan chan);
|
|
|
|
/**
|
|
* Get the TV menu status.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to get the TV status from.
|
|
*
|
|
* \returns
|
|
* TRUE if the TV menu is shown, FALSE otherwise.
|
|
*/
|
|
BOOL
|
|
VPADGetTVMenuStatus(VPADChan chan);
|
|
|
|
/**
|
|
* Enable or disable the TV menu.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to enable or disable the TV menu from.
|
|
*
|
|
* \param invalid
|
|
* Set to TRUE to disable the TV menu or FALSE to enable it.
|
|
*/
|
|
void
|
|
VPADSetTVMenuInvalid(VPADChan chan,
|
|
BOOL invalid);
|
|
|
|
/**
|
|
* Disable the power button.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to disable the power button from.
|
|
*/
|
|
void
|
|
VPADDisablePowerButton(VPADChan chan);
|
|
|
|
/**
|
|
* Enable the power button.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to enable the power button from.
|
|
*/
|
|
void
|
|
VPADEnablePowerButton(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 \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \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 \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to stop rumbling.
|
|
*/
|
|
void
|
|
VPADStopMotor(VPADChan chan);
|
|
|
|
/**
|
|
* Sets the current mode of the display on the given Gamepad. This function can
|
|
* be used to turn the display on and off, or place it in standby.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to have its display mode changed.
|
|
*
|
|
* \param lcdMode
|
|
* One of \link VPADLcdMode \endlink representing the new status of the display.
|
|
*
|
|
* \returns
|
|
* 0 on success, or a negative value on error.
|
|
*/
|
|
int32_t
|
|
VPADSetLcdMode(VPADChan chan,
|
|
VPADLcdMode lcdMode);
|
|
|
|
/**
|
|
* Get the current status of the given Gamepad's display.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to get the display mode from.
|
|
*
|
|
* \param outLcdMode
|
|
* Pointer to write a value of \link VPADLcdMode \endlink into.
|
|
*
|
|
* \returns
|
|
* 0 on success, or a negative value on error.
|
|
*/
|
|
int32_t
|
|
VPADGetLcdMode(VPADChan chan,
|
|
VPADLcdMode *outLcdMode);
|
|
|
|
void
|
|
VPADBASESetSensorBarSetting(VPADChan chan,
|
|
int8_t setting);
|
|
|
|
void
|
|
VPADBASEGetSensorBarSetting(VPADChan chan,
|
|
int8_t *outSetting);
|
|
|
|
/**
|
|
* Get the headphone status.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to get the headphone status from.
|
|
*
|
|
* \returns
|
|
* Returns 1 if headphones are connected, 0 otherwise.
|
|
*/
|
|
int32_t
|
|
VPADBASEGetHeadphoneStatus(VPADChan chan);
|
|
|
|
/**
|
|
* Get the controller mode.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to get the controller mode from.
|
|
*
|
|
* \param mode
|
|
* Pointer to write a value of the controller mode into.
|
|
*/
|
|
void
|
|
VPADBASEGetGameControllerMode(VPADChan chan,
|
|
int32_t* mode);
|
|
|
|
/**
|
|
* Set the controller mode.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to set the controller mode to.
|
|
*
|
|
* \param mode
|
|
* Any non-zero mode will turn off the display, like the "Display Off" button under Controller Settings.
|
|
* Inputs are not disabled.
|
|
*/
|
|
void
|
|
VPADBASESetGameControllerMode(VPADChan chan,
|
|
int32_t mode);
|
|
|
|
/**
|
|
* Get the POWER button press status.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to get the POWER button press status from.
|
|
*
|
|
* \param tick
|
|
* The value given by \link OSGetTick \endlink when the button was pressed.
|
|
*
|
|
* \param status
|
|
* The status is set to 0 if the POWER button is not pressed.
|
|
*/
|
|
void
|
|
VPADBASEGetPowerButtonPressStatus(VPADChan chan,
|
|
uint32_t* tick,
|
|
uint32_t *status);
|
|
|
|
/**
|
|
* Set the POWER button press status.
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to set the POWER button press status to.
|
|
*
|
|
* \param tick
|
|
* The tick value to set.
|
|
*
|
|
* \param status
|
|
* The status to set.
|
|
*/
|
|
void
|
|
VPADBASESetPowerButtonPressStatus(VPADChan chan,
|
|
uint32_t tick,
|
|
uint32_t status);
|
|
|
|
/**
|
|
* Set the POWER button mode.
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to set the POWER button disable mode to.
|
|
*
|
|
* \param mode
|
|
* Set to 0 to enable and set to 1 to disable.
|
|
*
|
|
* \sa
|
|
* - \link VPADDisablePowerButton \endlink
|
|
* - \link VPADEnablePowerButton \endlink
|
|
*/
|
|
void
|
|
VPADBASESetPowerButtonDisableMode(VPADChan chan,
|
|
uint32_t mode);
|
|
|
|
/**
|
|
* Turn the given Gamepad's sensor bar on or off. Enabling the sensor bar allows
|
|
* any Wii Remote to position itself relative to the GamePad.
|
|
*
|
|
* \note
|
|
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
|
|
* VPAD_CHAN_0. \endlink
|
|
*
|
|
* \param chan
|
|
* The channel of the Gamepad to control the sensor bar on.
|
|
*
|
|
* \param on
|
|
* \c true to enable the sensor bar, \c false to disable it.
|
|
*
|
|
* \returns
|
|
* 0 on success, or a negative value on error.
|
|
*/
|
|
int32_t
|
|
VPADSetSensorBar(VPADChan chan,
|
|
BOOL on);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
/** @} */
|