diff --git a/include/nsysnet/socket.h b/include/nsysnet/socket.h index 7c420cb6..b0f7877c 100644 --- a/include/nsysnet/socket.h +++ b/include/nsysnet/socket.h @@ -204,6 +204,15 @@ select(int nfds, const char * inet_ntoa(struct in_addr in); +char * +inet_ntoa_r(struct in_addr in, char *buf); + +const char * +inet_ntop(int af, const void *src, char *dst, socklen_t size); + +int +inet_pton(int af, const char *src, void *dst); + int inet_aton(const char *cp, struct in_addr *inp); diff --git a/include/vpad/input.h b/include/vpad/input.h index 00f440d2..bc16a374 100644 --- a/include/vpad/input.h +++ b/include/vpad/input.h @@ -67,6 +67,16 @@ typedef enum VPADTouchPadValidity VPAD_INVALID_Y = 0x2, } VPADTouchPadValidity; +typedef enum VPADTouchPadResolution +{ + //! 1920 x 1080 resolution. + VPAD_TP_1920X1080 = 0, + //! 1280 x 720 resolution. + VPAD_TP_1280X720 = 1, + //! 854 x 480 resolution. + VPAD_TP_854X480 = 2, +} VPADTouchPadResolution; + typedef enum VPADReadError { //! No error occured, and data was written to the buffers. @@ -320,6 +330,34 @@ VPADGetTPCalibratedPoint(VPADChan chan, VPADTouchData *calibratedData, VPADTouchData *uncalibratedData); +/** + * Transform touch data according to the current calibration data. + * + * \note + * Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0 + * VPAD_CHAN_0. \endlink + * + * \param chan + * Denotes which channel to get the calibration data from. + * + * \param tpResolution + * Touchpad resolution. + * + * \param calibratedData + * Pointer to write calibrated touch data to. + * + * \param uncalibratedData + * Pointer to the source data to apply the calibration to. + * + * \sa + * - VPADTouchData + */ +void +VPADGetTPCalibratedPointEx(VPADChan chan, + VPADTouchPadResolution tpResolution, + VPADTouchData *calibratedData, + VPADTouchData *uncalibratedData); + /** * Return a count representing the amount of time left for the given Gamepad's * rumble pattern.