Merged with master.

This commit is contained in:
Daniel K. O. (dkosmari)
2026-08-02 08:37:08 -03:00
4 changed files with 399 additions and 108 deletions

View File

@@ -16,6 +16,7 @@ typedef struct OSFatalError OSFatalError;
typedef void (*DisassemblyPrintFn)(const char *fmt, ...);
typedef uint32_t (*DisassemblyFindSymbolFn)(uint32_t addr, char *symbolNameBuf, uint32_t symbolNameBufSize);
typedef void (*OSPanicCallback)(void *userData);
typedef enum DisassemblePPCFlags
{
@@ -41,8 +42,11 @@ typedef enum OSFatalErrorMessageType
struct OSFatalError
{
OSFatalErrorMessageType messageType;
//! Error code, displayed on screen as unsigned, and printed in log as signed
uint32_t errorCode;
//! See \link OSGetUPID \endlink
uint32_t processId;
//! Internal error code printed in log
uint32_t internalErrorCode;
uint32_t line;
char functionName[64];
@@ -83,7 +87,14 @@ void
OSReportWarn(const char *fmt, ...)
WUT_FORMAT_PRINTF(1, 2);
/**
* Halts the system and logs the cause, traps if debugger is present
* \param file name of the file where the panic occurred
* \param line position in the file where the panic occurred
* \param fmt printf-style format string for logging
*
* \sa OSSetPanicCallback
*/
void
OSPanic(const char *file,
uint32_t line,
@@ -91,10 +102,30 @@ OSPanic(const char *file,
...)
WUT_FORMAT_PRINTF(3, 4);
/**
* Set a callback to be triggered when an \link OSPanic \endlink occurs
* \param userData data to pass to the callback
*/
void
OSSetPanicCallback(OSPanicCallback callback,
void *userData);
/**
* Displays a message on TV and gamepad screens via OSScreen, and halts the system via \link OSPanic \endlink
* \param msg message to be displayed and logged
* \sa coreinit_screen
*/
void
OSFatal(const char *msg);
/**
* Switch to the fatal error process ("An error has occured." screen)
* \param error structure describing the error
* \param functionName function name printed in log
* \param line line number printed in log
*
* The fatal error process displays the error code, firmware version, Wii U model, serial number and status code
*/
void
OSSendFatalError(OSFatalError *error,
const char *functionName,

View File

@@ -22,10 +22,34 @@ GX2CopyColorBufferToScanBuffer(const GX2ColorBuffer *buffer,
void
GX2SwapScanBuffers();
/**
* Gets the last frame displayed before exiting foreground.
* This can be used for transition effects with the splash.
*
* \param scanTarget
* The scan-target to source from.
*
* \param texture
* A pointer to store the texture of the last frame. The resulting surface format is #GX2_SURFACE_FORMAT_SRGB_R8_G8_B8_A8.
*
* \sa
* - GX2GetLastFrameGamma()
*/
BOOL
GX2GetLastFrame(GX2ScanTarget scanTarget,
GX2Texture *texture);
/**
* Gets the gamma of the last frame displayed before exiting foreground.
* \param scanTarget
* The scan-target to source from.
*
* \param gammaOut
* A pointer to store the gamma.
*
* \sa
* - GX2GetLastFrame()
*/
BOOL
GX2GetLastFrameGamma(GX2ScanTarget scanTarget,
float *gammaOut);

View File

@@ -21,6 +21,20 @@ typedef struct VPADTouchData VPADTouchData;
typedef struct VPADVec2D VPADVec2D;
typedef struct VPADVec3D VPADVec3D;
/**
* Button processing mode.
*
* \sa
* - `VPADRead()`
*/
typedef enum VPADButtonProcMode
{
//! Make `VPADRead()` track only the most recent button state. This is the default.
VPAD_BUTTON_PROC_MODE_LOOSE = 0,
//! Make `VPADRead()` track all button changes.
VPAD_BUTTON_PROC_MODE_TIGHT = 1,
} VPADButtonProcMode;
//! Wii U GamePad buttons.
typedef enum VPADButtons
{
@@ -78,8 +92,12 @@ typedef enum VPADButtons
VPAD_STICK_L_EMULATION_UP = 0x10000000,
//! The emulated down button on the left stick.
VPAD_STICK_L_EMULATION_DOWN = 0x08000000,
//! Flag set to indicate a repeat pulse.
VPAD_BUTTON_REPEAT = 0x80000000,
} VPADButtons;
WUT_ENUM_BITMASK_TYPE(VPADButtons)
//! Touch pad validity.
typedef enum VPADTouchPadValidity
{
@@ -93,6 +111,8 @@ typedef enum VPADTouchPadValidity
VPAD_INVALID_Y = 0x2,
} VPADTouchPadValidity;
WUT_ENUM_BITMASK_TYPE(VPADTouchPadValidity)
//! Touch pad resolution.
typedef enum VPADTouchPadResolution
{
@@ -115,7 +135,7 @@ typedef enum VPADReadError
VPAD_READ_INVALID_CONTROLLER = -2,
//! VPAD channel is busy, perhaps being accessed by another thread
VPAD_READ_BUSY = -4,
//! VPAD is uninitialized, need to call VPADInit()
//! VPAD is uninitialized, need to call `VPADInit()`
VPAD_READ_UNINITIALIZED = -5,
} VPADReadError;
@@ -133,12 +153,19 @@ typedef enum VPADLcdMode
//! Gyro zero drift mode.
typedef enum VPADGyroZeroDriftMode
{
VPAD_GYRO_ZERODRIFT_LOOSE = 0,
VPAD_GYRO_ZERODRIFT_STANDARD,
VPAD_GYRO_ZERODRIFT_TIGHT,
VPAD_GYRO_ZERODRIFT_NONE
VPAD_GYRO_ZERODRIFT_LOOSE = 0,
VPAD_GYRO_ZERODRIFT_STANDARD = 1,
VPAD_GYRO_ZERODRIFT_TIGHT = 2,
VPAD_GYRO_ZERODRIFT_NONE = 3,
} VPADGyroZeroDriftMode;
//! Mode used for various input filtering algorithms.
typedef enum VPADPlayMode
{
VPAD_PLAY_MODE_LOOSE = 0,
VPAD_PLAY_MODE_TIGHT = 1,
} VPADPlayMode;
//! 2D vector.
struct VPADVec2D
{
@@ -210,7 +237,7 @@ struct VPADTouchData
//! 0 if screen is not currently being touched.
uint16_t touched;
//! Bitfield of #VPADTouchPadValidity to indicate how touch sample accuracy.
//! Bitfield of `VPADTouchPadValidity` to indicate how touch sample accuracy.
uint16_t validity;
};
WUT_CHECK_OFFSET(VPADTouchData, 0x00, x);
@@ -221,9 +248,17 @@ WUT_CHECK_SIZE(VPADTouchData, 0x08);
struct VPADAccStatus
{
//! 1.0 = 1 g (Earth's gravitational acceleration.)
VPADVec3D acc;
//! Length of the `acc` vector.
float magnitude;
//! Lenght of the `current.acc - previous.acc` vector.
float variation;
/**
* "Verticality" of the gamepad.
* - `.x` is in `[0, +1]`, where `0` means it's being held vertically, `+1` means it's laying flat on a surface.
* - `.y` is in `[-1, +1]`, where `+1` means the screen is upright, `-1` means it's upside down.
*/
VPADVec2D vertical;
};
WUT_CHECK_OFFSET(VPADAccStatus, 0x00, acc);
@@ -249,15 +284,16 @@ struct VPADStatus
//! Position of right analog stick.
VPADVec2D rightStick;
//! Status of DRC accelorometer.
VPADAccStatus accelorometer;
//! Status of DRC accelerometer.
VPADAccStatus accelerometer;
//! Status of DRC gyro.
//! Status of DRC gyro. 1.0 = 360° per second.
VPADVec3D gyro;
//! Status of DRC angle.
//! Status of DRC angle. 1.0 = 360°
VPADVec3D angle;
//! Error flag, only set when error is `VPAD_READ_INVALID_CONTROLLER`.
uint8_t error;
WUT_UNKNOWN_BYTES(0x01);
@@ -300,7 +336,7 @@ 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, 0x1C, accelerometer);
WUT_CHECK_OFFSET(VPADStatus, 0x38, gyro);
WUT_CHECK_OFFSET(VPADStatus, 0x44, angle);
WUT_CHECK_OFFSET(VPADStatus, 0x50, error);
@@ -325,10 +361,11 @@ typedef void (*VPADSamplingCallback)(VPADChan chan);
* message and returns. However, this may not be the case on older versions.
*
* \sa
* - \link VPADShutdown \endlink
* - `VPADShutdown()`
*/
void
VPADInit();
VPADInit(void)
WUT_DEPRECATED("VPADInit() is deprecated");
/**
* Cleans up and frees the VPAD library.
@@ -338,39 +375,43 @@ VPADInit();
* message and returns. However, this may not be the case on older versions.
*
* \sa
* - \link VPADShutdown \endlink
* - `VPADInit()`
*/
void
VPADShutdown();
VPADShutdown(void)
WUT_DEPRECATED("VPADShutdown() is deprecated");
/**
* Read controller data from the desired Gamepad.
*
* \note
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
* VPAD_CHAN_0. \endlink
* When the button processing mode is `VPAD_BUTTON_PROC_MODE_LOOSE`, all read samples have
* the exact same data. This is the default behavior.
*
* \note
* The VPAD library can only store 16 samples, so it's useless to make `buffers` larger
* than 16.
*
* \param chan
* The channel to read from.
*
* \param buffers
* Pointer to an array of VPADStatus buffers to fill.
* Pointer to an array of `VPADStatus` to fill with samples, sorted from newest to
* oldest.
*
* \param count
* Number of buffers to fill.
* Capacity of the `buffers` array.
*
* \param outError
* Pointer to write read error to (if any). See #VPADReadError for meanings.
*
* \warning
* You must check outError - the VPADStatus buffers may be filled with random
* or invalid data on error, not necessarily zeroes.
* Pointer to write read error to (if any).
*
* \return
* The amount of buffers read or 0 on failure. Check outError for reason.
* The amount of buffers read or `0` on failure. Check `outError` for reason.
*
* \sa
* - VPADStatus
* - `VPADGetButtonProcMode()`
* - `VPADSetSamplingCallback()`
*/
int32_t
VPADRead(VPADChan chan,
@@ -381,10 +422,6 @@ VPADRead(VPADChan chan,
/**
* Get touch pad calibration parameters.
*
* \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 parameter from.
*
@@ -398,10 +435,6 @@ VPADGetTPCalibrationParam(VPADChan chan,
/**
* Set touch pad calibration parameters.
*
* \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 set the calibration parameter to.
*
@@ -418,8 +451,7 @@ VPADSetTPCalibrationParam(VPADChan chan,
* application via VPADSetTPCalibrationParam().
*
* \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.
@@ -441,10 +473,6 @@ VPADGetTPCalibratedPoint(VPADChan chan,
/**
* 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.
*
@@ -477,13 +505,10 @@ VPADGetAccParam(VPADChan chan,
float *outSensitivity);
/**
* Set a repeat for held buttons - instead of appearing to be continually held,
* repeated presses and releases will be simulated at the given frequency. This
* is similar to what happens with most computer keyboards when you hold a key.
* Sets button repeat action for held buttons.
*
* \note
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
* VPAD_CHAN_0. \endlink
* The `hold` flag in `VPADStatus` will have the `VPAD_BUTTON_REPEAT` flag set
* periodically.
*
* \param chan
* Denotes which channel to set up button repeat on.
@@ -493,8 +518,7 @@ VPADGetAccParam(VPADChan chan,
* repeating.
*
* \param pulseSec
* The amount of time to wait between simulated presses - effectively setting
* the period of the repetition.
* The amount of time between pulses, in seconds. Set to `0` to disable repeats. Default is `0`.
*/
void
VPADSetBtnRepeat(VPADChan chan,
@@ -647,6 +671,17 @@ VPADInitGyroZeroPlayParam(VPADChan chan);
void
VPADInitGyroDirReviseParam(VPADChan chan);
/**
* Resets the gyro acceleration correction parameters back to default values.
*
* The parameters are initialized to:
* - `weight = 0.03f`
* - `range = 0.4f`
*
* \sa
* - `VPADGetGyroAccReviseParam()`
* - `VPADSetGyroAccReviseParam()`
*/
void
VPADInitGyroAccReviseParam(VPADChan chan);
@@ -659,10 +694,6 @@ 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.
*/
@@ -672,10 +703,6 @@ 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.
*
@@ -688,10 +715,6 @@ 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.
*
@@ -705,10 +728,6 @@ VPADSetTVMenuInvalid(VPADChan chan,
/**
* 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.
*/
@@ -718,10 +737,6 @@ 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.
*/
@@ -729,63 +744,60 @@ 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.
* Controls the rumble motor on the desired Gamepad.
*
* \note
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
* VPAD_CHAN_0. \endlink
* Each bit in the pattern is played (`1` = motor on, `0` = motor off) at a rate of 120
* Hz. Up to 1 second of rumble can be queued up (120 bits.)
*
* \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.
* The rumble pattern. Must always be 15 bytes long.
*
* \param length
* The size of the rumble pattern, in bytes.
* How many bits are in the rumble pattern, up to `120`. Set to `0` to stop all rumble.
*
* \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
* \return
* `0` on success, or negative value on error.
*
* \sa
* - `VPADStopMotor()`
*/
int32_t
VPADControlMotor(VPADChan chan,
uint8_t *pattern,
const 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.
*
* \sa
* - `VPADControlMotor()`
*/
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.
* Sets the current mode of the display on the given Gamepad.
*
* \note
* Retail Wii U systems have a single Gamepad on \link VPADChan::VPAD_CHAN_0
* VPAD_CHAN_0. \endlink
* This function can be used to turn the display on and off, or place it in standby.
*
* \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.
* The LCD mode.
*
* \returns
* 0 on success, or a negative value on error.
*
* \sa
* - `VPADGetLcdMode()`
*/
int32_t
VPADSetLcdMode(VPADChan chan,
@@ -794,18 +806,17 @@ VPADSetLcdMode(VPADChan chan,
/**
* 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.
* Pointer to store the mode.
*
* \returns
* 0 on success, or a negative value on error.
*
* \sa
* - `VPADSetLcdMode()`
*/
int32_t
VPADGetLcdMode(VPADChan chan,
@@ -815,18 +826,14 @@ VPADGetLcdMode(VPADChan chan,
* 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.
* `true` to enable the sensor bar, `false` to disable it.
*
* \returns
* 0 on success, or a negative value on error.
* `0` on success, or a negative value on error.
*/
int32_t
VPADSetSensorBar(VPADChan chan,
@@ -837,14 +844,238 @@ VPADSetSamplingCallback(VPADChan chan,
VPADSamplingCallback callback);
/**
* Returns the proc mode of the given Gamepad.
* Gets the button processing mode.
*
* \param chan
* The channel of the Gamepad to get the proc mode from
* \param chan The target Gamepad.
*
* \return The current mode.
*
* \sa
* - `VPADRead()`
* - `VPADSetButtonProcMode()`
*/
BOOL
VPADButtonProcMode
VPADGetButtonProcMode(VPADChan chan);
/**
* Calculates the calibration parameter from two reference points.
*
* \param param Pointer to store the calibration.
* \param touchX1 Touch X of the first point.
* \param touchY1 Touch Y of the first point.
* \param screenX1 Screen X of the first point.
* \param screenY1 Screen Y of the first point.
* \param touchX2 Touch X of the second point.
* \param touchY2 Touch Y of the second point.
* \param screenX2 Screen X of the second point.
* \param screenY2 Screen Y of the second point.
*
* \return `1` if calibration was calculated, `-1` if points are too close together.
*/
int32_t
VPADCalcTPCalibrationParam(VPADTouchCalibrationParam *param,
uint16_t touchX1,
uint16_t touchY1,
uint16_t screenX1,
uint16_t screenY1,
uint16_t touchX2,
uint16_t touchY2,
uint16_t screenX2,
uint16_t screenY2);
/**
* Gets the accelerometer play mode.
*
* \param chan The target Gamepad.
*
* \return The current mode.
*/
VPADPlayMode
VPADGetAccPlayMode(VPADChan chan);
/**
* Gets the gyro acceleration correction parameters.
*
* \param chan The target Gamepad.
* \param weight Pointer to store the weight parameter.
* \param range Pointer to store the range parameter.
*
* \sa
* - `VPADInitGyroAccReviseParam()`
* - `VPADSetGyroAccReviseParam()`
*/
void
VPADGetGyroAccReviseParam(VPADChan chan,
float *weight,
float *range);
/**
* Gets the gyro magnetometer correction parameters.
*
* \param chan The target Gamepad.
* \param weight Pointer to store the weight parameter.
* \param tolerance Pointer to store the angular speed tolerance parameter.
*
* \sa
* - `VPADSetGyroMagReviseParam()`
*/
void
VPADGetGyroMagReviseParam(VPADChan chan,
float *weight,
float *tolerance);
/**
* Gets the gyro's zero play tolerance.
*
* \param chan The target Gamepad.
* \param tolerance Pointer to store the tolerance.
*
* \sa
* - `VPADInitGyroZeroPlayParam()`
* - `VPADSetGyroZeroPlayParam()`
*/
void
VPADGetGyroZeroPlayParam(VPADChan chan,
float *tolerance);
/**
* Gets the magnetometer correction being used on the gyro.
*
* \param chan The target Gamepad.
*
* \return `-1` when magnetometer correction is disabled, `>= 0` to indicate how much the
* magnetometer value is affecting the gyro.
*
* \sa
* - `VPADStartGyroMagRevise()`
* - `VPADStopGyroMagRevise()`
*/
float
VPADIsStartedGyroMagRevise(VPADChan chan);
/**
* Resets the Gamepad's accelerometer calibration back to factory settings.
*
* \param chan The target Gamepad.
*
* \return `0` on success, `-1` if the calibration data could not be written to EEPROM.
*/
int32_t
VPADResetAccToDefault(VPADChan chan);
/**
* Resets the Gamepad's touch screen calibration back to factory settings.
*
* \param chan The target Gamepad.
*
* \return `0` on success.
*/
int
VPADResetTPToDefault(VPADChan chan);
/**
* Sets the accelerometer play mode.
*
* \param chan The target Gamepad.
* \param mode `VPAD_PLAY_MODE_LOOSE` for smooth data, `VPAD_PLAY_MODE_TIGHT` for sharp
* data. The default is `VPAD_PLAY_MODE_LOOSE`.
*
* \sa
* - `VPADGetAccPlayMode()`
*/
void
VPADSetAccPlayMode(VPADChan chan,
VPADPlayMode mode);
int32_t
VPADSetAudioVolumeOverride(VPADChan chan,
BOOL unknown1,
uint8_t unknown2);
/**
* Sets the button processing mode.
*
* When mode is:
* - `VPAD_BUTTON_PROC_MODE_TIGHT`: button state is tracked in-between calls to
* `VPADRead()`, and are stored in the status array from newest to oldest.
* - `VPAD_BUTTON_PROC_MODE_LOOSE`: only the most recent button state is tracked. All
* samples produced by `VPADRead()` have the exact same button state.
*
* \param chan The target Gamepad.
* \param mode The mode. Default is `VPAD_BUTTON_PROC_MODE_LOOSE`.
*
* \sa
* - `VPADRead()`
*/
void
VPADSetButtonProcMode(VPADChan chan,
VPADButtonProcMode mode);
/**
* Sets the gyro accelerometer correction parameters.
*
* \param chan The target Gamepad.
* \param weight The weight parameter, in `[0, 1]`. It controls how much correction is applied.
* \param range The range parameter, measured in g (Earth's gravity).
*
* \sa
* - `VPADGetGyroAccReviseParam()`
* - `VPADInitGyroAccReviseParam()`
*/
void
VPADSetGyroAccReviseParam(VPADChan chan,
float weight,
float range);
/**
* Sets the gyro magnetometer correction parameters.
*
* \param chan The target Gamepad.
* \param weight The weight parameter, in `[0, 1]`. It controls how much correction is
* applied. The default is `0` (no correction.)
* \param tolerance The angular speed tolerance, in full revolutions (1 = 360°) per
* second. Default is `0`.
*
* \sa
- `VPADGetGyroDirReviseParam()`
*/
void
VPADSetGyroMagReviseParam(VPADChan chan,
float weight,
float tolerance);
void
VPADStartAccCalibration(VPADChan chan,
uint32_t unknown);
/**
* Writes touchpad calibration data to EEPROM.
*
* \param chan The target Gamepad.
* \param oldMinX Written directly.
* \param oldMinY Written directly.
* \param newMinX Scaled by `0.6672004f` (approx. `854.0f / 1280.0f`)
* \param newMinY Scaled by `0.6666667f` (`480.0f / 720.0f`)
* \param oldMaxX Written directly.
* \param oldMaxY Written directly.
* \param newMaxX Scaled by `0.6672004f` (approx. `854.0f / 1280.0f`)
* \param newMaxY Scaled by `0.6666667f` (`480.0f / 720.0f`)
*
* \return `0` on success.
*/
int32_t
VPADWriteTPCalibrationValueToEEPROM(VPADChan chan,
uint16_t oldMinX,
uint16_t oldMinY,
uint16_t newMinX,
uint16_t newMinY,
uint16_t oldMaxX,
uint16_t oldMaxY,
uint16_t newMaxX,
uint16_t newMaxY);
#ifdef __cplusplus
}
#endif

View File

@@ -11,7 +11,12 @@
extern "C" {
#endif
//! Wii U GamePad channel.
/**
* Wii U GamePad channel.
*
* \note
* Retail Wii U systems have a single Gamepad on `VPAD_CHAN_0`.
*/
typedef enum VPADChan
{
//! Channel 0.