- Moved VPAD_BUTTON_REPEAT into VPADButtons enum.

- Added `const` to `pattern` parameter in `VPADControlMotor()`
- Docs: moved note about single gamepad into `VPADChan` enum.
- Docs: removed redundant link/endlink commands.
- Docs: fixed some docs.
This commit is contained in:
Daniel K. O. (dkosmari) 2026-05-07 17:46:53 -03:00
parent b63722660e
commit d2557f7bad
2 changed files with 58 additions and 96 deletions

View File

@ -12,15 +12,6 @@
extern "C" {
#endif
/**
* Button repeat flag.
*
* \sa
* - `VPADRead()`
* - `VPADSetBtnRepeat()`
*/
#define VPAD_BUTTON_REPEAT 0x80000000u
typedef struct VPADAccStatus VPADAccStatus;
typedef struct VPADDirection VPADDirection;
typedef struct VPADGyroStatus VPADGyroStatus;
@ -101,6 +92,8 @@ 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;
//! Touch pad validity.
@ -138,7 +131,7 @@ 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;
@ -240,7 +233,7 @@ 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);
@ -282,12 +275,13 @@ struct VPADStatus
//! Status of DRC accelorometer.
VPADAccStatus accelorometer;
//! Status of DRC gyro.
//! Status of DRC gyro. 1.0 = 360°
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);
@ -355,7 +349,7 @@ 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(void)
@ -369,7 +363,7 @@ VPADInit(void)
* message and returns. However, this may not be the case on older versions.
*
* \sa
* - \link VPADShutdown \endlink
* - `VPADInit()`
*/
void
VPADShutdown(void)
@ -379,30 +373,33 @@ VPADShutdown(void)
* 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,
@ -413,10 +410,6 @@ 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.
*
@ -430,10 +423,6 @@ 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.
*
@ -450,8 +439,7 @@ 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.
@ -473,10 +461,6 @@ 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.
*
@ -698,10 +682,6 @@ 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.
*/
@ -711,10 +691,6 @@ 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.
*
@ -727,10 +703,6 @@ 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.
*
@ -744,10 +716,6 @@ 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.
*/
@ -757,10 +725,6 @@ 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.
*/
@ -768,63 +732,60 @@ 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,
@ -833,18 +794,17 @@ 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,
@ -854,18 +814,14 @@ 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,
@ -1067,7 +1023,8 @@ VPADSetGyroAccReviseParam(VPADChan chan,
* \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 degrees-per-second. Default is `0`.
* \param tolerance The angular speed tolerance, in full revolutions (1 = 360°) per
* second. Default is `0`.
*
* \sa
- `VPADGetGyroDirReviseParam()`

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.