== DETAILS
After a bisect, the culprit was changing the gamepad interface from
returing a single button (bool) to multiple (int16).
The issue is that the Wii U gamepad (and presumably the Pro controller too)
have more than 16 buttons, which means some buttons get lost. Notably, L3 (18)
and R3 (17).
The solution: use int32 instead of int16.
I did a test build and confirmed that this change restores L3/R3 functionality
with the gamepad. Don't have a pro controller to test, but it should work too.
=== DETAILS
Replaced includes for things that aren't standard library headers so
they use quotes instead of brackets.
Also fixed up a couple of headers that had include-order dependencies.
=== DETAILS
Since @aliaspider wants the `wiiu/` to be something of a mini-SDK, I've
reorganized the code I put in there:
- `wiiu/main.c` now only has the ELF/RPX entrypoints, and the code used
by those entrypoints, with RA code removed (e.g. swapped retro_sleep()
for usleep()). These entrypoints then call main() ...
- Moved `main()` and its support functions back into `frontend/drivers/platform_wiiu.c`
I also renamed some of the support functions I wrote, and better
organized them within the code.
- Moved `wiiu/input/` into the `input/` hierarchy:
* The joypad drivers now live in `input/drivers_joypad/wiiu/`
* The HID driver now lives in `input/drivers_hid/`
* The Wii U specific headers now live in `input/include/wiiu`
* I added `input/include` into the include search path to avoid
using really ugly relative includes