== DETAILS
I've created the concept of a hid_driver_instance_t which is basically
a central place to store the hid pad driver, hid subsystem driver,
the pad list, and the instance data for the above in a central location.
The HID pad device drivers can use it to perform HID operations in a
generic manner.
This is more-or-less a pause point so I can catch up with upstream.
== TESTING
Haven't tested this yet. Compiles without warnings though!
== DETAILS
When I split out wiiu_gamepad into multiple sub-drivers, I missed a spot.
The code expects the device type to be initialized to a magic number
(0xfd), and instead it was getting initalized to zero, which meant it
never triggered the detection process.
I re-added the initialization, and now it works.
== TESTING
Tested with nestopia core to confirm autodetect and game response works.
== DETAILS
The gamepad didn't work because I had tried to rename the pad from
'WIIU Gamepad' to 'WiiU Gamepad'.
I added some debug logging and (to cut out a lot of trial-and-error)
discovered that the reason it didn't work was because a bug in a macro
was using the define literally instead of substituting it (so e.g.
the autodetect handler was trying to match 'WiiU Gamepad' against the
literal string 'PAD_NAME_WIIU_GAMEPAD').
- Fixed the macro bug
- Left a minimal amount of the debug logging in place; may come in
handy for someone else.
- Updated wpad/kpad/hidpad to use the define constants
== TESTING
Did a test build and confirmed the gamepad responded.
== DETAILS
Well, after a lot of code analysis, this seems like the
best way to handle things on the Wii U without also completely
re-architecting the I/O handling in RetroArch.
How it works:
- the top-level wiiu_joypad driver is now nothing more than a
delegator.
- the wiiu-specific drivers live in `wiiu/input/`
- wpad_driver.c handles the WiiU gamepad
- kpad_driver.c handles the wiimotes
- hidpad_driver.c will handle HID devices like the GC adapter, DS3/DS4, etc.
(I say "will" because this isn't implemented yet)
== TESTING
Haven't actually tried the build to see if it works, but it does
compile.