=== 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
== DETAILS
The Wii U main entrypoints were embedded in the frontend driver,
which isn't a great place for them. Also, the `main()` method was
pretty long and monolithic. Now it's (much) less so.
Changes:
- Refactor out the main entrypoints into their own source files
(`wiiu/main.c` and `wiiu/main.h`)
- Optimize includes in both files, so only the minimum needed to
compile are included.
- The `main()` method is a lot easier to understand now. It's no longer
a confusing mess of ifdefs.
- There's a small amount of changes in the headers for future work, which
is switching kpad_driver to be callback-driven. The only change here is
to import the function that will be used, and define some data types.
Testing:
- Did local builds and confirmed build is successful
- Successfully loaded a core and switched among a few games
Add some timing functions so that we can know the time (woo-hoo?)
I use errno here, which worries me a bit. I wouldn't put it past
devkitPPC to have it as a null pointer or something.
Can confirm this makes XMB's clock work, much to @cucholix's delight;
I'm sure ;D
Also fix white spaces in led drivers, make led drivers use standard driver format.
Begin work on translation driver.
Add salamander files to gitignore.
== DETAILS
We're trying to track down the source of crashes when switching cores.
To rule out the HID code, this commit does the following:
- Wraps the library imports in an ifdef
- Wraps the object files in conditionals in Makefile.wiiu
- In wiiu_joypad, calls into the hidpad driver are wrapped in ifdef
== TESTING
This didn't solve the "System memory error" crash I've been experiencing.
But, maybe it will impact the other flavors of crashes others are seeing.
== DETAILS
The old code was crashing; I did a minimalized branch and the crash
went away, so I'm bringing that over here. Meaning I'll have to
redo some of the other work I'd put in, but oh well.
(now watch it start crashing again)
== TESTING
Can confirm it builds. Wii U is busy ATM so I can't test.
== DETAILS
I did a minimalist edit of the HID thread that stripped out all
HID* syscalls, and this stopped the crashing. I then re-added just
the HIDSetup() and HIDTeardown() calls, and the crash came back.
This smells like an OS bug. To work around it, I've put the
HIDSetup() and HIDTeardown() calls into the app init/shutdown
section, so they only get called once in the application lifetime
and not each time the input driver is initialized.
== DETAILS
We discovered that the controller_patcher code was causing
the WiiU to intermittently crash when switching ROMs.
Changes:
- Completely extricates the controller_patcher code
- Create a skeleton wiiu_hid driver
- Wire up the build system to build/link it successfully
== TESTING
Has not been tested. Probably doesn't crash, since the
skeleton driver is just a copy of the null driver.