== DETAILS
cause of crash: trying to deference init when it's null
the reason it was going into deregister: the HID/VID lookup was
failing because it wasn't getting initialized first
cause of 2nd crash: the "end of pad list" method looked for an entry
with a magic value, so we add an end marker
== DETAILS
When I first implemented the Wii U HID architecture, I ended up
having to design my own implementation because, at the time, I did
not have a way to read the HID device string to allow the existing
code to successfully detect the gamepad.
After spending some time experimenting, I've figured out how to
do this. And that means I can better align the HID driver with other
platforms.
change summary:
- create a single state structure for all three sub-types of wiiu pads
(kpad, wpad, and hid)
- eliminate confusing duplicate pad lists
- eliminate confusing duplicate HID pad drivers (ds3, gamecube
adapter, etc)
- ensure the ds3 driver still works
=== 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