=== 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
== DETAILS
Whereas the last commit had a hack (that disabled the wiimote
driver in the process), this has.. well, a *different* hack that
allows pads to register in any order.
Note that due to the initialization routines, the gamepad will still
likely always get slot 0. Not sure if this can be overridden via config
or not.
== TESTING
Tested locally with GC adapter
== DETAILS
Now that I have a working implementation, it's time to tidy up a bit:
- there was no need for the HID subsystem's object data to have a reference
to the global hid state (since it's global), so removed it.
- refactored the users of that member to use the global state, defining
reusable macros.
- reorganized the information in *.h files
- removing the hid state also made the constructor changes to the hid driver
unneeded, so I reverted those changes.
== TESTING
Confirmed clean build. Haven't tested the build yet to make sure everything
still works, though.
== DETAILS
- Added a new method to the joypad_connection_t interface for
getting a single button
- wired everything into the hidpad driver
- for testing purposes, hacking the top-level joypad driver
so that kpad isn't used
- add a new RARCH_LOG_BUFFER method to verbosity for logging the
contents of a binary buffer (useful for writing/debugging pad drivers)
- fix a few bugs in the wiiu GC pad driver
The button mapping isn't quite right, and I'm not sure what's
going wrong.
The current code get the USB vendor/product controller, in case of
bluetooth connection this means that you get the bluetooth dongle ids
instead of gamepads. This is not fine as we match gamepads using their
product and vendor ids.
Credits go to SDL which helped me to figure out this issue.
http://hg.libsdl.org/SDL/file/f7c6b974d5af/src/joystick/linux/SDL_sysjoystick.c#l208
== 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.