RetroArch/input/common/hid/device_ds4.c
Nathan Strong feb4f266fa WIIU: Fix L3/R3 buttons
== 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.
2021-08-07 23:23:33 -07:00

129 lines
3.5 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "hid_device_driver.h"
extern pad_connection_interface_t ds4_pad_connection;
typedef struct ds4_instance
{
void *handle;
joypad_connection_t *pad;
int slot;
uint32_t buttons;
uint16_t motors[2];
uint8_t data[64];
} ds4_instance_t;
/**
* I'm leaving this code in here for posterity, and because maybe it can
* be used on other platforms. But using the DS4 on the Wii U directly is
* impossible because it doesn't generate a HID event. Which makes me think
* it's not a HID device at all--at least, not over USB.
*
* I imagine it might be useful in Bluetooth mode, though.
*/
static void *ds4_init(void *handle)
{
ds4_instance_t *instance = (ds4_instance_t *)
malloc(sizeof(ds4_instance_t));
if (!instance)
return NULL;
memset(instance, 0, sizeof(ds4_instance_t));
instance->handle = handle;
instance->pad = hid_pad_register(instance, &ds4_pad_connection);
if (!instance->pad)
{
free(instance);
return NULL;
}
return instance;
}
static void ds4_free(void *data)
{
ds4_instance_t *instance = (ds4_instance_t *)data;
if (!instance)
return;
hid_pad_deregister(instance->pad);
free(instance);
}
static void ds4_handle_packet(void *data, uint8_t *buffer, size_t size)
{
ds4_instance_t *instance = (ds4_instance_t *)data;
if (instance && instance->pad)
instance->pad->iface->packet_handler(instance->pad->data, buffer, size);
}
static bool ds4_detect(uint16_t vendor_id, uint16_t product_id)
{
return vendor_id == VID_SONY && product_id == PID_SONY_DS4;
}
hid_device_t ds4_hid_device = {
ds4_init,
ds4_free,
ds4_handle_packet,
ds4_detect,
"Sony DualShock 4"
};
static void *ds4_pad_init(void *data, uint32_t slot, hid_driver_t *driver)
{
ds4_instance_t *instance = (ds4_instance_t *)data;
if (!instance)
return NULL;
instance->slot = slot;
return instance;
}
static void ds4_packet_handler(void *data, uint8_t *packet, uint16_t size)
{
#ifdef DEBUG
ds4_instance_t *instance = (ds4_instance_t *)data;
if (!instance)
return;
RARCH_LOG_BUFFER(packet, size);
#endif
}
static void ds4_set_rumble(void *data, enum retro_rumble_effect effect, uint16_t strength) { }
static int16_t ds4_get_axis(void *data, unsigned axis) { return 0; }
static const char *ds4_get_name(void *data) { return "Sony DualShock 4"; }
static int32_t ds4_button(void *data, uint16_t joykey) { return 0; }
static void ds4_pad_deinit(void *data) { }
static void ds4_get_buttons(void *data, input_bits_t *state) { }
pad_connection_interface_t ds4_pad_connection = {
ds4_pad_init,
ds4_pad_deinit,
ds4_packet_handler,
ds4_set_rumble,
ds4_get_buttons,
ds4_get_axis,
ds4_get_name,
ds4_button
};