CSE2-archive/src/Backends/Platform/WiiU.cpp

201 lines
5.5 KiB
C++

// Released under the MIT licence.
// See LICENCE.txt for details.
#include "../Misc.h"
#include <stdarg.h>
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include <string>
#include <coreinit/thread.h>
#include <padscore/kpad.h>
#include <vpad/input.h>
#include <whb/log.h>
#include <whb/log_udp.h>
#include <whb/proc.h>
#include <whb/sdcard.h>
static unsigned long ticks_per_second;
bool Backend_Init(void (*drag_and_drop_callback)(const char *path), void (*window_focus_callback)(bool focus))
{
(void)drag_and_drop_callback;
(void)window_focus_callback;
WHBProcInit();
if (!WHBMountSdCard())
return FALSE;
VPADInit();
WPADInit();
KPADInit();
// Enable Wii U Pro Controllers to be connected
WPADEnableURCC(1);
WHBLogUdpInit();
ticks_per_second = OSGetSystemInfo()->busClockSpeed / 4;
return true;
}
void Backend_Deinit(void)
{
WHBLogUdpDeinit();
WPADShutdown();
VPADShutdown();
WHBUnmountSdCard();
WHBProcShutdown();
}
void Backend_PostWindowCreation(void)
{
}
bool Backend_GetPaths(std::string *module_path, std::string *data_path)
{
*module_path = WHBGetSdCardMountPath();
#ifdef JAPANESE
*module_path += "/CSE2-portable-jp";
#else
*module_path += "/CSE2-portable-en";
#endif
*data_path = *module_path + "/data";
return true;
}
void Backend_HideMouse(void)
{
}
void Backend_SetWindowIcon(const unsigned char *rgb_pixels, size_t width, size_t height)
{
(void)rgb_pixels;
(void)width;
(void)height;
}
void Backend_SetCursor(const unsigned char *rgba_pixels, size_t width, size_t height)
{
(void)rgba_pixels;
(void)width;
(void)height;
}
void Backend_EnableDragAndDrop(void)
{
}
bool Backend_SystemTask(bool active)
{
(void)active;
return WHBProcIsRunning();
}
void Backend_GetKeyboardState(bool *keyboard_state)
{
memset(keyboard_state, 0, sizeof(bool) * BACKEND_KEYBOARD_TOTAL);
// Read gamepad
static uint32_t vpad_buttons;
VPADStatus vpad_status;
if (VPADRead(VPAD_CHAN_0, &vpad_status, 1, NULL) == 1)
vpad_buttons = vpad_status.hold;
keyboard_state[BACKEND_KEYBOARD_UP] |= vpad_buttons & (VPAD_BUTTON_UP | VPAD_STICK_L_EMULATION_UP);
keyboard_state[BACKEND_KEYBOARD_DOWN] |= vpad_buttons & (VPAD_BUTTON_DOWN | VPAD_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= vpad_buttons & (VPAD_BUTTON_LEFT | VPAD_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_A | VPAD_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
// Read Wii U Pro Controller
static uint32_t kpad_buttons;
KPADStatus kpad_status;
if (KPADRead(WPAD_CHAN_0, &kpad_status, 1) == 1)
kpad_buttons = kpad_status.pro.hold;
keyboard_state[BACKEND_KEYBOARD_UP] |= kpad_buttons & (WPAD_PRO_BUTTON_UP | WPAD_PRO_STICK_L_EMULATION_UP);
keyboard_state[BACKEND_KEYBOARD_DOWN] |= kpad_buttons & (WPAD_PRO_BUTTON_DOWN | WPAD_PRO_STICK_L_EMULATION_DOWN);
keyboard_state[BACKEND_KEYBOARD_LEFT] |= kpad_buttons & (WPAD_PRO_BUTTON_LEFT | WPAD_PRO_STICK_L_EMULATION_LEFT);
keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Jump
keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_Y; // Shoot
keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_A | WPAD_PRO_BUTTON_PLUS); // Inventory
keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
}
void Backend_ShowMessageBox(const char *title, const char *message)
{
Backend_PrintInfo("ShowMessageBox - %s - %s", title, message);
}
ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintError(const char *format, ...)
{
char message_buffer[0x100];
va_list argument_list;
va_start(argument_list, format);
vsnprintf(message_buffer, sizeof(message_buffer), format, argument_list);
va_end(argument_list);
WHBLogPrint("ERROR:");
WHBLogPrint(message_buffer);
}
ATTRIBUTE_FORMAT_PRINTF(1, 2) void Backend_PrintInfo(const char *format, ...)
{
char message_buffer[0x100];
va_list argument_list;
va_start(argument_list, format);
vsnprintf(message_buffer, sizeof(message_buffer), format, argument_list);
va_end(argument_list);
WHBLogPrint("INFO:");
WHBLogPrint(message_buffer);
}
unsigned long Backend_GetTicks(void)
{
static uint64_t accumulator;
static unsigned long last_tick;
unsigned long current_tick = OSGetTick();
accumulator += current_tick - last_tick;
last_tick = current_tick;
return (accumulator * 1000) / ticks_per_second;
}
void Backend_Delay(unsigned int ticks)
{
OSSleepTicks((ticks * ticks_per_second) / 1000);
}