mirror of
https://github.com/patchzyy/wiicompiled
synced 2026-09-10 17:16:47 -04:00
fix issues
fix timeout loop, fixed drift issues, fixed infinite rumble, fixed gamecube controller adapter taking over all ports, require assigning a virtual controller port specifically to the gamecube controller adapter, and block inputs from gamecube controller while settings menu (f10 menu) is open
This commit is contained in:
@@ -229,6 +229,7 @@ s32 PADGetNativeButtonPressed(u32 port);
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PADSignedNativeAxis PADGetNativeAxisPulled(u32 port);
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void PADRestoreDefaultMapping(u32 port);
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void PADBlockInput(bool block);
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bool PADIsInputBlocked(void);
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/**
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* Set the default controller mapping used.
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@@ -5,6 +5,7 @@
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#include <SDL3/SDL_mouse.h>
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#include <array>
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#include <atomic>
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#include <sys/stat.h>
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#include <ranges>
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@@ -283,7 +284,7 @@ constexpr PADCLampRegion ClampRegion{
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bool g_initialized;
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bool g_keyboardBindingsLoaded = false;
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bool g_blockPAD = false;
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std::atomic_bool g_blockPAD{false};
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bool g_suppressHeldOnRead = false;
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std::array<PADButton, PAD_CHANMAX> g_suppressedButtons{};
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std::array<bool, PAD_CHANMAX> g_suppressLeftTrigger{};
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@@ -659,7 +660,8 @@ u32 PADRead(PADStatus* status) {
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int numKeys = 0;
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const bool* kbState = SDL_GetKeyboardState(&numKeys);
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const bool captureHeldInput = g_suppressHeldOnRead && !g_blockPAD;
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const bool inputBlocked = g_blockPAD.load(std::memory_order_acquire);
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const bool captureHeldInput = g_suppressHeldOnRead && !inputBlocked;
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g_suppressHeldOnRead = false;
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uint32_t rumbleSupport = 0;
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@@ -882,7 +884,7 @@ u32 PADRead(PADStatus* status) {
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}
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}
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if (g_blockPAD) {
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if (inputBlocked) {
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neutralize_status(status[i]);
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} else {
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apply_unblock_suppression(status[i], i, captureHeldInput);
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@@ -1530,12 +1532,13 @@ void PADRestoreDefaultMapping(const u32 port) {
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}
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void PADBlockInput(const bool block) {
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if (g_blockPAD && !block) {
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if (g_blockPAD.exchange(block, std::memory_order_acq_rel) && !block) {
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g_suppressHeldOnRead = true;
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}
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g_blockPAD = block;
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}
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bool PADIsInputBlocked() { return g_blockPAD.load(std::memory_order_acquire); }
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SDL_Gamepad* PADGetSDLGamepadForIndex(const u32 index) {
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const auto* ctrl = __PADGetControllerForIndex(index);
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if (ctrl == nullptr) {
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@@ -329,38 +329,11 @@ void apply_port_preferences() noexcept {
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}
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}
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// SDL only hands out a player index when the device already had a gamepad mapping
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// at connect time, so anything mapped later (the setup wizard) stays at -1.
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// Ports are explicit assignments. SDL may choose a player index at connection
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// time, but accepting it would make a newly connected controller silently take
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// over a game port before the user assigns it in the controller menu.
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void ensure_player_index(GameController& controller) noexcept {
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const int32_t player = SDL_GetGamepadPlayerIndex(controller.m_controller);
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if (player >= 0) {
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controller.m_playerIndex = player;
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return;
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}
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if (controller.m_playerIndex >= 0) {
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return;
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}
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ensure_port_preferences_loaded();
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const auto claim = [&](bool skipConfiguredPorts) {
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for (int32_t port = 0; port < PAD_MAX_CONTROLLERS; ++port) {
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if (skipConfiguredPorts && g_portPreferences[port].state != PortPreferenceState::Unset) {
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continue;
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}
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const bool taken = std::any_of(g_GameControllers.begin(), g_GameControllers.end(), [&](const auto& entry) {
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return entry.second.m_controller != controller.m_controller && effective_player_index(entry.second) == port;
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});
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if (!taken) {
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assign_player_index(controller, port);
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return true;
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}
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}
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return false;
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};
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// Explicitly configured ports are only used as a last resort so a hot-plugged
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// controller cannot steal the port its preferred device will claim.
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if (!claim(true)) {
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claim(false);
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}
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assign_player_index(controller, -1);
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}
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} // namespace
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@@ -60,6 +60,9 @@ struct RuntimeUserConfig {
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// comma-separated SDL-style physical button names ("south", or
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// "dpad_up,left_shoulder") as values; pressing either bound button counts.
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std::array<std::optional<std::string>, 12> controllerButtons;
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// One-based physical WUP-028 adapter port assigned to each game port.
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// Zero or a missing value means the adapter does not own that game port.
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std::array<uint32_t, 4> gameCubeAdapterPorts{};
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};
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namespace RuntimeConfigFile {
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@@ -323,6 +326,12 @@ inline RuntimeUserConfig ParseConfigDocument(const toml::value& document) {
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config.controllerButtons[index] =
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FindConfigValue<std::string>(document, "controller", buttonKeys[index]);
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}
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for (size_t index = 0; index < config.gameCubeAdapterPorts.size(); ++index) {
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const std::string key = "adapter_port_" + std::to_string(index + 1);
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if (auto value = FindConfigUint(document, "controller", key); value && *value <= 4) {
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config.gameCubeAdapterPorts[index] = *value;
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}
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}
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config.widescreen = FindConfigValue<bool>(document, "video", "widescreen");
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config.windowPosX = FindConfigInt(document, "video", "window_x");
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@@ -586,6 +595,19 @@ inline bool SetControllerButton(size_t index, std::string value) {
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return WriteSetting("controller", kControllerButtonKeys[index], FormatString(value));
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}
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inline int GameCubeAdapterPort(size_t gamePort) {
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if (gamePort >= Get().gameCubeAdapterPorts.size()) return -1;
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const uint32_t physicalPort = Get().gameCubeAdapterPorts[gamePort];
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return physicalPort >= 1 && physicalPort <= 4 ? static_cast<int>(physicalPort - 1) : -1;
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}
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inline bool SetGameCubeAdapterPort(size_t gamePort, int physicalPort) {
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if (gamePort >= Mutable().gameCubeAdapterPorts.size() || physicalPort < -1 || physicalPort >= 4) return false;
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const uint32_t storedPort = physicalPort < 0 ? 0u : static_cast<uint32_t>(physicalPort + 1);
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Mutable().gameCubeAdapterPorts[gamePort] = storedPort;
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return WriteSetting("controller", "adapter_port_" + std::to_string(gamePort + 1), std::to_string(storedPort));
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}
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inline bool SetAudioVolume(float value) {
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value = std::clamp(value, 0.0f, 1.0f);
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Mutable().audioVolume = value;
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@@ -34,6 +34,10 @@ void Shutdown();
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// Returns true while an official adapter is open. Each entry is a native
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// GameCube port; an empty port is represented by PAD_ERR_NO_CONTROLLER.
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bool Read(std::array<PADStatus, 4>& statuses);
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// Assigns a physical adapter port to a game port. Pass -1 to leave the game
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// port under Aurora's normal controller assignment.
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void SetPortAssignment(uint32_t gamePort, int physicalPort);
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int GetPortAssignment(uint32_t gamePort);
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// Returns true when the command belongs to an active WUP-028, allowing the
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// caller to avoid also sending it to Aurora's unrelated controller backend.
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bool SetRumble(uint32_t port, bool enabled);
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@@ -47,20 +47,14 @@ extern "C" uint32_t PAD__Read_HLE(uint32_t statusPtr)
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PADStatus statuses[PAD_CHANMAX]{};
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std::array<PADStatus, PAD_CHANMAX> adapterStatuses{};
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uint32_t rumbleMask = 0;
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const bool adapterHasController = Wup028Adapter::Read(adapterStatuses) &&
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std::any_of(adapterStatuses.begin(), adapterStatuses.end(), [](const PADStatus& status) {
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return status.err == PAD_ERR_NONE;
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});
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if (adapterHasController) {
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std::copy(adapterStatuses.begin(), adapterStatuses.end(), statuses);
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uint32_t rumbleMask = PADRead(statuses);
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if (Wup028Adapter::Read(adapterStatuses) && !PADIsInputBlocked()) {
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for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
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if (statuses[port].err == PAD_ERR_NONE) {
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if (adapterStatuses[port].err == PAD_ERR_NONE) {
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statuses[port] = adapterStatuses[port];
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rumbleMask |= PAD_CHAN0_BIT >> port;
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}
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}
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} else {
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rumbleMask = PADRead(statuses);
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}
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try {
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@@ -312,6 +312,34 @@ void ApplyConfiguredMappings() {
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}
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}
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void DrawGameCubeAdapterInfo() {
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ImGui::Separator();
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if (!ImGui::BeginMenu("GameCube adapter info")) return;
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const auto adapter = Wup028Adapter::GetInfo();
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const char* state = adapter.state == Wup028Adapter::ConnectionState::Connected
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? "Connected"
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: adapter.state == Wup028Adapter::ConnectionState::DriverError ? "Driver error"
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: "Searching";
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ImGui::Text("Status: %s", state);
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if (!adapter.deviceName.empty()) {
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ImGui::Text("Device: %s", adapter.deviceName.c_str());
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}
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ImGui::TextWrapped("%s", adapter.detail.c_str());
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if (adapter.state == Wup028Adapter::ConnectionState::Connected) {
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ImGui::Text("Poll rate: %.1f reports/s", adapter.pollRateHz);
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ImGui::Text("Endpoints: IN 0x%02X, OUT 0x%02X", adapter.inputEndpoint, adapter.outputEndpoint);
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for (size_t port = 0; port < adapter.ports.size(); ++port) {
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const uint8_t type = adapter.portStatus[port] & 0x30;
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const char* typeName = type == 0x10 ? "wired" : type == 0x20 ? "wireless" : "none";
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ImGui::Text("Adapter port %u: %s (type %s, raw 0x%02X)", static_cast<unsigned>(port + 1),
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adapter.ports[port] ? "Controller connected" : "Empty", typeName,
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adapter.portStatus[port]);
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}
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}
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ImGui::EndMenu();
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}
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void DrawControllerSettings() {
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for (int port = 0; port < PAD_MAX_CONTROLLERS; ++port) {
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const std::string label = "Port " + std::to_string(port + 1);
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@@ -322,47 +350,60 @@ void DrawControllerSettings() {
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}
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ImGui::Separator();
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if (ImGui::BeginMenu("GameCube controller adapter")) {
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const auto adapter = Wup028Adapter::GetInfo();
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const char* state = adapter.state == Wup028Adapter::ConnectionState::Connected
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? "Connected"
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: adapter.state == Wup028Adapter::ConnectionState::DriverError ? "Driver error"
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: "Searching";
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ImGui::Text("Status: %s", state);
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if (!adapter.deviceName.empty()) {
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ImGui::Text("Device: %s", adapter.deviceName.c_str());
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const uint32_t selectedGamePort = static_cast<uint32_t>(g_controllerPort);
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const int adapterAssignment = Wup028Adapter::GetPortAssignment(selectedGamePort);
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if (adapterAssignment >= 0) {
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ImGui::Text("Assigned: GameCube adapter port %d", adapterAssignment + 1);
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} else {
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const char* currentName = PADGetName(selectedGamePort);
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ImGui::Text("Assigned: %s", currentName != nullptr ? currentName : "None");
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}
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if (ImGui::BeginMenu("Assign GameCube adapter port")) {
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if (ImGui::MenuItem("None", nullptr, adapterAssignment < 0)) {
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Wup028Adapter::SetPortAssignment(selectedGamePort, -1);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, -1);
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}
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ImGui::TextWrapped("%s", adapter.detail.c_str());
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if (adapter.state == Wup028Adapter::ConnectionState::Connected) {
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ImGui::Text("Poll rate: %.1f reports/s", adapter.pollRateHz);
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ImGui::Text("Endpoints: IN 0x%02X, OUT 0x%02X", adapter.inputEndpoint, adapter.outputEndpoint);
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for (size_t port = 0; port < adapter.ports.size(); ++port) {
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const uint8_t type = adapter.portStatus[port] & 0x30;
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const char* typeName = type == 0x10 ? "wired" : type == 0x20 ? "wireless" : "none";
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ImGui::Text("Adapter port %u: %s (type %s, raw 0x%02X)",
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static_cast<unsigned>(port + 1),
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adapter.ports[port] ? "Controller connected" : "Empty", typeName,
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adapter.portStatus[port]);
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const auto adapter = Wup028Adapter::GetInfo();
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for (int physicalPort = 0; physicalPort < PAD_CHANMAX; ++physicalPort) {
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const std::string label = "Adapter port " + std::to_string(physicalPort + 1) +
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(adapter.ports[static_cast<size_t>(physicalPort)] ? " (connected)" : " (empty)");
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if (ImGui::MenuItem(label.c_str(), nullptr, adapterAssignment == physicalPort)) {
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for (uint32_t gamePort = 0; gamePort < PAD_CHANMAX; ++gamePort) {
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if (gamePort != selectedGamePort && Wup028Adapter::GetPortAssignment(gamePort) == physicalPort) {
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RuntimeConfigFile::SetGameCubeAdapterPort(gamePort, -1);
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}
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}
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PADClearPort(selectedGamePort);
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Wup028Adapter::SetPortAssignment(selectedGamePort, physicalPort);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, physicalPort);
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g_configuredControllerIndices.fill(std::numeric_limits<int32_t>::min());
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}
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}
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ImGui::EndMenu();
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}
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if (ImGui::MenuItem("Unassign controller")) {
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PADClearPort(selectedGamePort);
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Wup028Adapter::SetPortAssignment(selectedGamePort, -1);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, -1);
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g_configuredControllerIndices.fill(std::numeric_limits<int32_t>::min());
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}
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ImGui::Separator();
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controller_mapping_wizard::DrawSetupList();
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const uint32_t controllerCount = PADCount();
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if (controllerCount == 0) {
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ImGui::TextDisabled("No controller connected");
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DrawGameCubeAdapterInfo();
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return;
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}
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const char* currentName = PADGetName(static_cast<uint32_t>(g_controllerPort));
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ImGui::Text("Assigned: %s", currentName != nullptr ? currentName : "None");
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if (ImGui::BeginMenu("Assign connected controller")) {
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for (uint32_t index = 0; index < controllerCount; ++index) {
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const char* name = PADGetNameForControllerIndex(index);
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ImGui::PushID(static_cast<int>(index));
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if (ImGui::MenuItem(name != nullptr ? name : "Unknown controller")) {
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PADSetPortForIndex(index, static_cast<uint32_t>(g_controllerPort));
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Wup028Adapter::SetPortAssignment(selectedGamePort, -1);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, -1);
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PADSetPortForIndex(index, selectedGamePort);
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g_configuredControllerIndices.fill(std::numeric_limits<int32_t>::min());
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ApplyConfiguredMappings();
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}
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@@ -375,6 +416,7 @@ void DrawControllerSettings() {
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PADButtonMapping* mappings = PADGetButtonMappings(static_cast<uint32_t>(g_controllerPort), &mappingCount);
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if (mappings == nullptr || mappingCount != PAD_BUTTON_COUNT) {
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ImGui::TextDisabled("Assign a controller to edit its buttons");
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DrawGameCubeAdapterInfo();
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return;
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}
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@@ -514,7 +556,7 @@ void DrawControllerSettings() {
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ImGui::TextUnformatted(kControllerButtons[i].label);
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ImGui::PopID();
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}
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DrawGameCubeAdapterInfo();
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}
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void DrawAudioSettings() {
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@@ -1,6 +1,7 @@
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#include "wup028_adapter.h"
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#include "runtime_log.h"
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#include "runtime_config.h"
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#include <dolphin/pad.h>
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#include <windows.h>
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@@ -27,10 +28,12 @@ namespace {
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constexpr uint16_t kNintendoVendor = 0x057e;
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constexpr uint16_t kAdapterProduct = 0x0337;
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constexpr size_t kReportSize = 37;
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constexpr auto kInputReportTimeout = std::chrono::milliseconds(500);
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std::mutex g_mutex;
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std::array<PADStatus, PAD_CHANMAX> g_statuses{};
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std::array<uint8_t, PAD_CHANMAX> g_rumble{};
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std::array<int8_t, PAD_CHANMAX> g_portAssignments{{-1, -1, -1, -1}};
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std::thread g_worker;
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std::atomic_bool g_stop{false};
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std::atomic_bool g_running{false};
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@@ -190,7 +193,10 @@ bool Open(Device& device, std::string& name, std::string& error) {
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}
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int8_t Axis(uint8_t raw) {
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return static_cast<int8_t>(std::clamp(static_cast<int>(raw) - 128, -128, 127));
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constexpr int kCenter = 128;
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constexpr int kCenterTolerance = 10;
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if (raw >= kCenter - kCenterTolerance && raw <= kCenter + kCenterTolerance) return 0;
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return static_cast<int8_t>(std::clamp(static_cast<int>(raw) - kCenter, -128, 127));
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}
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PADStatus DecodePort(const uint8_t* p) {
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@@ -296,16 +302,21 @@ void Worker() {
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auto rateStart = std::chrono::steady_clock::now();
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uint32_t rateReports = 0;
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std::array<bool, PAD_CHANMAX> reportedPorts{};
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auto lastReport = std::chrono::steady_clock::now();
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while (!g_stop.load(std::memory_order_acquire)) {
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std::array<UCHAR, kReportSize> report{};
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ULONG read = 0;
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bool timedOut = false;
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if (!Transfer(device, true, device.inputPipe, report.data(), report.size(), read, 100, &timedOut)) {
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if (timedOut) continue;
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if (timedOut && std::chrono::steady_clock::now() - lastReport < kInputReportTimeout) continue;
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break;
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}
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if (read != report.size() || report[0] != 0x21) continue;
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if (read != report.size() || report[0] != 0x21) {
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if (std::chrono::steady_clock::now() - lastReport >= kInputReportTimeout) break;
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continue;
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}
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lastReport = std::chrono::steady_clock::now();
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++rateReports;
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std::array<PADStatus, PAD_CHANMAX> decoded{};
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for (size_t port = 0; port < decoded.size(); ++port) decoded[port] = DecodePort(report.data() + 1 + port * 9);
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@@ -347,6 +358,8 @@ void Worker() {
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}
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if (refreshStream && !RefreshInputStream(device)) break;
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}
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// Do not leave a motor latched on when stopping or abandoning this handle.
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SendRumble(device, {});
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g_connected.store(false, std::memory_order_release);
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ClearConnectedPorts("adapter unavailable");
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{
|
||||
@@ -367,6 +380,9 @@ void Initialize() {
|
||||
bool expected = false;
|
||||
if (!g_running.compare_exchange_strong(expected, true)) return;
|
||||
for (auto& status : g_statuses) status.err = PAD_ERR_NO_CONTROLLER;
|
||||
for (size_t gamePort = 0; gamePort < g_portAssignments.size(); ++gamePort) {
|
||||
g_portAssignments[gamePort] = static_cast<int8_t>(RuntimeConfigFile::GameCubeAdapterPort(gamePort));
|
||||
}
|
||||
g_stop.store(false, std::memory_order_release);
|
||||
g_worker = std::thread(Worker);
|
||||
}
|
||||
@@ -381,19 +397,48 @@ void Shutdown() {
|
||||
bool Read(std::array<PADStatus, 4>& statuses) {
|
||||
if (!g_connected.load(std::memory_order_acquire)) return false;
|
||||
std::lock_guard lock(g_mutex);
|
||||
statuses = g_statuses;
|
||||
for (auto& status : statuses) status.err = PAD_ERR_NO_CONTROLLER;
|
||||
for (size_t gamePort = 0; gamePort < statuses.size(); ++gamePort) {
|
||||
const int physicalPort = g_portAssignments[gamePort];
|
||||
if (physicalPort >= 0) statuses[gamePort] = g_statuses[static_cast<size_t>(physicalPort)];
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void SetPortAssignment(uint32_t gamePort, int physicalPort) {
|
||||
if (gamePort >= g_portAssignments.size() || physicalPort < -1 || physicalPort >= PAD_CHANMAX) return;
|
||||
std::lock_guard lock(g_mutex);
|
||||
const int oldPhysicalPort = g_portAssignments[gamePort];
|
||||
if (oldPhysicalPort >= 0) g_rumble[static_cast<size_t>(oldPhysicalPort)] = 0;
|
||||
if (physicalPort >= 0) {
|
||||
for (auto& assignment : g_portAssignments) {
|
||||
if (assignment == physicalPort) {
|
||||
assignment = -1;
|
||||
g_rumble[static_cast<size_t>(physicalPort)] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
g_portAssignments[gamePort] = static_cast<int8_t>(physicalPort);
|
||||
}
|
||||
|
||||
int GetPortAssignment(uint32_t gamePort) {
|
||||
if (gamePort >= g_portAssignments.size()) return -1;
|
||||
std::lock_guard lock(g_mutex);
|
||||
return g_portAssignments[gamePort];
|
||||
}
|
||||
|
||||
bool SetRumble(uint32_t port, bool enabled) {
|
||||
if (port >= g_rumble.size() || !g_connected.load(std::memory_order_acquire)) return false;
|
||||
std::lock_guard lock(g_mutex);
|
||||
if (!g_connected.load(std::memory_order_acquire)) return false;
|
||||
if (g_statuses[port].err != PAD_ERR_NONE) {
|
||||
g_rumble[port] = 0;
|
||||
const int physicalPort = g_portAssignments[port];
|
||||
if (physicalPort < 0) return false;
|
||||
const size_t adapterPort = static_cast<size_t>(physicalPort);
|
||||
if (g_statuses[adapterPort].err != PAD_ERR_NONE) {
|
||||
g_rumble[adapterPort] = 0;
|
||||
return false;
|
||||
}
|
||||
g_rumble[port] = enabled ? 1 : 0;
|
||||
g_rumble[adapterPort] = enabled ? 1 : 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user