mirror of
https://github.com/patchzyy/wiicompiled
synced 2026-09-12 09:45:04 -04:00
remove WUP028 driver which is already handled by SDL3 on Linux
also restores automatic port assignment on non-Windows. This should be the default as https://github.com/patchzyy/Wiicompiled/pull/42 was never a necessary change
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@@ -1,5 +1,7 @@
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#include "settings_overlay.h"
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#ifdef _WIN32
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#include "wup028_adapter.h"
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#endif
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#include "audio_backend.h"
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#include "controller_mapping_wizard.h"
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#include "game_graphics_options.h"
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@@ -313,6 +315,12 @@ void ApplyConfiguredMappings() {
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}
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void DrawGameCubeAdapterInfo() {
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// The official GameCube adapter is Windows-only (see wup028_adapter.cpp); on Linux/macOS,
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// Wup028Adapter is a permanently-disconnected stub, and SDL3 already exposes the same
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// hardware as a normal joystick, so this menu would only ever show "Searching" and four
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// perpetually-empty adapter ports - confusing clutter for a feature that can't do anything
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// on this platform. Skip it entirely rather than render a menu that never has content.
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#if defined(_WIN32)
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ImGui::Separator();
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if (!ImGui::BeginMenu("GameCube adapter info")) return;
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@@ -338,6 +346,7 @@ void DrawGameCubeAdapterInfo() {
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}
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}
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ImGui::EndMenu();
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#endif
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}
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void DrawControllerSettings() {
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@@ -351,13 +360,20 @@ void DrawControllerSettings() {
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ImGui::Separator();
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const uint32_t selectedGamePort = static_cast<uint32_t>(g_controllerPort);
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#if defined(_WIN32)
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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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} else
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#endif
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{
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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 defined(_WIN32)
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// Windows-only, same reasoning as DrawGameCubeAdapterInfo() above: on other platforms
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// adapterAssignment is always -1 and every port would always read "(empty)", so this submenu
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// would never have anything real to offer.
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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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@@ -381,10 +397,13 @@ void DrawControllerSettings() {
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}
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ImGui::EndMenu();
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}
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#endif
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if (ImGui::MenuItem("Unassign controller")) {
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PADClearPort(selectedGamePort);
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#if defined(_WIN32)
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Wup028Adapter::SetPortAssignment(selectedGamePort, -1);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, -1);
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#endif
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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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@@ -392,7 +411,9 @@ void DrawControllerSettings() {
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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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#if defined(_WIN32)
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DrawGameCubeAdapterInfo();
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#endif
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return;
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}
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@@ -401,8 +422,10 @@ void DrawControllerSettings() {
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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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#if defined(_WIN32)
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Wup028Adapter::SetPortAssignment(selectedGamePort, -1);
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RuntimeConfigFile::SetGameCubeAdapterPort(selectedGamePort, -1);
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#endif
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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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@@ -416,7 +439,9 @@ 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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#if defined(_WIN32)
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DrawGameCubeAdapterInfo();
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#endif
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return;
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}
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@@ -556,7 +581,9 @@ 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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#if defined(_WIN32)
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DrawGameCubeAdapterInfo();
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#endif
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}
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void DrawAudioSettings() {
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