mirror of
https://github.com/patchzyy/wiicompiled
synced 2026-09-10 17:16:47 -04:00
ca7d126a13
* Bluetooth Wii Remote support: the game reads a real Wii Remote through KPAD Enable SDL3's HIDAPI Wii driver and hand a paired Wii Remote (bare or with Nunchuk) to the game as a real Wii Remote: WPADProbe reports CORE/FREESTYLE and KPADRead fills KPADStatus[0] from SDL every frame (buttons, accelerometer in KPAD's g frame, Nunchuk stick and accelerometer), while the GameCube pad view of that port reports no controller. The game's own motion code then handles wheelies, tricks and Wii Wheel steering. Classic Controllers and Wii U Pro Controllers keep going through the GameCube pad path with a default button table picked by name. SDL's Wii driver drops a remote on a failed Bluetooth read or when the Nunchuk is plugged or unplugged and never re-adds it, so the runtime keeps rescanning (Dolphin style) while no Wii controller is present by toggling the driver hint off and, a few frames later, on again; a dropped remote is back within 1-2 s. Settings live in the F10 overlay under Wii Remotes (Bluetooth) and in Config.toml (wii_remotes, wii_continuous_scan). * Fix Wii U Pro / Classic Controller ZL and ZR not registering SDL's Wii driver reports ZL/ZR as the LEFT_TRIGGER/RIGHT_TRIGGER analog axes, never as digital shoulder buttons. Binding them to LEFT_SHOULDER/RIGHT_SHOULDER meant they never fired and also disabled aurora's own analog-trigger fallback (a button table entry for PAD_TRIGGER_L/R marks the trigger as "handled", even when the bound digital button never actually presses). Leaving them unbound lets the default axis mapping drive them like every other analog-trigger pad. Reported by an end-to-end tester connecting a real Classic Controller to a Wii Remote. * Wii Remotes menu: live raw D-pad/ZL/ZR readout for Classic Controller / Wii U Pro Diagnostic aid for a reported issue where the Classic Controller's D-pad does not do anything in-game (no wheelies). Shows what SDL itself sees so a driver-level problem (nothing lights up) can be told apart from a mapping problem (it lights up but the game does not react). * Fix Classic Controller D-pad input * Address CodeRabbit review on PR #73 - PADRead: hide KPAD-served ports even while input is blocked so the port error state does not flip when the overlay opens/closes. - WPADProbe: run the Wii Remote rescan state machine before probing so a reconnect probe before the next PADRead can see the remote. - EnsureSensors: only cache the gamepad id once every accelerometer enabled, so a failed activation is retried. - ConfigureSdlHints: reset the in-flight rescan bookkeeping. - Settings overlay: disable "Rescan now" while Wii Remotes are turned off. * Bluetooth Wii Remote: fix wheel steering, native Classic Controller, extension hot-swap Accelerometer - The SDL -> KPAD conversion negated the wrong axis: SDL's z is the remote's +Y (towards the user), so KPAD acc is (-wiiX, -wiiZ, +wiiY). Fixes mirrored Wii Wheel steering. - Drop reports whose accelerometer bytes arrive zeroed (+-5.12 g on every axis, a few times a minute over Bluetooth) and repeat the last good sample; they read as a full-lock steer plus a 9 g shake. - One-button zero-point calibration in the overlay (remote flat, buttons up), stored in Config.toml as wii_accel_offset_x/y/z. SDL's read of the remote's factory calibration times out over Bluetooth and falls back to a nominal zero point, which left a per-axis bias of up to ~0.3 g on the tested remote. - Live accelerometer readout and an optional per-frame CSV trace (wii_accel_trace = true) for debugging. Classic Controller through KPAD/WPAD - WPADProbe reports WPAD_DEV_CLASSIC; KPADRead fills ex_status.cl and KPADGetUnifiedWpadStatus the raw WPADCLStatus (WPAD_CL_BUTTON_* bits, sticks in the SDK's signed -512..511 range, triggers), so the game shows the Classic layout and icons and no button mapping is involved. Ports served through KPAD are hidden from PADRead; only the Wii U Pro Controller stays a GameCube pad. Extension hot-swap - SDL's Wii driver destroys the joystick on an extension change but keeps the HID handle open, and HIDAPI never re-creates a joystick for such a device. Patch the vendored SDL at configure time (AuroraSDL3Patches.cmake, wired into AuroraSDL3Provider.cmake for both the downloaded tarball and a pre-provided FETCHCONTENT_SOURCE_DIR_SDL) so the joystick is rebuilt in place with the new extension type, without touching the Bluetooth handle. - Keep a vanished remote's channel alive with neutral input for up to 3 s while SDL re-creates the joystick, so the game never sees a disconnection. The driver-hint rescan stays as a fallback for real drops, starting 3 s after the loss, and also runs from the overlay's per-frame Draw. Log rescans. Mappings / overlay - Do not apply the shared positional [controller] bindings to Wii pads: that override is what made a Classic Controller's A/B and X/Y look swapped. - Raw D-pad fallback also for the Wii U Pro Controller; overlay readouts read joystick buttons directly (SDL's generated HIDAPI mapping expects a hat). - Overlay: Classic Controller readout, accelerometer readout and calibration. - README: Bluetooth Wii Remote section and known limitations. * Review pass on the Wii Remote input path - EffectiveKind: stop bridging an extension swap once a different controller has taken the port, and note that everything touching the scanner state runs on the guest thread. - KPADGetUnifiedWpadStatus: fill every requested entry (the SDK returns `count` recent samples), capped at KPAD's 16 read buffers. - IsKpadKind gets internal linkage; the calibration accessors get their comments; clarify why Draw() also runs Poll(). * Drop the dead Classic-Controller-as-GameCube-pad matching A Wii Remote with a Classic Controller is served through KPAD and its port is hidden from PADRead, so the name matches that once gave it a GameCube button table and the raw D-pad fallback could never take effect any more. Both now match only the Wii U Pro Controller, and the default table is renamed accordingly (g_defaultButtonsWiiUPro). --------- Co-authored-by: LOL <andresguerra2k26@gmail.com> Co-authored-by: Nick <89667145+Nick1232345@users.noreply.github.com>
111 lines
5.2 KiB
C++
111 lines
5.2 KiB
C++
#pragma once
|
|
|
|
#include <cstdint>
|
|
|
|
struct PADStatus;
|
|
|
|
// Real Wii Remotes paired over Bluetooth.
|
|
//
|
|
// SDL 3 ships a HIDAPI driver for them (Wii Remote alone, with Nunchuk, with a
|
|
// Classic Controller, and the Wii U Pro Controller) that exposes each as a
|
|
// regular SDL gamepad; it is off by default on SDL's side and ConfigureSdlHints
|
|
// turns it on. A remote, alone or with a Nunchuk or Classic Controller, is
|
|
// handed to the game as a real Wii Remote with that extension: the KPAD/WPAD
|
|
// HLE builds a KPADStatus (and the WPADCLStatus behind KPADGetUnifiedWpadStatus)
|
|
// from it every frame (see ReadKpadSample), so the game's own code does wheelies,
|
|
// tricks, Wii Wheel steering and the Classic Controller layout, and plugging an
|
|
// extension in or out mid-game switches control scheme like on the console. Only
|
|
// the Wii U Pro Controller, which has no Wii-era equivalent, goes through
|
|
// aurora's PAD layer as a GameCube pad.
|
|
namespace WiiRemoteInput {
|
|
|
|
enum class Kind : uint8_t {
|
|
NotWii,
|
|
Remote, // Wii Remote with no extension
|
|
RemoteWithNunchuk,
|
|
RemoteWithClassic,
|
|
WiiUPro,
|
|
};
|
|
|
|
// Must run before SDL's joystick subsystem is initialized (aurora does that
|
|
// inside aurora_initialize); SDL only consults the hint on its first device scan.
|
|
void ConfigureSdlHints(bool enabled);
|
|
|
|
// Classifies a gamepad by the name SDL's Wii driver reports for it.
|
|
Kind KindForName(const char* gamepadName);
|
|
// Classification of the SDL gamepad currently assigned to a game port.
|
|
Kind KindForPort(uint32_t port);
|
|
const char* KindLabel(Kind kind);
|
|
|
|
// One frame of a Wii Remote in the units KPAD uses.
|
|
struct KpadSample {
|
|
uint32_t hold = 0; // WPAD button bits (WPAD_BUTTON_*), Nunchuk C/Z included
|
|
float acc[3] = {}; // remote accelerometer in g, KPAD frame (rest: y = -1)
|
|
bool hasNunchuk = false;
|
|
float stick[2] = {}; // Nunchuk stick, -1..1, +y up
|
|
float nunchukAcc[3] = {};
|
|
bool hasClassic = false;
|
|
uint32_t clHold = 0; // WPAD_CL_BUTTON_* bits
|
|
float clLStick[2] = {}; // Classic sticks, -1..1, +y up
|
|
float clRStick[2] = {};
|
|
int16_t clLStickRaw[2] = {}; // as WPADCLStatus reports them: -512..511, centre 0, +y up
|
|
int16_t clRStickRaw[2] = {};
|
|
uint8_t clTriggerL = 0; // 0..255; SDL only exposes the digital click
|
|
uint8_t clTriggerR = 0;
|
|
};
|
|
|
|
// What the game should see on `chan`: the controller SDL has there right now,
|
|
// or, for a few seconds after a remote vanished, the kind it had. SDL's driver
|
|
// destroys and re-creates the joystick when an extension is plugged in or out,
|
|
// and the console never disconnects for that, so the gap is papered over with
|
|
// neutral input instead of a "communications interrupted" prompt.
|
|
Kind EffectiveKind(uint32_t chan);
|
|
// True when the game reads `chan` through KPAD: a Wii Remote alone, with a
|
|
// Nunchuk or with a Classic Controller (live or within the swap grace period).
|
|
bool IsRemoteChannel(uint32_t chan);
|
|
// Reads the current state of the remote on `chan`; false when IsRemoteChannel
|
|
// is false. During the swap grace period the sample is neutral.
|
|
bool ReadKpadSample(uint32_t chan, KpadSample& sample);
|
|
|
|
// Remote accelerometer for the overlay readout: the SDL sample in g after the
|
|
// zero-point correction (x right across the face, y out of the button face, z
|
|
// towards the user) and the KPAD vector built from it. False when the port has
|
|
// no remote or SDL has not delivered a sample yet.
|
|
bool ReadAccelDebug(uint32_t chan, float sdlG[3], float kpadAcc[3]);
|
|
|
|
// Accelerometer zero-point calibration. SDL's Wii driver tries to read the
|
|
// remote's factory calibration block, but over Bluetooth that read often times
|
|
// out ("Using fallback accelerometer calibration" in console.log) and it falls
|
|
// back to a nominal 0x200 zero point; a real remote then carries a per-axis
|
|
// bias of up to ~0.2 g, which held sideways as a wheel is a permanent steering
|
|
// offset.
|
|
// StartAccelCalibration expects the remote lying still with the buttons up;
|
|
// Poll() then collects samples for about a second and stores the difference to
|
|
// the ideal (0, 1, 0) g in Config.toml.
|
|
void StartAccelCalibration(uint32_t chan);
|
|
// Forgets the stored correction.
|
|
void ClearAccelCalibration();
|
|
bool IsAccelCalibrating();
|
|
// 0..1 while a calibration is collecting samples.
|
|
float AccelCalibrationProgress();
|
|
// Outcome of the last calibration attempt for the overlay, or nullptr.
|
|
const char* AccelCalibrationMessage();
|
|
|
|
// Reports "no controller" on the GameCube side for every port served through
|
|
// KPAD, so the game never sees the same remote twice. Runs after aurora's PADRead.
|
|
void HideRemotesFromPad(PADStatus* statuses, uint32_t count);
|
|
|
|
// Dolphin-style continuous scanning. SDL's HIDAPI Wii driver drops a remote on
|
|
// a failed Bluetooth read or an extension change and never re-adds it on its
|
|
// own. Poll() runs once per PADRead and, while no Wii controller is present,
|
|
// periodically forces SDL to re-enumerate HIDAPI by toggling the driver hint.
|
|
void Poll();
|
|
// Forces one re-enumeration right now (settings overlay "Rescan now").
|
|
void RescanNow();
|
|
// True while Poll() is actively rescanning (no Wii controller connected).
|
|
bool IsScanning();
|
|
// Rescans issued since a Wii controller was last seen.
|
|
uint32_t ScanCount();
|
|
|
|
} // namespace WiiRemoteInput
|