== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.
== DETAILS
- add a `WiiU` IntelliSense configuration for vscode
- rewrite the `net_listen.sh` script in python because the
shell script approach just isn't portable enough and doesn't handle
things like multiple network adapters gracefully at all.
== DETAILS
For local netplay, it's useful to have your IP address easily
available. This commit makes the Information > Network Information
menu display the Wii U's IP address.
Change summary:
- Fix the logging init to be reentrant to avoid socket consumption
- Add implementation of POSIX `getifaddrs()` and `freeifaddrs()`
to `missing_libc_functions.c`
- Remove compiler directives protecting the code paths that call
`getifaddrs()` from being used in Wii U builds
== TESTING
Have tested locally, successfully get IP address information in
the Information > Network Information.
I think this may also fix NAT traversal. Will need to be tested.
== DETAILS
- remove extraneous '+' from a manually applied diff
- fix the net_listen.sh script so it works properly on
Mac OSX
== TESTING
Works locally.
- Did a test build to ensure RA built
- Copied over to my FTPservU sources and ensured no compile issues there
Looks solid. A lot cleaner, too.
@aliaspider
I used the code in `wiiu/` to bootstrap my own WiiU homebrew app; this
PR reflects some changes I needed to make, that might be useful upstream.
1. Clean up filesystem initialization
Filesystem driver initialization was lumped in with filesystem mounting;
and that was a problem in my project, because I needed to be able to remount
the SD card on the fly. So, now it's split up.
I've added a callback object named "hooks" that can be used by consuming
applications to handle filesystem mounting and unmounting. If these hooks are
not provided, then the existing default behavior occurs.
2. Expand socket handling
- add `SO_NONBLOCK` flag for non-blocking socket I/O
- add normal errno defines like `EWOULDBLOCK` `EAGAIN`.
3. Remove RetroArch dependencies
- the exception handler protects usage of version_git with
`#ifdef HAVE_GIT_VERSION` but not the include, so I added that.
It also technically depends on version.h, but I'm not touching that.
It's easy enough to implement and I needed the same functionality. I'm
not sure what the best solution for that dependency is.
- missing_libc_functions.c included features/features_cpu.h which is
a libretro include. This appears to be a stale include though, because
everything compiles and works without it.
- an ifdef referencing the RA "WIIU" define, rather than the devkitpro
"__wiiu__" define
== DETAILS
The broadcast address is a standard part of TCP/IP that is used to
send messages to everyone on the subnet. This patch updates the
logging code to do the following:
1. Derive the broadcast address from the Wii U's own IP address
and subnet mask. These can all be obtained at runtime, which
means we can...
2. Remove the PC_DEVELOPMENT_IP_ADDRESS define from Wii U's
Makefile, because compiling in an IP is no longer needed.
3. Rewrite the net_listen script to listen for broadcast packets
and print them out with timestamps.
Since it's using the broadcast address, the only requirement is
that the PC be on the same network subnet as the Wii U.
Because of the low overhead of UDP, I've made logging on by
default. This will make it a ton easier to get useful bug
reports from users.
=== DETAILS
Replaced includes for things that aren't standard library headers so
they use quotes instead of brackets.
Also fixed up a couple of headers that had include-order dependencies.
=== DETAILS
Since @aliaspider wants the `wiiu/` to be something of a mini-SDK, I've
reorganized the code I put in there:
- `wiiu/main.c` now only has the ELF/RPX entrypoints, and the code used
by those entrypoints, with RA code removed (e.g. swapped retro_sleep()
for usleep()). These entrypoints then call main() ...
- Moved `main()` and its support functions back into `frontend/drivers/platform_wiiu.c`
I also renamed some of the support functions I wrote, and better
organized them within the code.
- Moved `wiiu/input/` into the `input/` hierarchy:
* The joypad drivers now live in `input/drivers_joypad/wiiu/`
* The HID driver now lives in `input/drivers_hid/`
* The Wii U specific headers now live in `input/include/wiiu`
* I added `input/include` into the include search path to avoid
using really ugly relative includes
== DETAILS
The Wii U main entrypoints were embedded in the frontend driver,
which isn't a great place for them. Also, the `main()` method was
pretty long and monolithic. Now it's (much) less so.
Changes:
- Refactor out the main entrypoints into their own source files
(`wiiu/main.c` and `wiiu/main.h`)
- Optimize includes in both files, so only the minimum needed to
compile are included.
- The `main()` method is a lot easier to understand now. It's no longer
a confusing mess of ifdefs.
- There's a small amount of changes in the headers for future work, which
is switching kpad_driver to be callback-driven. The only change here is
to import the function that will be used, and define some data types.
Testing:
- Did local builds and confirmed build is successful
- Successfully loaded a core and switched among a few games
== DETAILS
So, the KPadRead function will sometimes return 0, but this doesn't mean
the wiimote is actually disconnected. It's usually something transient, like
the BT chip has nothing to send or whatever. I don't know.
So, I added a buffer so that it won't disconnect the pad without 5
consecutive 0-reads.
This is a temporary hack; a proper solution will use the Wii U's callback
mechanisms to do wiimote detection. But that's a separate project. This at
least prevents OSD spam.
== TESTING
Tested locally. Verified that connecting/disconnecting nunchuk during play
still works properly.
== DETAILS
This is the wiimote version of the same bug I previously fixed in the HID
driver, where disconnected pads didn't actually invoke the unregister task.
This has an extra wrinkle, in that we *also* need to invoke the unregister
task when the wiimote device changes (e.g. user plugs in a nunchuk or
classic controller).
Now, there's still the problem of the "disconnect" detection being broken; so
a consequence of this commit is OSD spam. However, the actual wiimote input
is processed successfully and there's no noticeable issues in the pad
handling.
== TESTING
Using Mario 3, I played a level in which I started as bare wiimote, then
hot-plugged the nunchuk, and the input switched automatically. At the
end of the level, I hot-unplugged the nunchuk and it automatically reverted
to horizontal layout; and the pad remained 100% responsive the entire time.
== DETAILS
- DS3 analog wasn't working mainly because I forgot to actually declare the
axes in input/input_autoconfig.c when declaring the pad. Whoops.
- I also moved the axis decoding logic to a more central place, because it
clearly is not Wii U specific.
- Removed some dead commented-out code
== TESTING
Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core.
Haven't tested with any actual analog games, but I did confirm via logging
that the correct ranges are produced.
== DETAILS
The Wii U GC adapter doesn't seem to like doing async reads if it is connected
via a USB hub. It seems to be device-specific, though, because my DS3 works
just fine through the same hub.
I tried creating a fallback to synchronous reads, but it resulted in a hard
lock of the system. So, for the time being, it's going to be a known
limitation. Might be solved by using a powered USB hub.
Learned that the cache alignment is 64, not 32, so the alignment math has
been updated. Thanks, @aliaspider for that info.
This should fix the issue where R/L buttons didn't register when doing
input detection.
This also brings the GC pad in line with the rest of the gamepads in
input_autodetect_builtin.c.
Also fixed a really stupid bug that was part of why analog inputs aren't
being read. Analog still isn't working, mind, but it's a lot closer to
working now that it's actually getting down into the pad driver level!