* (Wayland) Show window early to get screen info
* Report current monitor size on initial get_video_size call
* Fullscreen to monitor selected in settings
* Fullscreen on current monitor when setting is set to automatic
* Fallback to shm_open when memfd_create is not supported
* Report current monitor size on initial get_video_size call
* Fullscreen to monitor selected in settings
* Fullscreen on current monitor when setting is set to automatic
== DETAILS
The DS3 driver previously only worked with the Wii U HID implementation.
I adapted this driver from the Linux driver for the DS3. It's not quite
100%--I haven't got the LEDs to work properly--but it's functional.
Going to continue tweaking it to see if I can get the LEDs to work.
== DETAILS
When I first implemented the Wii U HID architecture, I ended up
having to design my own implementation because, at the time, I did
not have a way to read the HID device string to allow the existing
code to successfully detect the gamepad.
After spending some time experimenting, I've figured out how to
do this. And that means I can better align the HID driver with other
platforms.
change summary:
- create a single state structure for all three sub-types of wiiu pads
(kpad, wpad, and hid)
- eliminate confusing duplicate pad lists
- eliminate confusing duplicate HID pad drivers (ds3, gamecube
adapter, etc)
- ensure the ds3 driver still works
== DETAILS
File this one under "I'm not sure how this ever worked."
I mean, it did (in 1.8.8). I'm not sure what changed, but ultimately what I did was
a bunch of comparative testing against 1.8.8:
- I confirmed the packet data was still being read successfully
- I confirmed that the axis value being passed into pad->get_axis() had
not changed
- I confirmed the work done in `gamepad_read_axis_data()` was working the same
between 1.8.8 and master
With the only difference between 1.8.8 and current being the return value from
`gamepad_read_axis_data()`, I just rewrote the method to work properly, and
also fixed up the default axis mapping.
I tested this with a sixaxis controller and GCA, configuring the analog-to-digital
control override to use the right stick.
== DETAILS
After a bisect, the culprit was changing the gamepad interface from
returing a single button (bool) to multiple (int16).
The issue is that the Wii U gamepad (and presumably the Pro controller too)
have more than 16 buttons, which means some buttons get lost. Notably, L3 (18)
and R3 (17).
The solution: use int32 instead of int16.
I did a test build and confirmed that this change restores L3/R3 functionality
with the gamepad. Don't have a pro controller to test, but it should work too.
== DETAILS
The way the mouse emulation worked was to simply return a 3rd axis from the
gamepad, which the polling code updates with the touch state in real time.
Well, the code that figures out if it's a positive or negative axis was
failing because it didn't see that 3rd axis as valid. So, I added values
which allow it to be seen as valid, and voila! the touch screen input
works again.
== TESTING
Tested locally using "Beneath a Steel Sky" in ScummVM.