Difference between revisions of "Vpad.rpl"
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Marionumber1 (talk | contribs) (Clarify VPADRead() parameters) |
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!Prototype | !Prototype | ||
!Description | !Description | ||
+ | |- | ||
+ | |VPADGetLcdMode | ||
+ | |int VPADGetLcdMode(int padnum, VPADDisplayMode *lcdmode); | ||
+ | |Gets LCD mode of gamepad and stores it in ''lcdmode'' | ||
+ | |- | ||
+ | |VPADSetLcdMode | ||
+ | |int VPADSetLcdMode(int padnum, VPADDisplayMode *lcdmode); | ||
+ | |Sets LCD mode of gamepad based on ''lcdmode'' | ||
|- | |- | ||
|VPADRead | |VPADRead | ||
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|} | |} | ||
− | ==Structures== | + | ==Structures/Enums== |
+ | ===VPAD Display Mode=== | ||
+ | Can be gotten using VPADGetLcdMode(). | ||
+ | |||
+ | <syntaxhighlight lang="C"> | ||
+ | typedef enum { | ||
+ | DISPLAY_MODE_STANDBY = 0, /* This is probably the mode you can set as a user in HOME - Turn display off */ | ||
+ | DISPLAY_MODE_OFF = 1, /* This turns off the display completely, the gamepad can be used as a pure input controller */ | ||
+ | DISPLAY_MODE_DEFAULT = 0xFF /* Default mode */ | ||
+ | } VPADDisplayMode; | ||
+ | </syntaxhighlight> | ||
+ | |||
===VPAD Data=== | ===VPAD Data=== | ||
Can be gotten using VPADRead(), num_datasets seems to control the max amount of "datasets" to keep. A single dataset containing raw controller data is 0xAC bytes. The first three words of a datset are bitmasks of the flags listed [[vpad.rpl#Buttons|below]]. | Can be gotten using VPADRead(), num_datasets seems to control the max amount of "datasets" to keep. A single dataset containing raw controller data is 0xAC bytes. The first three words of a datset are bitmasks of the flags listed [[vpad.rpl#Buttons|below]]. |
Revision as of 14:45, 30 August 2015
This controls communication with the Gamepad, internally called VPAD by this library. It uses the VPADBASE library internally.
Functions
Name | Prototype | Description |
---|---|---|
VPADGetLcdMode | int VPADGetLcdMode(int padnum, VPADDisplayMode *lcdmode); | Gets LCD mode of gamepad and stores it in lcdmode |
VPADSetLcdMode | int VPADSetLcdMode(int padnum, VPADDisplayMode *lcdmode); | Sets LCD mode of gamepad based on lcdmode |
VPADRead | int VPADRead(int padnum, VPADData *buffer, int num_datasets, int *err); | Stores raw controller data in buffer for the specified Gamepad |
Structures/Enums
VPAD Display Mode
Can be gotten using VPADGetLcdMode().
typedef enum {
DISPLAY_MODE_STANDBY = 0, /* This is probably the mode you can set as a user in HOME - Turn display off */
DISPLAY_MODE_OFF = 1, /* This turns off the display completely, the gamepad can be used as a pure input controller */
DISPLAY_MODE_DEFAULT = 0xFF /* Default mode */
} VPADDisplayMode;
VPAD Data
Can be gotten using VPADRead(), num_datasets seems to control the max amount of "datasets" to keep. A single dataset containing raw controller data is 0xAC bytes. The first three words of a datset are bitmasks of the flags listed below.
typedef struct
{
uint16_t x, y; /* Touch coordinates */
uint16_t touched; /* 1 = Touched, 0 = Not touched */
uint16_t validity; /* 0 = All valid, 1 = X invalid, 2 = Y invalid, 3 = Both invalid? */
} VPADTPData;
typedef struct
{
uint32_t btn_hold; /* Held buttons */
uint32_t btn_trigger; /* Buttons that are pressed at that instant */
uint32_t btn_release; /* Released buttons */
Vec2D lstick, rstick; /* Each contains 4-byte X and Y components */
char unknown1c[0x52 - 0x1c]; /* Contains accelerometer and gyroscope data somewhere */
VPADTPData tpdata; /* Normal touchscreen data */
VPADTPData tpdata1; /* Modified touchscreen data 1 */
VPADTPData tpdata2; /* Modified touchscreen data 2 */
char unknown6a[0xa0 - 0x6a];
uint8_t volume;
uint8_t battery; /* 0 to 6 */
uint8_t unk_volume; /* One less than volume */
char unknowna4[0xac - 0xa4];
} VPADData;
Defines
Buttons
#define BUTTON_A 0x8000
#define BUTTON_B 0x4000
#define BUTTON_X 0x2000
#define BUTTON_Y 0x1000
#define BUTTON_LEFT 0x0800
#define BUTTON_RIGHT 0x0400
#define BUTTON_UP 0x0200
#define BUTTON_DOWN 0x0100
#define BUTTON_ZL 0x0080
#define BUTTON_ZR 0x0040
#define BUTTON_L 0x0020
#define BUTTON_R 0x0010
#define BUTTON_PLUS 0x0008
#define BUTTON_MINUS 0x0004
#define BUTTON_HOME 0x0002
#define BUTTON_SYNC 0x0001