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:::: Thanks! This does indeed work. As long as I call WPADProbe before WPADRead, I can safely avoid detecting fake button presses if the controller is not connected. [[User:CreeperMario|CreeperMario]] ([[User talk:CreeperMario|talk]]) 10:45, 21 April 2016 (CEST)
:::: Thanks! This does indeed work. As long as I call WPADProbe before WPADRead, I can safely avoid detecting fake button presses if the controller is not connected. [[User:CreeperMario|CreeperMario]] ([[User talk:CreeperMario|talk]]) 10:45, 21 April 2016 (CEST)
There should also be a WPADSetDataFormat function to specify what type of status should be filled... you would think whoever added the WPAD*Status struct definitions would have known they're useless without it. [[User:Tueidj|Tueidj]] ([[User talk:Tueidj|talk]]) 12:32, 21 April 2016 (CEST)
There should also be a WPADSetDataFormat function to specify what type of status should be filled... you would think whoever added the WPAD*Status struct definitions would have known they're useless without it. [[User:Tueidj|Tueidj]] ([[User talk:Tueidj|talk]]) 12:32, 21 April 2016 (CEST)
+
:Interesting... I'll try that tomorrow morning, but I think I'm okay with the default settings. I haven't done any thorough testing yet, though. One thing that I find a little weird, though, is that the Wii U's WPADStatus structure only contains a 'buttons' field, despite the original Wii's implementation containing trigger, hold and release fields. On the Wii U, the GamePad has 'btn_trigger', 'btn_hold' and 'btn_release', but the Wii Remotes don't. Why? [[User:CreeperMario|CreeperMario]] ([[User talk:CreeperMario|talk]]) 14:05, 21 April 2016 (CEST)