wut  v1.5.0
Wii U Toolchain
Data Structures | Typedefs | Enumerations | Functions
VPAD Input
Collaboration diagram for VPAD Input:

Data Structures

struct  VPADVec2D
 2D vector. More...
 
struct  VPADVec3D
 3D vector. More...
 
struct  VPADDirection
 Direction. More...
 
struct  VPADTouchCalibrationParam
 Touch calibration parameter. More...
 
struct  VPADTouchData
 Touch data. More...
 
struct  VPADAccStatus
 
struct  VPADStatus
 

Typedefs

typedef struct VPADAccStatus VPADAccStatus
 
typedef struct VPADDirection VPADDirection
 
typedef struct VPADGyroStatus VPADGyroStatus
 
typedef struct VPADStatus VPADStatus
 
typedef struct VPADTouchCalibrationParam VPADTouchCalibrationParam
 
typedef struct VPADTouchData VPADTouchData
 
typedef struct VPADVec2D VPADVec2D
 
typedef struct VPADVec3D VPADVec3D
 
typedef enum VPADButtons VPADButtons
 Wii U GamePad buttons. More...
 
typedef enum VPADTouchPadValidity VPADTouchPadValidity
 Touch pad validity. More...
 
typedef enum VPADTouchPadResolution VPADTouchPadResolution
 Touch pad resolution. More...
 
typedef enum VPADReadError VPADReadError
 Read error. More...
 
typedef enum VPADLcdMode VPADLcdMode
 LCD mode. More...
 
typedef enum VPADGyroZeroDriftMode VPADGyroZeroDriftMode
 Gyro zero drift mode. More...
 
typedef void(* VPADSamplingCallback) (VPADChan chan)
 

Enumerations

enum  VPADButtons {
  VPAD_BUTTON_A = 0x8000 ,
  VPAD_BUTTON_B = 0x4000 ,
  VPAD_BUTTON_X = 0x2000 ,
  VPAD_BUTTON_Y = 0x1000 ,
  VPAD_BUTTON_LEFT = 0x0800 ,
  VPAD_BUTTON_RIGHT = 0x0400 ,
  VPAD_BUTTON_UP = 0x0200 ,
  VPAD_BUTTON_DOWN = 0x0100 ,
  VPAD_BUTTON_ZL = 0x0080 ,
  VPAD_BUTTON_ZR = 0x0040 ,
  VPAD_BUTTON_L = 0x0020 ,
  VPAD_BUTTON_R = 0x0010 ,
  VPAD_BUTTON_PLUS = 0x0008 ,
  VPAD_BUTTON_MINUS = 0x0004 ,
  VPAD_BUTTON_HOME = 0x0002 ,
  VPAD_BUTTON_SYNC = 0x0001 ,
  VPAD_BUTTON_STICK_R = 0x00020000 ,
  VPAD_BUTTON_STICK_L = 0x00040000 ,
  VPAD_BUTTON_TV = 0x00010000 ,
  VPAD_STICK_R_EMULATION_LEFT = 0x04000000 ,
  VPAD_STICK_R_EMULATION_RIGHT = 0x02000000 ,
  VPAD_STICK_R_EMULATION_UP = 0x01000000 ,
  VPAD_STICK_R_EMULATION_DOWN = 0x00800000 ,
  VPAD_STICK_L_EMULATION_LEFT = 0x40000000 ,
  VPAD_STICK_L_EMULATION_RIGHT = 0x20000000 ,
  VPAD_STICK_L_EMULATION_UP = 0x10000000 ,
  VPAD_STICK_L_EMULATION_DOWN = 0x08000000
}
 Wii U GamePad buttons. More...
 
enum  VPADTouchPadValidity {
  VPAD_VALID = 0x0 ,
  VPAD_INVALID_X = 0x1 ,
  VPAD_INVALID_Y = 0x2
}
 Touch pad validity. More...
 
enum  VPADTouchPadResolution {
  VPAD_TP_1920X1080 = 0 ,
  VPAD_TP_1280X720 = 1 ,
  VPAD_TP_854X480 = 2
}
 Touch pad resolution. More...
 
enum  VPADReadError {
  VPAD_READ_SUCCESS = 0 ,
  VPAD_READ_NO_SAMPLES = -1 ,
  VPAD_READ_INVALID_CONTROLLER = -2 ,
  VPAD_READ_BUSY = -4 ,
  VPAD_READ_UNINITIALIZED = -5
}
 Read error. More...
 
enum  VPADLcdMode {
  VPAD_LCD_STANDBY = 0 ,
  VPAD_LCD_OFF = 1 ,
  VPAD_LCD_ON = 0xFF
}
 LCD mode. More...
 
enum  VPADGyroZeroDriftMode {
  VPAD_GYRO_ZERODRIFT_LOOSE = 0 ,
  VPAD_GYRO_ZERODRIFT_STANDARD ,
  VPAD_GYRO_ZERODRIFT_TIGHT ,
  VPAD_GYRO_ZERODRIFT_NONE
}
 Gyro zero drift mode. More...
 

Functions

void VPADInit ()
 Initialises the VPAD library for use. More...
 
void VPADShutdown ()
 Cleans up and frees the VPAD library. More...
 
int32_t VPADRead (VPADChan chan, VPADStatus *buffers, uint32_t count, VPADReadError *outError)
 Read controller data from the desired Gamepad. More...
 
void VPADGetTPCalibrationParam (VPADChan chan, VPADTouchCalibrationParam *outParam)
 Get touch pad calibration parameters. More...
 
void VPADSetTPCalibrationParam (VPADChan chan, const VPADTouchCalibrationParam *param)
 Set touch pad calibration parameters. More...
 
void VPADGetTPCalibratedPoint (VPADChan chan, VPADTouchData *calibratedData, const VPADTouchData *uncalibratedData)
 Transform touch data according to the current calibration data. More...
 
void VPADGetTPCalibratedPointEx (VPADChan chan, VPADTouchPadResolution tpResolution, VPADTouchData *calibratedData, const VPADTouchData *uncalibratedData)
 Transform touch data according to the current calibration data. More...
 
void VPADSetAccParam (VPADChan chan, float playRadius, float sensitivity)
 
void VPADGetAccParam (VPADChan chan, float *outPlayRadius, float *outSensitivity)
 
void VPADSetBtnRepeat (VPADChan chan, float delaySec, float pulseSec)
 Set a repeat for held buttons - instead of appearing to be continually held, repeated presses and releases will be simulated at the given frequency. More...
 
void VPADEnableStickCrossClamp (VPADChan chan)
 
void VPADDisableStickCrossClamp (VPADChan chan)
 
void VPADSetLStickClampThreshold (VPADChan chan, int32_t max, int32_t min)
 
void VPADSetRStickClampThreshold (VPADChan chan, int32_t max, int32_t min)
 
void VPADGetGyroDirReviseParam (VPADChan chan, float *param)
 
void VPADGetGyroZeroDriftMode (VPADChan chan, VPADGyroZeroDriftMode *mode)
 
void VPADGetLStickClampThreshold (VPADChan chan, int32_t *max, int32_t *min)
 
void VPADGetRStickClampThreshold (VPADChan chan, int32_t *max, int32_t *min)
 
void VPADSetStickOrigin (VPADChan chan)
 
void VPADDisableLStickZeroClamp (VPADChan chan)
 
void VPADDisableRStickZeroClamp (VPADChan chan)
 
void VPADEnableLStickZeroClamp (VPADChan chan)
 
void VPADEnableRStickZeroClamp (VPADChan chan)
 
void VPADSetCrossStickEmulationParamsL (VPADChan chan, float rotationDegree, float range, float radius)
 
void VPADSetCrossStickEmulationParamsR (VPADChan chan, float rotationDegree, float range, float radius)
 
void VPADGetCrossStickEmulationParamsL (VPADChan chan, float *outRotationDegree, float *outRange, float *outRadius)
 
void VPADGetCrossStickEmulationParamsR (VPADChan chan, float *outRotationDegree, float *outRange, float *outRadius)
 
void VPADSetGyroAngle (VPADChan chan, float ax, float ay, float az)
 
void VPADSetGyroDirReviseBase (VPADChan chan, VPADDirection *base)
 
void VPADSetGyroDirReviseParam (VPADChan chan, float param)
 
void VPADSetGyroDirection (VPADChan chan, VPADDirection *dir)
 
void VPADSetGyroDirectionMag (VPADChan chan, float mag)
 
void VPADSetGyroMagnification (VPADChan chan, float pitch, float yaw, float roll)
 
void VPADSetGyroZeroDriftMode (VPADChan chan, VPADGyroZeroDriftMode mode)
 
void VPADEnableGyroZeroPlay (VPADChan chan)
 
void VPADEnableGyroDirRevise (VPADChan chan)
 
void VPADEnableGyroAccRevise (VPADChan chan)
 
void VPADDisableGyroZeroPlay (VPADChan chan)
 
void VPADDisableGyroDirRevise (VPADChan chan)
 
void VPADDisableGyroAccRevise (VPADChan chan)
 
float VPADIsEnableGyroZeroPlay (VPADChan chan)
 
float VPADIsEnableGyroZeroDrift (VPADChan chan)
 
float VPADIsEnableGyroDirRevise (VPADChan chan)
 
float VPADIsEnableGyroAccRevise (VPADChan chan)
 
void VPADSetGyroZeroPlayParam (VPADChan chan, float radius)
 
void VPADInitGyroZeroPlayParam (VPADChan chan)
 
void VPADInitGyroDirReviseParam (VPADChan chan)
 
void VPADInitGyroAccReviseParam (VPADChan chan)
 
void VPADStartGyroMagRevise (VPADChan chan)
 
void VPADStopGyroMagRevise (VPADChan chan)
 
void VPADInitGyroZeroDriftMode (VPADChan chan)
 Initializes the zero drift mode on the desired Gamepad. More...
 
BOOL VPADGetTVMenuStatus (VPADChan chan)
 Get the TV menu status. More...
 
void VPADSetTVMenuInvalid (VPADChan chan, BOOL invalid)
 Enable or disable the TV menu. More...
 
void VPADDisablePowerButton (VPADChan chan)
 Disable the power button. More...
 
void VPADEnablePowerButton (VPADChan chan)
 Enable the power button. More...
 
int32_t VPADControlMotor (VPADChan chan, uint8_t *pattern, uint8_t length)
 Turns on the rumble motor on the desired Gamepad. More...
 
void VPADStopMotor (VPADChan chan)
 Stops the desired Gamepad's rumble motor and cancels any ongoing rumble pattern. More...
 
int32_t VPADSetLcdMode (VPADChan chan, VPADLcdMode lcdMode)
 Sets the current mode of the display on the given Gamepad. More...
 
int32_t VPADGetLcdMode (VPADChan chan, VPADLcdMode *outLcdMode)
 Get the current status of the given Gamepad's display. More...
 
int32_t VPADSetSensorBar (VPADChan chan, BOOL on)
 Turn the given Gamepad's sensor bar on or off. More...
 
VPADSamplingCallback VPADSetSamplingCallback (VPADChan chan, VPADSamplingCallback callback)
 

Detailed Description


Data Structure Documentation

◆ VPADVec2D

struct VPADVec2D

2D vector.

Definition at line 143 of file input.h.

Data Fields
float x x.
float y y.

◆ VPADVec3D

struct VPADVec3D

3D vector.

Definition at line 155 of file input.h.

Data Fields
float x x.
float y y.
float z z.

◆ VPADDirection

struct VPADDirection

Direction.

Definition at line 170 of file input.h.

Data Fields
VPADVec3D x x.
VPADVec3D y y.
VPADVec3D z z.

◆ VPADTouchCalibrationParam

struct VPADTouchCalibrationParam

Touch calibration parameter.

Definition at line 185 of file input.h.

Data Fields
uint16_t adjustX X offset.
uint16_t adjustY Y offset.
float scaleX X scale.
float scaleY Y scale.

◆ VPADTouchData

struct VPADTouchData

Touch data.

Definition at line 203 of file input.h.

Data Fields
uint16_t x The x-coordinate of a touched point.
uint16_t y The y-coordinate of a touched point.
uint16_t touched 0 if screen is not currently being touched.
uint16_t validity Bitfield of VPADTouchPadValidity to indicate how touch sample accuracy.

◆ VPADAccStatus

struct VPADAccStatus

Definition at line 222 of file input.h.

Data Fields
VPADVec3D acc
float magnitude
float variation
VPADVec2D vertical

◆ VPADStatus

struct VPADStatus

Definition at line 235 of file input.h.

Data Fields
uint32_t hold Indicates what VPADButtons are held down.
uint32_t trigger Indicates what VPADButtons have been pressed since last sample.
uint32_t release Indicates what VPADButtons have been released since last sample.
VPADVec2D leftStick Position of left analog stick.
VPADVec2D rightStick Position of right analog stick.
VPADAccStatus accelorometer Status of DRC accelorometer.
VPADVec3D gyro Status of DRC gyro.
VPADVec3D angle Status of DRC angle.
uint8_t error
VPADTouchData tpNormal Current touch position on DRC.
VPADTouchData tpFiltered1 Filtered touch position, first level of smoothing.
VPADTouchData tpFiltered2 Filtered touch position, second level of smoothing.
VPADDirection direction
BOOL usingHeadphones Set to 1 if headphones are plugged in, 0 otherwise.
VPADVec3D mag Status of DRC magnetometer.
uint8_t slideVolume Current volume set by the slide control.
uint8_t battery Battery level of controller.
uint8_t micStatus Status of DRC microphone.
uint8_t slideVolumeEx Unknown volume related value.

Typedef Documentation

◆ VPADAccStatus

typedef struct VPADAccStatus VPADAccStatus

Definition at line 1 of file input.h.

◆ VPADDirection

typedef struct VPADDirection VPADDirection

Definition at line 1 of file input.h.

◆ VPADGyroStatus

Definition at line 1 of file input.h.

◆ VPADStatus

typedef struct VPADStatus VPADStatus

Definition at line 1 of file input.h.

◆ VPADTouchCalibrationParam

Definition at line 1 of file input.h.

◆ VPADTouchData

typedef struct VPADTouchData VPADTouchData

Definition at line 1 of file input.h.

◆ VPADVec2D

typedef struct VPADVec2D VPADVec2D

Definition at line 1 of file input.h.

◆ VPADVec3D

typedef struct VPADVec3D VPADVec3D

Definition at line 1 of file input.h.

◆ VPADButtons

typedef enum VPADButtons VPADButtons

Wii U GamePad buttons.

◆ VPADTouchPadValidity

Touch pad validity.

◆ VPADTouchPadResolution

Touch pad resolution.

◆ VPADReadError

Read error.

◆ VPADLcdMode

typedef enum VPADLcdMode VPADLcdMode

LCD mode.

◆ VPADGyroZeroDriftMode

Gyro zero drift mode.

◆ VPADSamplingCallback

typedef void(* VPADSamplingCallback) (VPADChan chan)

Definition at line 318 of file input.h.

Enumeration Type Documentation

◆ VPADButtons

Wii U GamePad buttons.

Enumerator
VPAD_BUTTON_A 

The A button.

VPAD_BUTTON_B 

The B button.

VPAD_BUTTON_X 

The X button.

VPAD_BUTTON_Y 

The Y button.

VPAD_BUTTON_LEFT 

The left button of the D-pad.

VPAD_BUTTON_RIGHT 

The right button of the D-pad.

VPAD_BUTTON_UP 

The up button of the D-pad.

VPAD_BUTTON_DOWN 

The down button of the D-pad.

VPAD_BUTTON_ZL 

The ZL button.

VPAD_BUTTON_ZR 

The ZR button.

VPAD_BUTTON_L 

The L button.

VPAD_BUTTON_R 

The R button.

VPAD_BUTTON_PLUS 

The + button.

VPAD_BUTTON_MINUS 

The - button.

VPAD_BUTTON_HOME 

The HOME button.

VPAD_BUTTON_SYNC 

The SYNC button.

VPAD_BUTTON_STICK_R 

The right stick button.

VPAD_BUTTON_STICK_L 

The left stick button.

VPAD_BUTTON_TV 

The TV button.

VPAD_STICK_R_EMULATION_LEFT 

The emulated left button on the right stick.

VPAD_STICK_R_EMULATION_RIGHT 

The emulated right button on the right stick.

VPAD_STICK_R_EMULATION_UP 

The emulated up button on the right stick.

VPAD_STICK_R_EMULATION_DOWN 

The emulated down button on the right stick.

VPAD_STICK_L_EMULATION_LEFT 

The emulated left button on the left stick.

VPAD_STICK_L_EMULATION_RIGHT 

The emulated right button on the left stick.

VPAD_STICK_L_EMULATION_UP 

The emulated up button on the left stick.

VPAD_STICK_L_EMULATION_DOWN 

The emulated down button on the left stick.

Definition at line 25 of file input.h.

◆ VPADTouchPadValidity

Touch pad validity.

Enumerator
VPAD_VALID 

Both X and Y touchpad positions are accurate.

VPAD_INVALID_X 

X position is inaccurate.

VPAD_INVALID_Y 

Y position is inaccurate.

Definition at line 84 of file input.h.

◆ VPADTouchPadResolution

Touch pad resolution.

Enumerator
VPAD_TP_1920X1080 

1920 x 1080 resolution.

VPAD_TP_1280X720 

1280 x 720 resolution.

VPAD_TP_854X480 

854 x 480 resolution.

Definition at line 97 of file input.h.

◆ VPADReadError

Read error.

Enumerator
VPAD_READ_SUCCESS 

No error occurred, and data was written to the buffers.

VPAD_READ_NO_SAMPLES 

There was no sample new data available to write.

VPAD_READ_INVALID_CONTROLLER 

The requested controller or channel was invalid.

VPAD_READ_BUSY 

VPAD channel is busy, perhaps being accessed by another thread.

VPAD_READ_UNINITIALIZED 

VPAD is uninitialized, need to call VPADInit()

Definition at line 108 of file input.h.

◆ VPADLcdMode

LCD mode.

Enumerator
VPAD_LCD_STANDBY 

Display is in standby and will turn back on if any buttons are pressed.

VPAD_LCD_OFF 

Display is completely off and will remain so until explicitly changed.

VPAD_LCD_ON 

Display is on as normal.

Definition at line 123 of file input.h.

◆ VPADGyroZeroDriftMode

Gyro zero drift mode.

Enumerator
VPAD_GYRO_ZERODRIFT_LOOSE 
VPAD_GYRO_ZERODRIFT_STANDARD 
VPAD_GYRO_ZERODRIFT_TIGHT 
VPAD_GYRO_ZERODRIFT_NONE 

Definition at line 134 of file input.h.

Function Documentation

◆ VPADInit()

void VPADInit ( )

Initialises the VPAD library for use.

Deprecated:
As of Cafe OS 5.5.x (OSv10 v15702) this function simply logs a deprecation message and returns. However, this may not be the case on older versions.
See also

◆ VPADShutdown()

void VPADShutdown ( )

Cleans up and frees the VPAD library.

Deprecated:
As of Cafe OS 5.5.x (OSv10 v15702) this function simply logs a deprecation message and returns. However, this may not be the case on older versions.
See also

◆ VPADRead()

int32_t VPADRead ( VPADChan  chan,
VPADStatus buffers,
uint32_t  count,
VPADReadError outError 
)

Read controller data from the desired Gamepad.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel to read from.
buffersPointer to an array of VPADStatus buffers to fill.
countNumber of buffers to fill.
outErrorPointer to write read error to (if any). See VPADReadError for meanings.
Warning
You must check outError - the VPADStatus buffers may be filled with random or invalid data on error, not necessarily zeroes.
Returns
The amount of buffers read or 0 on failure. Check outError for reason.
See also

◆ VPADGetTPCalibrationParam()

void VPADGetTPCalibrationParam ( VPADChan  chan,
VPADTouchCalibrationParam outParam 
)

Get touch pad calibration parameters.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanDenotes which channel to get the calibration parameter from.
outParamPointer to the calibration to get.

◆ VPADSetTPCalibrationParam()

void VPADSetTPCalibrationParam ( VPADChan  chan,
const VPADTouchCalibrationParam param 
)

Set touch pad calibration parameters.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanDenotes which channel to set the calibration parameter to.
paramPointer to the calibration to set.

◆ VPADGetTPCalibratedPoint()

void VPADGetTPCalibratedPoint ( VPADChan  chan,
VPADTouchData calibratedData,
const VPADTouchData uncalibratedData 
)

Transform touch data according to the current calibration data.

The calibration used may either be the system default or set by the application via VPADSetTPCalibrationParam().

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanDenotes which channel to get the calibration data from.
calibratedDataPointer to write calibrated touch data to.
uncalibratedDataPointer to the source data to apply the calibration to.
See also

◆ VPADGetTPCalibratedPointEx()

void VPADGetTPCalibratedPointEx ( VPADChan  chan,
VPADTouchPadResolution  tpResolution,
VPADTouchData calibratedData,
const VPADTouchData uncalibratedData 
)

Transform touch data according to the current calibration data.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanDenotes which channel to get the calibration data from.
tpResolutionTouchpad resolution.
calibratedDataPointer to write calibrated touch data to.
uncalibratedDataPointer to the source data to apply the calibration to.
See also

◆ VPADSetAccParam()

void VPADSetAccParam ( VPADChan  chan,
float  playRadius,
float  sensitivity 
)

◆ VPADGetAccParam()

void VPADGetAccParam ( VPADChan  chan,
float *  outPlayRadius,
float *  outSensitivity 
)

◆ VPADSetBtnRepeat()

void VPADSetBtnRepeat ( VPADChan  chan,
float  delaySec,
float  pulseSec 
)

Set a repeat for held buttons - instead of appearing to be continually held, repeated presses and releases will be simulated at the given frequency.

This is similar to what happens with most computer keyboards when you hold a key.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanDenotes which channel to set up button repeat on.
delaySecThe amount of time, in seconds, to wait until a button should start repeating.
pulseSecThe amount of time to wait between simulated presses - effectively setting the period of the repetition.

◆ VPADEnableStickCrossClamp()

void VPADEnableStickCrossClamp ( VPADChan  chan)

◆ VPADDisableStickCrossClamp()

void VPADDisableStickCrossClamp ( VPADChan  chan)

◆ VPADSetLStickClampThreshold()

void VPADSetLStickClampThreshold ( VPADChan  chan,
int32_t  max,
int32_t  min 
)

◆ VPADSetRStickClampThreshold()

void VPADSetRStickClampThreshold ( VPADChan  chan,
int32_t  max,
int32_t  min 
)

◆ VPADGetGyroDirReviseParam()

void VPADGetGyroDirReviseParam ( VPADChan  chan,
float *  param 
)

◆ VPADGetGyroZeroDriftMode()

void VPADGetGyroZeroDriftMode ( VPADChan  chan,
VPADGyroZeroDriftMode mode 
)

◆ VPADGetLStickClampThreshold()

void VPADGetLStickClampThreshold ( VPADChan  chan,
int32_t *  max,
int32_t *  min 
)

◆ VPADGetRStickClampThreshold()

void VPADGetRStickClampThreshold ( VPADChan  chan,
int32_t *  max,
int32_t *  min 
)

◆ VPADSetStickOrigin()

void VPADSetStickOrigin ( VPADChan  chan)

◆ VPADDisableLStickZeroClamp()

void VPADDisableLStickZeroClamp ( VPADChan  chan)

◆ VPADDisableRStickZeroClamp()

void VPADDisableRStickZeroClamp ( VPADChan  chan)

◆ VPADEnableLStickZeroClamp()

void VPADEnableLStickZeroClamp ( VPADChan  chan)

◆ VPADEnableRStickZeroClamp()

void VPADEnableRStickZeroClamp ( VPADChan  chan)

◆ VPADSetCrossStickEmulationParamsL()

void VPADSetCrossStickEmulationParamsL ( VPADChan  chan,
float  rotationDegree,
float  range,
float  radius 
)

◆ VPADSetCrossStickEmulationParamsR()

void VPADSetCrossStickEmulationParamsR ( VPADChan  chan,
float  rotationDegree,
float  range,
float  radius 
)

◆ VPADGetCrossStickEmulationParamsL()

void VPADGetCrossStickEmulationParamsL ( VPADChan  chan,
float *  outRotationDegree,
float *  outRange,
float *  outRadius 
)

◆ VPADGetCrossStickEmulationParamsR()

void VPADGetCrossStickEmulationParamsR ( VPADChan  chan,
float *  outRotationDegree,
float *  outRange,
float *  outRadius 
)

◆ VPADSetGyroAngle()

void VPADSetGyroAngle ( VPADChan  chan,
float  ax,
float  ay,
float  az 
)

◆ VPADSetGyroDirReviseBase()

void VPADSetGyroDirReviseBase ( VPADChan  chan,
VPADDirection base 
)

◆ VPADSetGyroDirReviseParam()

void VPADSetGyroDirReviseParam ( VPADChan  chan,
float  param 
)

◆ VPADSetGyroDirection()

void VPADSetGyroDirection ( VPADChan  chan,
VPADDirection dir 
)

◆ VPADSetGyroDirectionMag()

void VPADSetGyroDirectionMag ( VPADChan  chan,
float  mag 
)

◆ VPADSetGyroMagnification()

void VPADSetGyroMagnification ( VPADChan  chan,
float  pitch,
float  yaw,
float  roll 
)

◆ VPADSetGyroZeroDriftMode()

void VPADSetGyroZeroDriftMode ( VPADChan  chan,
VPADGyroZeroDriftMode  mode 
)

◆ VPADEnableGyroZeroPlay()

void VPADEnableGyroZeroPlay ( VPADChan  chan)

◆ VPADEnableGyroDirRevise()

void VPADEnableGyroDirRevise ( VPADChan  chan)

◆ VPADEnableGyroAccRevise()

void VPADEnableGyroAccRevise ( VPADChan  chan)

◆ VPADDisableGyroZeroPlay()

void VPADDisableGyroZeroPlay ( VPADChan  chan)

◆ VPADDisableGyroDirRevise()

void VPADDisableGyroDirRevise ( VPADChan  chan)

◆ VPADDisableGyroAccRevise()

void VPADDisableGyroAccRevise ( VPADChan  chan)

◆ VPADIsEnableGyroZeroPlay()

float VPADIsEnableGyroZeroPlay ( VPADChan  chan)

◆ VPADIsEnableGyroZeroDrift()

float VPADIsEnableGyroZeroDrift ( VPADChan  chan)

◆ VPADIsEnableGyroDirRevise()

float VPADIsEnableGyroDirRevise ( VPADChan  chan)

◆ VPADIsEnableGyroAccRevise()

float VPADIsEnableGyroAccRevise ( VPADChan  chan)

◆ VPADSetGyroZeroPlayParam()

void VPADSetGyroZeroPlayParam ( VPADChan  chan,
float  radius 
)

◆ VPADInitGyroZeroPlayParam()

void VPADInitGyroZeroPlayParam ( VPADChan  chan)

◆ VPADInitGyroDirReviseParam()

void VPADInitGyroDirReviseParam ( VPADChan  chan)

◆ VPADInitGyroAccReviseParam()

void VPADInitGyroAccReviseParam ( VPADChan  chan)

◆ VPADStartGyroMagRevise()

void VPADStartGyroMagRevise ( VPADChan  chan)

◆ VPADStopGyroMagRevise()

void VPADStopGyroMagRevise ( VPADChan  chan)

◆ VPADInitGyroZeroDriftMode()

void VPADInitGyroZeroDriftMode ( VPADChan  chan)

Initializes the zero drift mode on the desired Gamepad.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to initialize.

◆ VPADGetTVMenuStatus()

BOOL VPADGetTVMenuStatus ( VPADChan  chan)

Get the TV menu status.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to get the TV status from.
Returns
TRUE if the TV menu is shown, FALSE otherwise.

◆ VPADSetTVMenuInvalid()

void VPADSetTVMenuInvalid ( VPADChan  chan,
BOOL  invalid 
)

Enable or disable the TV menu.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to enable or disable the TV menu from.
invalidSet to TRUE to disable the TV menu or FALSE to enable it.

◆ VPADDisablePowerButton()

void VPADDisablePowerButton ( VPADChan  chan)

Disable the power button.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to disable the power button from.

◆ VPADEnablePowerButton()

void VPADEnablePowerButton ( VPADChan  chan)

Enable the power button.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to enable the power button from.

◆ VPADControlMotor()

int32_t VPADControlMotor ( VPADChan  chan,
uint8_t *  pattern,
uint8_t  length 
)

Turns on the rumble motor on the desired Gamepad.

A custom rumble pattern can be set by setting bytes in the input buffer.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to rumble.
patternPointer to an array of bytes, where each byte represents the status of the rumble at a given time. 0xFF denotes rumble while 0x00 denotes no rumble.
lengthThe size of the rumble pattern, in bytes.

◆ VPADStopMotor()

void VPADStopMotor ( VPADChan  chan)

Stops the desired Gamepad's rumble motor and cancels any ongoing rumble pattern.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to stop rumbling.

◆ VPADSetLcdMode()

int32_t VPADSetLcdMode ( VPADChan  chan,
VPADLcdMode  lcdMode 
)

Sets the current mode of the display on the given Gamepad.

This function can be used to turn the display on and off, or place it in standby.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to have its display mode changed.
lcdModeOne of VPADLcdMode representing the new status of the display.
Returns
0 on success, or a negative value on error.

◆ VPADGetLcdMode()

int32_t VPADGetLcdMode ( VPADChan  chan,
VPADLcdMode outLcdMode 
)

Get the current status of the given Gamepad's display.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to get the display mode from.
outLcdModePointer to write a value of VPADLcdMode into.
Returns
0 on success, or a negative value on error.

◆ VPADSetSensorBar()

int32_t VPADSetSensorBar ( VPADChan  chan,
BOOL  on 
)

Turn the given Gamepad's sensor bar on or off.

Enabling the sensor bar allows any Wii Remote to position itself relative to the GamePad.

Note
Retail Wii U systems have a single Gamepad on VPAD_CHAN_0.
Parameters
chanThe channel of the Gamepad to control the sensor bar on.
ontrue to enable the sensor bar, false to disable it.
Returns
0 on success, or a negative value on error.

◆ VPADSetSamplingCallback()

VPADSamplingCallback VPADSetSamplingCallback ( VPADChan  chan,
VPADSamplingCallback  callback 
)