User:Goofster1020/Code Tutorials/Tutorial 1 - Basic Wiimote Usage
This tutorial explains how to use the wiimote in many different ways:
- Wiimote Channels
- Wiimote Buttons
- Wiimote Expansions
- Wiimote Errors
When programming, the Wiimote channels start from 0 and go to 3. So:
- Wiimote 1 = Channel 0
- Wiimote 2 = Channel 1
- Wiimote 3 = Channel 2
- Wiimote 4 = Channel 3
Furthermore, there are preprocessor (macro) codes to make life a little simpler:
WPAD_CHAN_0 // For the first Wiimote. (equals 0) WPAD_CHAN_1 // For the second Wiimote. (equals 1) WPAD_CHAN_2 // For the third Wiimote. (equals 2) WPAD_CHAN_3 // For the fourth Wiimote. (equals 3)
Additionally, there is a code for all Wiimotes that can be used as well:
WPAD_CHAN_ALL // For every Wiimote. (equals -1)
In order to detect a button press, you need to define the button. Thankfully, Wiiuse defines these, otherwise you would have to type codes such as:
(0x0001<<16) // Z button on the Nunchuk. (Defined as WPAD_NUNCHUK_BUTTON_Z)
Instead, you only have to type the name of the button.
Classic Controller Codes
The following section includes the very basic usage of the Wiimote.
If you are using the Wiimote, no matter what, you always need to have this line in your file:
#include <wiiuse/wpad.h> //This simple line allows your program access to everything available (in LibWiiuse) for the Wiimote.
Initializing the Wiimote
In order to turn on and use the Wiimote, you need to add this line (at least once) in your program:
WPAD_Init(); // This will turn on and allow you to use the Wiimote.
Disconnecting the Wiimote
If you want to, you can disconnect the Wiimote when you are done using it. This can be done by:
WPAD_Flush(WPAD_CHAN_ALL); // This will stop all data being transferred between the Wiimote and the Wii. (Not required) WPAD_Disconnect(WPAD_CHAN_ALL); // This will turn off all connected Wiimotes.