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2020-11-18core: Remove unused private Init function for the System classLioncash
This isn't used, so it can be removed.
2020-11-18core: Make use of [[nodiscard]] with the System classLioncash
Given this is a central class, we should flag cases where the return value of some functions not being used is likely a bug.
2020-11-17Merge pull request #4866 from Morph1984/mjolnir-p3-prodbunnei
Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
2020-11-18Merge pull request #4933 from lioncash/nodisc-gpuChloe
[gpu, render_base, rasterizer_interface]: Make use of [[nodiscard]] where applicable
2020-11-17rasterizer_interface: Make use of [[nodiscard]] where applicableLioncash
2020-11-17render_base: Make use of [[nodiscard]] where applicableLioncash
2020-11-17gpu: Make use of [[nodiscard]] where applicableLioncash
2020-11-16Merge pull request #4929 from lioncash/nodiscard-inputbunnei
motion_input: Mark member functions as [[nodiscard]] where applicable
2020-11-15sdl_impl: Pump SDL Events at 1000 HzMorph
2020-11-15configure_input: Accommodate for the mouse input device engineMorph
2020-11-15hid: Reimplement Begin/EndPermitVibrationSessionMorph
Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
2020-11-15controllers/npad: Load input devices on initMorph
2020-11-15configure_input: Update the input profiles for other player tabsMorph
2020-11-15general: Fix compiler warnings on linux and miscellaneous changesMorph
2020-11-15sdl_impl: Revert to the "old" method of mapping sticksMorph
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes. Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
2020-11-15applets/controller: Change the input button to create input profilesMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15controllers/npad: Remove the old vibration filterMorph
Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
2020-11-15input: Disconnect a controller prior to connecting a new oneMorph
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected. Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
2020-11-15hid: Implement InitializeVibrationDevice and IsVibrationDeviceMountedMorph
2020-11-15input_common: Add VibrationDevice and VibrationDeviceFactoryMorph
A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
2020-11-15configure_input: Add per-player vibrationMorph
Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15settings: Remove global vibration strength modifierMorph
This will be replaced in favor of per-player vibration strength modifiers.
2020-11-15hid: Mark Begin/EndPermitVibrationSession as stubsMorph
The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly.
2020-11-15controllers/npad: Send an empty vibration on destruction/deactivationMorph
This stops all controllers from continuously vibrating when emulation is stopped.
2020-11-15hid: Stub IsVibrationDeviceMountedMorph
- Used in Super Mario Odyssey
2020-11-15controllers/npad: Add heuristics to reduce rumble state changesMorph
Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
2020-11-15configure_input: Hook up the vibration percentage spinboxMorph
This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
2020-11-15controllers/npad: Stop games from vibrating incorrect controllersMorph
Fixes vibration in 1-2 Switch and potentially other games where they would vibrate both players' joycons at the same time.
2020-11-15hid: Fix controller rumble based on new researchMorph
This fixes the issue where rumble is only sent to the first controller. Now, individual controllers can receive their own rumble commands.
2020-11-15hid: Pop a struct of parameters instead of popping individual parametersMorph
Some parameters need to be doubleword aligned due to the presence of the applet_resource_user_id. Previously, this value was invalid in many commands where it was not doubleword aligned when popped.
2020-11-15hid: Reorder all HID commandsMorph
Reorders all HID commands in command id order.
2020-11-15hid: Implement GetVibrationDeviceInfoMorph
The first u32 describes the vibration device type which is a Linear Resonant Actuator used in Nintendo Switch controller hardware. The second u32 describes the vibration device position, in this case distinguishing between left and right vibration actuators. Pro Controllers have 2 LRAs each that can vibrate independently of each other, which means they have 2 distinct vibration device handles to distinguish between the two actuators. Similarly for joycons, the left joycon can be distinguished from the right joycon through the vibration device handle since each joycon has 1 LRA.
2020-11-15hid: Stub InitializeVibrationDeviceMorph
2020-11-15controllers/npad: Rename NPadType to NpadStyleSetMorph
This more accurately represents the underlying type and avoids confusion with NpadType
2020-11-15controllers/npad: Add DeviceHandle structMorph
A DeviceHandle describes a vibration device or six-axis sensor based on the npad type, npad id, and device index/position
2020-11-15configure_input_player: Change "Defaults" button behaviorMorph
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults(). This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
2020-11-15settings: Preparation for per-game input settingsMorph
2020-11-15udp/client: Reduce testing period to 5 secondsMorph
2020-11-15config: Migrate config files into config/customMorph
Co-authored-by: lat9nq <lat9nq@virginia.edu>
2020-11-15controllers/npad: Connect a controller on init if none are connectedMorph
2020-11-15applets/controller: Auto accept a valid single player configurationMorph
2020-11-15bootmanager: Allow mouse clicks only if touch is disabledMorph
Previously mouse clicks will not register when touch is disabled. This rectifies that and allows mouse clicks to be mapped to other buttons if the touchscreen is disabled.
2020-11-15input_profiles: Implement input profilesMorph
2020-11-15configure_input_player: Implement input exclusivity and persistenceMorph
With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
2020-11-15ui/themes: Cleanup UIMorph
2020-11-15motion_input: Mark constructor as explicitLioncash
2020-11-15motion_input: Mark member functions as [[nodiscard]] where applicableLioncash
2020-11-15Merge pull request #4914 from lat9nq/gl-warningsLC
bootmanager: Log and show GL_RENDERER string when GPU is insufficient
2020-11-12Merge pull request #4895 from Morph1984/cave-story-plus-applet-fixbunnei
applets/controller: Introduce additional checks for mode and caller
2020-11-09Merge pull request #4901 from bunnei/caps-stubbunnei
hle: service: caps_u: Stub GetAlbumFileList3AaeAruid.