Age | Commit message (Collapse) | Author |
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compatibility problems with certain controllers""
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Improve mouse panning
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Port citra-emu/citra#5123: "SDL: Disable hidapi drivers due to compatibility problems with certain controllers"
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HID: Implement GC controller in game
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input_common: Add mouse panning
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Simply mark them as unused for now.
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Prevents compilation errors on clang 12 due to incomplete types within a
unique_ptr member.
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keyboard/mouse
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This commit aims to address an exception that occurs when trying to join the Analog object's update_thread.
By using an atomic bool for the status of the update thread, we ensure its value is consistent across the threads accessing it.
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Port citra-emu/citra#5509 "Look at direction of analog axis travel instead of instantaneous sample"
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input_common: process udp packets only for the correct pad
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Disable analog joystick from buttons by default
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Allows the struct to be constructed in place.
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Removes the use of two static casts and improves the readability of some
vectors slightly.
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InputCommon: Add multiple udp server support
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InputCommon: Fix implicit conversion in mouse input
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InputCommon: Implement full mouse support
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error: unknown warning option '-Werror=unused-but-set-parameter'; did you mean '-Werror=unused-parameter'? [-Werror,-Wunknown-warning-option]
error: unknown warning option '-Werror=unused-but-set-variable'; did you mean '-Werror=unused-const-variable'? [-Werror,-Wunknown-warning-option]
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Allow to dial any angle with digital joystick
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Migrates over warnings as errors for input common to match how the
common library treats warnings as errors.
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Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
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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).
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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.
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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.
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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>
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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.
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RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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