Age | Commit message (Collapse) | Author |
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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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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".
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It turns out that after a controller is disconnected, there is a chance that events from the previous controller are sent/processed after it has been disconnected.
This causes the previously disconnected controller to reappear as connected due to GetSDLJoystickBySDLID() emplacing this controller back to the map.
Fix this by only returning an SDLJoystick if and only if it exists in the map.
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configure_input_player: Fix modifier buttons
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sdl_impl: Erase the SDLJoystick entry after removing a controller
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Fix them for real this time, now they finally work.
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Same behavior, but makes the callback list nicer to look at.
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Avoids redundant copies.
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Previously, disconnecting a controller still leaves a null SDLJoystick entry within the vector of SDLJoysticks mapped by GUID.
When a DirectInput device of the same GUID is reconnected, it adds that device to a new port causing non-detectable input.
Furthermore, opening the "Configure" menu would cause yuzu to crash since it first tries to resolve the name of a null SDLJoystick entry that was not removed.
Resolve this by properly erasing the SDLJoystick entry from the vector.
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Makes the input_common code warnings consistent with the rest of the
codebase.
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InputCommon: Add compatibility with only accelerometer and auto calibrate for drift
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InputCommon: Add random motion input for buttons
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Reduce the "shake" requirements when configuring UDP.
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hid/configuration: Implement motion controls to HID
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Pragma disable zero-sized array nonstandard extension warning on MSVC.
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This doesn't modify instance state, so it can be made const.
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gc_poller: Resolve compilation warnings on MSVC
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Also amend the copyright notice to yuzu's instead of Dolphin's, which was mistakenly copy-pasted from another file.
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input_common: Add a basic class for motion devices
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yuzu: Add motion and touch configuration from Citra
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These maps can be constexpr arrays of std::pair.
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Avoids redundant copies.
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Avoids churning ParamPackage instances.
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default arguments
We need to add the 'f' suffix to make the right hand side a float and
not a double.
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The purpose of make_tuple is that you don't need to explicitly type out
the types of the things that comprise said tuple.
Given this just returns default values, we can simplify this a bit.
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This doesn't modify internal member state, so it can be marked as const.
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I forgot to remove this in the rebase when removing most of the global
variables within the input common codebase.
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