Age | Commit message (Collapse) | Author |
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hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled functions.
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configure_input_player: Use static qualifier for IsProfileNameValid()
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Modify rumble amplification
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common/bit_cast: Add function matching std::bit_cast without constexpr
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maxwell_3d: Move code to separate functions and insert instead of push_back
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Add a std::bit_cast-like function archiving the same runtime results as
the standard function, without compile time support.
This allows us to use bit_cast while we wait for compiler support, it
can be trivially replaced in the future.
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functions.
- Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working.
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Prevents us from churning memory by freeing and reallocating a memory
block that would have already been adequate as is.
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page_table: Allow page tables to be moved
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This is a static member function, so we don't need use an existing
instance to call this function.
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Project Mjölnir: Part 3 - Controller Profiles and Vibration Rework
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VirtualBuffer makes use of VirtualAlloc (on Windows) and mmap() (on
other platforms). Neither of these ensure that non-trivial objects are
properly constructed in the allocated memory.
To prevent potential undefined behavior occurring due to that, we can
add a static assert to loudly complain about cases where that is done.
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Makes page tables and virtual buffers able to be moved, but not copied,
making the interface more flexible.
Previously, with the destructor specified, but no move assignment or
constructor specified, they wouldn't be implicitly generated.
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Resolves two -Wdocumentation warnings.
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Prevents indirect inclusions for these headers.
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motion_input: Mark member functions as [[nodiscard]] where applicable
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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.
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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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Co-authored-by: Its-Rei <kupfel@gmail.com>
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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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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.
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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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This will be replaced in favor of per-player vibration strength modifiers.
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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.
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This stops all controllers from continuously vibrating when emulation is stopped.
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- Used in Super Mario Odyssey
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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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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.
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Fixes vibration in 1-2 Switch and potentially other games where they would vibrate both players' joycons at the same time.
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This fixes the issue where rumble is only sent to the first controller.
Now, individual controllers can receive their own rumble commands.
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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.
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Reorders all HID commands in command id order.
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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.
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This more accurately represents the underlying type and avoids confusion with NpadType
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A DeviceHandle describes a vibration device or six-axis sensor based on the npad type, npad id, and device index/position
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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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