From 75eaab2e0f48eb588c1bfb85f96630e199fbc1da Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Thu, 17 Sep 2020 12:00:29 -0400 Subject: configure_input_player: Implement input exclusivity and persistence 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". --- src/input_common/main.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/main.cpp b/src/input_common/main.cpp index d32fd8b81..354c734fe 100644 --- a/src/input_common/main.cpp +++ b/src/input_common/main.cpp @@ -78,7 +78,7 @@ struct InputSubsystem::Impl { [[nodiscard]] std::vector GetInputDevices() const { std::vector devices = { Common::ParamPackage{{"display", "Any"}, {"class", "any"}}, - Common::ParamPackage{{"display", "Keyboard/Mouse"}, {"class", "key"}}, + Common::ParamPackage{{"display", "Keyboard/Mouse"}, {"class", "keyboard"}}, }; #ifdef HAVE_SDL2 auto sdl_devices = sdl->GetInputDevices(); @@ -96,7 +96,7 @@ struct InputSubsystem::Impl { if (!params.Has("class") || params.Get("class", "") == "any") { return {}; } - if (params.Get("class", "") == "key") { + if (params.Get("class", "") == "keyboard") { // TODO consider returning the SDL key codes for the default keybindings return {}; } @@ -116,7 +116,7 @@ struct InputSubsystem::Impl { if (!params.Has("class") || params.Get("class", "") == "any") { return {}; } - if (params.Get("class", "") == "key") { + if (params.Get("class", "") == "keyboard") { // TODO consider returning the SDL key codes for the default keybindings return {}; } -- cgit v1.2.3 From 8ead176639be482fb26c2eb3f95fc942e52efee0 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Mon, 28 Sep 2020 04:53:21 -0400 Subject: udp/client: Reduce testing period to 5 seconds --- src/input_common/udp/client.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/input_common') diff --git a/src/input_common/udp/client.cpp b/src/input_common/udp/client.cpp index 7039d6fc3..3677e79ca 100644 --- a/src/input_common/udp/client.cpp +++ b/src/input_common/udp/client.cpp @@ -344,7 +344,7 @@ void TestCommunication(const std::string& host, u16 port, std::size_t pad_index, }; Socket socket{host, port, pad_index, client_id, std::move(callback)}; std::thread worker_thread{SocketLoop, &socket}; - const bool result = success_event.WaitFor(std::chrono::seconds(8)); + const bool result = success_event.WaitFor(std::chrono::seconds(5)); socket.Stop(); worker_thread.join(); if (result) { -- cgit v1.2.3 From ceb7b11f166a4e59945a6296d364980c37ca681e Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Mon, 28 Sep 2020 10:27:29 -0400 Subject: configure_input_player: Change "Defaults" button behavior RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults(). This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults(). --- src/input_common/main.cpp | 8 -------- 1 file changed, 8 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/main.cpp b/src/input_common/main.cpp index 354c734fe..b438482cc 100644 --- a/src/input_common/main.cpp +++ b/src/input_common/main.cpp @@ -96,10 +96,6 @@ struct InputSubsystem::Impl { if (!params.Has("class") || params.Get("class", "") == "any") { return {}; } - if (params.Get("class", "") == "keyboard") { - // TODO consider returning the SDL key codes for the default keybindings - return {}; - } if (params.Get("class", "") == "gcpad") { return gcadapter->GetAnalogMappingForDevice(params); } @@ -116,10 +112,6 @@ struct InputSubsystem::Impl { if (!params.Has("class") || params.Get("class", "") == "any") { return {}; } - if (params.Get("class", "") == "keyboard") { - // TODO consider returning the SDL key codes for the default keybindings - return {}; - } if (params.Get("class", "") == "gcpad") { return gcadapter->GetButtonMappingForDevice(params); } -- cgit v1.2.3 From 9b501af8e3d0f6457fafb0fdfbcc11f6da4f0e8a Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sat, 10 Oct 2020 09:03:47 -0400 Subject: controllers/npad: Add heuristics to reduce rumble state changes 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. --- src/input_common/sdl/sdl_impl.cpp | 54 ++++++++++++++++++--------------------- 1 file changed, 25 insertions(+), 29 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index 10883e2d9..18fb2ac5e 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -80,30 +80,24 @@ public: return static_cast(state.axes.at(axis)) / (32767.0f * range); } - bool RumblePlay(f32 amp_low, f32 amp_high, u32 time) { - const u16 raw_amp_low = static_cast(amp_low * 0xFFFF); - const u16 raw_amp_high = static_cast(amp_high * 0xFFFF); - // Lower drastically the number of state changes - if (raw_amp_low >> 11 == last_state_rumble_low >> 11 && - raw_amp_high >> 11 == last_state_rumble_high >> 11) { - if (raw_amp_low + raw_amp_high != 0 || - last_state_rumble_low + last_state_rumble_high == 0) { - return false; - } - } - // Don't change state if last vibration was < 20ms - const auto now = std::chrono::system_clock::now(); - if (std::chrono::duration_cast(now - last_vibration) < - std::chrono::milliseconds(20)) { - return raw_amp_low + raw_amp_high == 0; + bool RumblePlay(u16 amp_low, u16 amp_high) { + using std::chrono::duration_cast; + using std::chrono::milliseconds; + using std::chrono::steady_clock; + + // Prevent vibrations less than 10ms apart from each other. + if (duration_cast(steady_clock::now() - last_vibration) < milliseconds(10)) { + return false; + }; + + last_vibration = steady_clock::now(); + + if (sdl_controller != nullptr) { + return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0; + } else if (sdl_joystick != nullptr) { + return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0; } - last_vibration = now; - last_state_rumble_low = raw_amp_low; - last_state_rumble_high = raw_amp_high; - if (sdl_joystick) { - SDL_JoystickRumble(sdl_joystick.get(), raw_amp_low, raw_amp_high, time); - } return false; } @@ -172,13 +166,13 @@ private: } state; std::string guid; int port; - u16 last_state_rumble_high = 0; - u16 last_state_rumble_low = 0; - std::chrono::time_point last_vibration; std::unique_ptr sdl_joystick; std::unique_ptr sdl_controller; mutable std::mutex mutex; + // This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart. + std::chrono::steady_clock::time_point last_vibration; + // Motion is initialized without PID values as motion input is not aviable for SDL2 MotionInput motion{0.0f, 0.0f, 0.0f}; }; @@ -327,10 +321,12 @@ public: return joystick->GetButton(button); } - bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override { - const f32 new_amp_low = pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)); - const f32 new_amp_high = pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)); - return joystick->RumblePlay(new_amp_low, new_amp_high, 250); + bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override { + const u16 processed_amp_low = + static_cast(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF); + const u16 processed_amp_high = + static_cast(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF); + return joystick->RumblePlay(processed_amp_low, processed_amp_high); } private: -- cgit v1.2.3 From 38110dd485e329fa39e2e4c02b91a89dfebcbc88 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sat, 17 Oct 2020 09:38:12 -0400 Subject: configure_input: Add per-player vibration 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 --- src/input_common/settings.h | 3 +++ 1 file changed, 3 insertions(+) (limited to 'src/input_common') diff --git a/src/input_common/settings.h b/src/input_common/settings.h index f52d28540..2763ed991 100644 --- a/src/input_common/settings.h +++ b/src/input_common/settings.h @@ -332,6 +332,9 @@ struct PlayerInput { AnalogsRaw analogs; MotionRaw motions; + bool vibration_enabled; + int vibration_strength; + u32 body_color_left; u32 body_color_right; u32 button_color_left; -- cgit v1.2.3 From e9e1876e821b8bd1bb5c8254ec93e2cc479e16dd Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Tue, 20 Oct 2020 13:55:25 -0400 Subject: input_common: Add VibrationDevice and VibrationDeviceFactory 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. --- src/input_common/gcadapter/gc_adapter.cpp | 6 +-- src/input_common/gcadapter/gc_adapter.h | 4 +- src/input_common/gcadapter/gc_poller.cpp | 50 ++++++++++++++++----- src/input_common/gcadapter/gc_poller.h | 11 +++++ src/input_common/main.cpp | 5 +++ src/input_common/sdl/sdl_impl.cpp | 74 ++++++++++++++++++++++++------- src/input_common/sdl/sdl_impl.h | 2 + src/input_common/settings.cpp | 21 ++++++--- src/input_common/settings.h | 32 ++++++++++--- 9 files changed, 159 insertions(+), 46 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/gcadapter/gc_adapter.cpp b/src/input_common/gcadapter/gc_adapter.cpp index b912188b6..d80195c82 100644 --- a/src/input_common/gcadapter/gc_adapter.cpp +++ b/src/input_common/gcadapter/gc_adapter.cpp @@ -230,10 +230,8 @@ void Adapter::SendVibrations() { vibration_changed = false; } -bool Adapter::RumblePlay(std::size_t port, f32 amplitude) { - amplitude = std::clamp(amplitude, 0.0f, 1.0f); - const auto raw_amp = static_cast(amplitude * 0x8); - pads[port].rumble_amplitude = raw_amp; +bool Adapter::RumblePlay(std::size_t port, u8 amplitude) { + pads[port].rumble_amplitude = amplitude; return rumble_enabled; } diff --git a/src/input_common/gcadapter/gc_adapter.h b/src/input_common/gcadapter/gc_adapter.h index d28dcfad3..f1256c9da 100644 --- a/src/input_common/gcadapter/gc_adapter.h +++ b/src/input_common/gcadapter/gc_adapter.h @@ -77,8 +77,8 @@ public: Adapter(); ~Adapter(); - /// Request a vibration for a controlelr - bool RumblePlay(std::size_t port, f32 amplitude); + /// Request a vibration for a controller + bool RumblePlay(std::size_t port, u8 amplitude); /// Used for polling void BeginConfiguration(); diff --git a/src/input_common/gcadapter/gc_poller.cpp b/src/input_common/gcadapter/gc_poller.cpp index 6bd6f57fc..fe57c13a5 100644 --- a/src/input_common/gcadapter/gc_poller.cpp +++ b/src/input_common/gcadapter/gc_poller.cpp @@ -15,7 +15,7 @@ namespace InputCommon { class GCButton final : public Input::ButtonDevice { public: - explicit GCButton(u32 port_, s32 button_, GCAdapter::Adapter* adapter) + explicit GCButton(u32 port_, s32 button_, const GCAdapter::Adapter* adapter) : port(port_), button(button_), gcadapter(adapter) {} ~GCButton() override; @@ -27,18 +27,10 @@ public: return false; } - bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override { - const float amplitude = amp_high + amp_low > 2.0f ? 1.0f : (amp_high + amp_low) * 0.5f; - const auto new_amp = - static_cast(pow(amplitude, 0.5f) * (3.0f - 2.0f * pow(amplitude, 0.15f))); - - return gcadapter->RumblePlay(port, new_amp); - } - private: const u32 port; const s32 button; - GCAdapter::Adapter* gcadapter; + const GCAdapter::Adapter* gcadapter; }; class GCAxisButton final : public Input::ButtonDevice { @@ -299,4 +291,42 @@ Common::ParamPackage GCAnalogFactory::GetNextInput() { return params; } +class GCVibration final : public Input::VibrationDevice { +public: + explicit GCVibration(u32 port_, GCAdapter::Adapter* adapter) + : port(port_), gcadapter(adapter) {} + + u8 GetStatus() const override { + return gcadapter->RumblePlay(port, 0); + } + + bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override { + const auto mean_amplitude = (amp_low + amp_high) * 0.5f; + const auto processed_amplitude = static_cast( + pow(mean_amplitude, 0.5f) * (3.0f - 2.0f * pow(mean_amplitude, 0.15f)) * 0x8); + + return gcadapter->RumblePlay(port, processed_amplitude); + } + +private: + const u32 port; + GCAdapter::Adapter* gcadapter; +}; + +/// An vibration device factory that creates vibration devices from GC Adapter +GCVibrationFactory::GCVibrationFactory(std::shared_ptr adapter_) + : adapter(std::move(adapter_)) {} + +/** + * Creates a vibration device from a joystick + * @param params contains parameters for creating the device: + * - "port": the nth gcpad on the adapter + */ +std::unique_ptr GCVibrationFactory::Create( + const Common::ParamPackage& params) { + const auto port = static_cast(params.Get("port", 0)); + + return std::make_unique(port, adapter.get()); +} + } // namespace InputCommon diff --git a/src/input_common/gcadapter/gc_poller.h b/src/input_common/gcadapter/gc_poller.h index 0527f328f..d1271e3ea 100644 --- a/src/input_common/gcadapter/gc_poller.h +++ b/src/input_common/gcadapter/gc_poller.h @@ -64,4 +64,15 @@ private: bool polling = false; }; +/// A vibration device factory creates vibration devices from GC Adapter +class GCVibrationFactory final : public Input::Factory { +public: + explicit GCVibrationFactory(std::shared_ptr adapter_); + + std::unique_ptr Create(const Common::ParamPackage& params) override; + +private: + std::shared_ptr adapter; +}; + } // namespace InputCommon diff --git a/src/input_common/main.cpp b/src/input_common/main.cpp index b438482cc..e59ad4ff5 100644 --- a/src/input_common/main.cpp +++ b/src/input_common/main.cpp @@ -28,6 +28,8 @@ struct InputSubsystem::Impl { Input::RegisterFactory("gcpad", gcbuttons); gcanalog = std::make_shared(gcadapter); Input::RegisterFactory("gcpad", gcanalog); + gcvibration = std::make_shared(gcadapter); + Input::RegisterFactory("gcpad", gcvibration); keyboard = std::make_shared(); Input::RegisterFactory("keyboard", keyboard); @@ -64,9 +66,11 @@ struct InputSubsystem::Impl { #endif Input::UnregisterFactory("gcpad"); Input::UnregisterFactory("gcpad"); + Input::UnregisterFactory("gcpad"); gcbuttons.reset(); gcanalog.reset(); + gcvibration.reset(); Input::UnregisterFactory("cemuhookudp"); Input::UnregisterFactory("cemuhookudp"); @@ -142,6 +146,7 @@ struct InputSubsystem::Impl { #endif std::shared_ptr gcbuttons; std::shared_ptr gcanalog; + std::shared_ptr gcvibration; std::shared_ptr udpmotion; std::shared_ptr udptouch; std::shared_ptr udp; diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index 18fb2ac5e..a2a83cdc9 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -85,16 +85,17 @@ public: using std::chrono::milliseconds; using std::chrono::steady_clock; - // Prevent vibrations less than 10ms apart from each other. - if (duration_cast(steady_clock::now() - last_vibration) < milliseconds(10)) { + // Block non-zero vibrations less than 10ms apart from each other. + if ((amp_low != 0 || amp_high != 0) && + duration_cast(steady_clock::now() - last_vibration) < milliseconds(10)) { return false; - }; + } last_vibration = steady_clock::now(); - if (sdl_controller != nullptr) { + if (sdl_controller) { return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0; - } else if (sdl_joystick != nullptr) { + } else if (sdl_joystick) { return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0; } @@ -321,14 +322,6 @@ public: return joystick->GetButton(button); } - bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override { - const u16 processed_amp_low = - static_cast(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF); - const u16 processed_amp_high = - static_cast(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF); - return joystick->RumblePlay(processed_amp_low, processed_amp_high); - } - private: std::shared_ptr joystick; int button; @@ -412,6 +405,32 @@ private: const float range; }; +class SDLVibration final : public Input::VibrationDevice { +public: + explicit SDLVibration(std::shared_ptr joystick_) + : joystick(std::move(joystick_)) {} + + u8 GetStatus() const override { + joystick->RumblePlay(1, 1); + return joystick->RumblePlay(0, 0); + } + + bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override { + const auto process_amplitude = [](f32 amplitude) { + return static_cast(std::pow(amplitude, 0.5f) * + (3.0f - 2.0f * std::pow(amplitude, 0.15f)) * 0xFFFF); + }; + + const auto processed_amp_low = process_amplitude(amp_low); + const auto processed_amp_high = process_amplitude(amp_high); + + return joystick->RumblePlay(processed_amp_low, processed_amp_high); + } + +private: + std::shared_ptr joystick; +}; + class SDLDirectionMotion final : public Input::MotionDevice { public: explicit SDLDirectionMotion(std::shared_ptr joystick_, int hat_, Uint8 direction_) @@ -554,7 +573,7 @@ class SDLAnalogFactory final : public Input::Factory { public: explicit SDLAnalogFactory(SDLState& state_) : state(state_) {} /** - * Creates analog device from joystick axes + * Creates an analog device from joystick axes * @param params contains parameters for creating the device: * - "guid": the guid of the joystick to bind * - "port": the nth joystick of the same type @@ -580,6 +599,26 @@ private: SDLState& state; }; +/// An vibration device factory that creates vibration devices from SDL joystick +class SDLVibrationFactory final : public Input::Factory { +public: + explicit SDLVibrationFactory(SDLState& state_) : state(state_) {} + /** + * Creates a vibration device from a joystick + * @param params contains parameters for creating the device: + * - "guid": the guid of the joystick to bind + * - "port": the nth joystick of the same type + */ + std::unique_ptr Create(const Common::ParamPackage& params) override { + const std::string guid = params.Get("guid", "0"); + const int port = params.Get("port", 0); + return std::make_unique(state.GetSDLJoystickByGUID(guid, port)); + } + +private: + SDLState& state; +}; + /// A motion device factory that creates motion devices from SDL joystick class SDLMotionFactory final : public Input::Factory { public: @@ -646,11 +685,13 @@ private: SDLState::SDLState() { using namespace Input; - analog_factory = std::make_shared(*this); button_factory = std::make_shared(*this); + analog_factory = std::make_shared(*this); + vibration_factory = std::make_shared(*this); motion_factory = std::make_shared(*this); - RegisterFactory("sdl", analog_factory); RegisterFactory("sdl", button_factory); + RegisterFactory("sdl", analog_factory); + RegisterFactory("sdl", vibration_factory); RegisterFactory("sdl", motion_factory); // If the frontend is going to manage the event loop, then we don't start one here @@ -687,6 +728,7 @@ SDLState::~SDLState() { using namespace Input; UnregisterFactory("sdl"); UnregisterFactory("sdl"); + UnregisterFactory("sdl"); UnregisterFactory("sdl"); CloseJoysticks(); diff --git a/src/input_common/sdl/sdl_impl.h b/src/input_common/sdl/sdl_impl.h index b9bb4dc56..08044b00d 100644 --- a/src/input_common/sdl/sdl_impl.h +++ b/src/input_common/sdl/sdl_impl.h @@ -22,6 +22,7 @@ namespace InputCommon::SDL { class SDLAnalogFactory; class SDLButtonFactory; class SDLMotionFactory; +class SDLVibrationFactory; class SDLJoystick; class SDLState : public State { @@ -72,6 +73,7 @@ private: std::shared_ptr button_factory; std::shared_ptr analog_factory; + std::shared_ptr vibration_factory; std::shared_ptr motion_factory; bool start_thread = false; diff --git a/src/input_common/settings.cpp b/src/input_common/settings.cpp index b66c05856..557e7a9a0 100644 --- a/src/input_common/settings.cpp +++ b/src/input_common/settings.cpp @@ -14,13 +14,6 @@ const std::array mapping = {{ }}; } -namespace NativeMotion { -const std::array mapping = {{ - "motionleft", - "motionright", -}}; -} - namespace NativeAnalog { const std::array mapping = {{ "lstick", @@ -28,6 +21,20 @@ const std::array mapping = {{ }}; } +namespace NativeVibration { +const std::array mapping = {{ + "left_vibration_device", + "right_vibration_device", +}}; +} + +namespace NativeMotion { +const std::array mapping = {{ + "motionleft", + "motionright", +}}; +} + namespace NativeMouseButton { const std::array mapping = {{ "left", diff --git a/src/input_common/settings.h b/src/input_common/settings.h index 2763ed991..75486554b 100644 --- a/src/input_common/settings.h +++ b/src/input_common/settings.h @@ -66,17 +66,32 @@ constexpr int NUM_STICKS_HID = NumAnalogs; extern const std::array mapping; } // namespace NativeAnalog +namespace NativeVibration { +enum Values : int { + LeftVibrationDevice, + RightVibrationDevice, + + NumVibrations, +}; + +constexpr int VIBRATION_HID_BEGIN = LeftVibrationDevice; +constexpr int VIBRATION_HID_END = NumVibrations; +constexpr int NUM_VIBRATIONS_HID = NumVibrations; + +extern const std::array mapping; +}; // namespace NativeVibration + namespace NativeMotion { enum Values : int { - MOTIONLEFT, - MOTIONRIGHT, + MotionLeft, + MotionRight, NumMotions, }; -constexpr int MOTION_HID_BEGIN = MOTIONLEFT; +constexpr int MOTION_HID_BEGIN = MotionLeft; constexpr int MOTION_HID_END = NumMotions; -constexpr int NUM_MOTION_HID = NumMotions; +constexpr int NUM_MOTIONS_HID = NumMotions; extern const std::array mapping; } // namespace NativeMotion @@ -305,9 +320,11 @@ constexpr int NUM_KEYBOARD_MODS_HID = NumKeyboardMods; } // namespace NativeKeyboard -using ButtonsRaw = std::array; using AnalogsRaw = std::array; -using MotionRaw = std::array; +using ButtonsRaw = std::array; +using MotionsRaw = std::array; +using VibrationsRaw = std::array; + using MouseButtonsRaw = std::array; using KeyboardKeysRaw = std::array; using KeyboardModsRaw = std::array; @@ -330,7 +347,8 @@ struct PlayerInput { ControllerType controller_type; ButtonsRaw buttons; AnalogsRaw analogs; - MotionRaw motions; + VibrationsRaw vibrations; + MotionsRaw motions; bool vibration_enabled; int vibration_strength; -- cgit v1.2.3 From 30e0d1c973290f4813b040eecf83ff4a2c7432c3 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sun, 25 Oct 2020 07:30:23 -0400 Subject: controllers/npad: Remove the old vibration filter 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. --- src/input_common/sdl/sdl_impl.cpp | 15 --------------- 1 file changed, 15 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index a2a83cdc9..a9f7e5103 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -81,18 +81,6 @@ public: } bool RumblePlay(u16 amp_low, u16 amp_high) { - using std::chrono::duration_cast; - using std::chrono::milliseconds; - using std::chrono::steady_clock; - - // Block non-zero vibrations less than 10ms apart from each other. - if ((amp_low != 0 || amp_high != 0) && - duration_cast(steady_clock::now() - last_vibration) < milliseconds(10)) { - return false; - } - - last_vibration = steady_clock::now(); - if (sdl_controller) { return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0; } else if (sdl_joystick) { @@ -171,9 +159,6 @@ private: std::unique_ptr sdl_controller; mutable std::mutex mutex; - // This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart. - std::chrono::steady_clock::time_point last_vibration; - // Motion is initialized without PID values as motion input is not aviable for SDL2 MotionInput motion{0.0f, 0.0f, 0.0f}; }; -- cgit v1.2.3 From 117bdc71e016629b9355b33a6d64655f0245f833 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Tue, 27 Oct 2020 13:15:57 -0400 Subject: sdl_impl: Revert to the "old" method of mapping sticks 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). --- src/input_common/sdl/sdl_impl.cpp | 45 +++++++++++---------------------------- 1 file changed, 13 insertions(+), 32 deletions(-) (limited to 'src/input_common') diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index a9f7e5103..6024ed97a 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -1068,7 +1068,6 @@ public: void Start(const std::string& device_id) override { SDLPoller::Start(device_id); - // Load the game controller // Reset stored axes analog_x_axis = -1; analog_y_axis = -1; @@ -1081,40 +1080,21 @@ public: if (event.type == SDL_JOYAXISMOTION && std::abs(event.jaxis.value / 32767.0) < 0.5) { continue; } - // Simplify controller config by testing if game controller support is enabled. if (event.type == SDL_JOYAXISMOTION) { const auto axis = event.jaxis.axis; - if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which); - auto* const controller = joystick->GetSDLGameController()) { - const auto axis_left_x = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX) - .value.axis; - const auto axis_left_y = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY) - .value.axis; - const auto axis_right_x = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) - .value.axis; - const auto axis_right_y = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) - .value.axis; - - if (axis == axis_left_x || axis == axis_left_y) { - analog_x_axis = axis_left_x; - analog_y_axis = axis_left_y; - break; - } else if (axis == axis_right_x || axis == axis_right_y) { - analog_x_axis = axis_right_x; - analog_y_axis = axis_right_y; - break; - } + // In order to return a complete analog param, we need inputs for both axes. + // First we take the x-axis (horizontal) input, then the y-axis (vertical) input. + if (analog_x_axis == -1) { + analog_x_axis = axis; + } else if (analog_y_axis == -1 && analog_x_axis != axis) { + analog_y_axis = axis; + } + } else { + // If the press wasn't accepted as a joy axis, check for a button press + auto button_press = button_poller.FromEvent(event); + if (button_press) { + return *button_press; } - } - - // If the press wasn't accepted as a joy axis, check for a button press - auto button_press = button_poller.FromEvent(event); - if (button_press) { - return *button_press; } } @@ -1127,6 +1107,7 @@ public: return params; } } + return {}; } -- cgit v1.2.3 From e7e8a87927899b69bfe9f8e38f26dac08ec37abe Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sun, 15 Nov 2020 23:32:58 -0500 Subject: sdl_impl: Pump SDL Events at 1000 Hz --- src/input_common/sdl/sdl_impl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/input_common') diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index 6024ed97a..8c48bb861 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -698,7 +698,7 @@ SDLState::SDLState() { using namespace std::chrono_literals; while (initialized) { SDL_PumpEvents(); - std::this_thread::sleep_for(5ms); + std::this_thread::sleep_for(1ms); } }); } -- cgit v1.2.3