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9 commits

Author SHA1 Message Date
Ac_K
92ca1cb0cb
hid: Various fixes and cleanup (#3326)
* hid: Various fix and cleanup

* Add IsValidNpadIdType

* remove ()
2022-05-08 00:28:54 +02:00
Harone
13f5294aa3
Update NpadController.cs (#3284) 2022-04-20 13:22:45 +02:00
skrek
8cc2479825
Adjusting how deadzones are calculated (#3079)
* Making deadzones feel nice and smooth + adding rider files to .gitignore

* removing unnecessary parentheses and fixing possibility of divide by 0

* formatting :)

* fixing up ClampAxis

* fixing up ClampAxis
2022-02-16 11:06:52 +01:00
MutantAura
686757105c
Implement analog stick range modifier (#2783)
* adjust position vector + GUI

* remove brackets

* Update configuration

* Update ConfigurationFileFormat.cs

* rebase + review changes

* spacing

* revert deletion

* fix profile loading

* spacing

* comment spacing
2022-01-03 12:49:29 +01:00
mpnico
70f79e689b
Implement vibrations (#2468)
* First working vibration implementation

* Fix Infinite Rumble in SDL2Mouse

* Stop ignoring one vibValues every 2

* Remove RumbleInfinity as suggested

* Reworked all the vibration handle / calculation

* Revert HidVibrationDevicePosition changes

* Add UI to enable and tune rumble

* Remove some stub logs

* Add PlayerIndex in rumble debug log

* Fix all requested changes

* Implements hid::GetVibrationDeviceInfo

* Better implements HidVibrationValue.Equals/GetHashCode

* Added requested changes from code review

* Last fixes from review

* Update configuration file version for rebase
2021-08-05 00:39:40 +02:00
emmauss
5ceaf344ce
Clamp controller sticks to circle, instead of square (#2493)
* clamp controller sticks to circle, instead of square

* fix deadzone

* addressed comments
2021-08-04 23:08:33 +02:00
emmauss
8c7986eb58
Ensure right joycon motion data is set (#2488)
* motion fix

* mirror motion data on right joycon in pair mode when using native motion source

* fix

* addressed comments
2021-07-24 01:01:36 +02:00
Mary
3443023a08
hid: Rewrite shared memory management (#2257)
* hid: Rewrite shared memory management

This entirely rewrite our ancient (and original) HID shared memory
interface to be more usable and accurate.

HID update logics were updated to reflect those changes but should work
still the same way it previously did.

This need heavy testing just in case to avoid possible regressions.

* Silence warnings

* Address gdkchan's comments

* Address Ac_K's comments

* Address one missing nit
2021-05-02 22:01:30 +02:00
Mary
6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* openal: Update to OpenTK 4

* Ryujinx.Graphics.OpenGL: Update to OpenTK 4

* Entirely removed OpenTK 3, still wip

* Use SPB for context creation and handling

Still need to test on GLX and readd input support

* Start implementing a new input system

So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal

Button mapping backend is implemented

TODO: front end, configuration handling and configuration migration
TODO: keyboard support

* Enforce RGB only framebuffer on the GLWidget

Fix possible transparent window

* Implement UI gamepad frontend

Also fix bad mapping of minus button and ensure gamepad config is updated in real time

* Handle controller being disconnected and reconnected again

* Revert "Enforce RGB only framebuffer on the GLWidget"

This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965.

* Fix first color clear

* Filter SDL2 events a bit

* Start working on the keyboard detail

- Rework configuration classes a bit to be more clean.
- Integrate fully the keyboard configuration to the front end (TODO: assigner)
- Start skeleton for the GTK3 keyboard driver

* Add KeyboardStateSnapshot and its integration

* Implement keyboard assigner and GTK3 key mapping

TODO: controller configuration mapping and IGamepad implementation for keyboard

* Add missing SR and SL definitions

* Fix copy pasta mistake on config for previous commit

* Implement IGamepad interface for GTK3 keyboard

* Fix some implementation still being commented in the controller ui for keyboard

* Port screen handle code

* Remove all configuration management code and move HidNew to Hid

* Rename InputConfigNew to InputConfig

* Add a version field to the input config

* Prepare serialization and deserialization of new input config and migrate profile loading and saving

* Support input configuration saving to config and bump config version to 23.

* Clean up in ConfigurationState

* Reference SPB via a nuget package

* Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2

* move GTK3 input to the right directory

* Fix triggers on SDL2

* Update to SDL2 2.0.14 via our own fork

* Update buttons definition for SDL2 2.0.14 and report gamepad features

* Implement motion support again with SDL2

TODO: cemu hooks integration

* Switch to latest of nightly SDL2

* SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index

* Ensure values are set in UI when the gamepad get hot plugged

* Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids

This fixes permanent rumble of pro controller in some hotplug scenario

* Fix more UI bugs

* Move legcay motion code around before reintegration

* gamecontroller UI tweaks here and there

* Hide Motion on non motion configurations

* Update the TODO grave

Some TODO were fixed long time ago or are quite oudated...

* Integrate cemu hooks motion configuration

* Integrate cemu hooks configuration options to the UI again

* cemuhooks => cemuhooks

* Add cemu hook support again

* Fix regression on normal motion and fix some very nasty bugs around

* Fix for XCB multithreads issue on Linux

* Enable motion by default

* Block inputs in the main view when in the controller configuration window

* Some fixes for the controller ui again

* Add joycon support and fixes other hints

* Bug fixes and clean up

- Invert default mapping if not a Nintendo controller
- Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment)
- Clean up hints in use
- Remove debug logs around
- Fixes potential double free with SDL2Gamepad

* Move the button assigner and motion logic to the Ryujinx.Input project

* Reimplement raw keyboard hle input

Also move out the logic of the hotkeys

* Move all remaining Input manager stuffs to the Ryujinx.Input project

* Increment configuration version yet again because of master changes

* Ensure input config isn't null when not present

* Fixes for VS not being nice

* Fix broken gamepad caching logic causing crashes on ui

* Ensure the background context is destroyed

* Update dependencies

* Readd retrocompat with old format of the config to avoid parsing and crashes on those versions

Also updated the debug Config.json

* Document new input APIs

* Isolate SDL2Driver to the project and remove external export of it

* Add support for external gamepad db mappings on SDL2

* Last clean up before PR

* Addresses first part of comments

* Address gdkchan's comments

* Do not use JsonException

* Last comment fixes
2021-04-14 12:28:43 +02:00