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).
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.
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.
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>
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.
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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".
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.
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.
The main problem is the loss of compatibility with some controllers, but there are also
unwanted changes to the behaviour of PS4 controllers (hardcoded lightbar color).
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.
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.
This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:11:10: fatal error: 'libusb.h' file not found
#include <libusb.h>
^~~~~~~~~~
In file included from src/input_common/gcadapter/gc_adapter.cpp:8:
src/./input_common/gcadapter/gc_adapter.h:77:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, bool> buttons;
~~~~~^
src/./input_common/gcadapter/gc_adapter.h:78:10: error: no template named 'unordered_map' in namespace 'std'
std::unordered_map<int, u16> axes;
~~~~~^