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input_common: Add multiple vibration curves
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064ddacf49
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@ -251,7 +251,8 @@ void EmulatedController::RestoreConfig() {
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ReloadFromSettings();
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ReloadFromSettings();
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}
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}
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std::vector<Common::ParamPackage> EmulatedController::GetMappedDevices(DeviceIndex device_index) const {
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std::vector<Common::ParamPackage> EmulatedController::GetMappedDevices(
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DeviceIndex device_index) const {
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std::vector<Common::ParamPackage> devices;
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std::vector<Common::ParamPackage> devices;
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for (const auto& param : button_params) {
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for (const auto& param : button_params) {
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if (!param.Has("engine")) {
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if (!param.Has("engine")) {
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@ -658,6 +659,10 @@ bool EmulatedController::SetVibration(std::size_t device_index, VibrationValue v
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const auto& player = Settings::values.players.GetValue()[player_index];
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const auto& player = Settings::values.players.GetValue()[player_index];
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const f32 strength = static_cast<f32>(player.vibration_strength) / 100.0f;
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const f32 strength = static_cast<f32>(player.vibration_strength) / 100.0f;
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if (!player.vibration_enabled) {
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return false;
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}
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// Exponential amplification is too strong at low amplitudes. Switch to a linear
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// Exponential amplification is too strong at low amplitudes. Switch to a linear
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// amplification if strength is set below 0.7f
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// amplification if strength is set below 0.7f
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const Input::VibrationAmplificationType type =
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const Input::VibrationAmplificationType type =
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@ -860,6 +865,9 @@ AnalogSticks EmulatedController::GetSticks() const {
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}
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}
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// Some drivers like stick from buttons need constant refreshing
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// Some drivers like stick from buttons need constant refreshing
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for (auto& device : stick_devices) {
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for (auto& device : stick_devices) {
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if (!device) {
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continue;
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}
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device->SoftUpdate();
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device->SoftUpdate();
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}
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}
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return controller.analog_stick_state;
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return controller.analog_stick_state;
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@ -94,7 +94,6 @@ public:
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bool RumblePlay(const Input::VibrationStatus vibration) {
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bool RumblePlay(const Input::VibrationStatus vibration) {
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constexpr u32 rumble_max_duration_ms = 1000;
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constexpr u32 rumble_max_duration_ms = 1000;
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if (sdl_controller) {
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if (sdl_controller) {
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return SDL_GameControllerRumble(
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return SDL_GameControllerRumble(
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sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
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sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
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@ -520,25 +519,31 @@ Input::VibrationError SDLDriver::SetRumble(const PadIdentifier& identifier,
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const Input::VibrationStatus vibration) {
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const Input::VibrationStatus vibration) {
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const auto joystick =
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const auto joystick =
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GetSDLJoystickByGUID(identifier.guid.Format(), static_cast<int>(identifier.port));
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GetSDLJoystickByGUID(identifier.guid.Format(), static_cast<int>(identifier.port));
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const auto process_amplitude = [](f32 amplitude) {
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const auto process_amplitude_exp = [](f32 amplitude, f32 factor) {
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return (amplitude + std::pow(amplitude, 0.3f)) * 0.5f * 0xFFFF;
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return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF;
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};
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};
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const Input::VibrationStatus exponential_vibration{
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.low_amplitude = process_amplitude(vibration.low_amplitude),
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// Default exponential curve for rumble
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f32 factor = 0.35f;
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// If vibration is set as a linear output use a flatter value
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if (vibration.type == Input::VibrationAmplificationType::Linear) {
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factor = 0.5f;
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}
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// Amplitude for HD rumble needs no modification
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if (joystick->HasHDRumble()) {
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factor = 1.0f;
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}
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const Input::VibrationStatus new_vibration{
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.low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor),
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.low_frequency = vibration.low_frequency,
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.low_frequency = vibration.low_frequency,
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.high_amplitude = process_amplitude(vibration.high_amplitude),
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.high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor),
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.high_frequency = vibration.high_frequency,
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.high_frequency = vibration.high_frequency,
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.type = Input::VibrationAmplificationType::Exponential,
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.type = Input::VibrationAmplificationType::Exponential,
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};
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};
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Input::VibrationStatus new_vibration{};
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if (vibration.type == Input::VibrationAmplificationType::Linear || joystick->HasHDRumble()) {
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new_vibration = vibration;
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} else {
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new_vibration = exponential_vibration;
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}
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if (!joystick->RumblePlay(new_vibration)) {
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if (!joystick->RumblePlay(new_vibration)) {
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return Input::VibrationError::Unknown;
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return Input::VibrationError::Unknown;
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}
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}
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