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https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-18 11:37:33 +01:00
Dynamically decide handheld variant based on supported npad id priority
Kirby input still doesn't work, should fix a lot of other games
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@ -41,7 +41,6 @@ void Controller_NPad::InitNewlyAddedControler(std::size_t controller_idx) {
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controller.joy_styles.raw = 0; // Zero out
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controller.device_type.raw = 0;
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switch (controller_type) {
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case NPadControllerType::HandheldVariant:
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case NPadControllerType::Handheld:
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controller.joy_styles.handheld.Assign(1);
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controller.device_type.handheld.Assign(1);
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@ -93,7 +92,6 @@ void Controller_NPad::OnInit() {
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if (!IsControllerActivated())
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return;
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std::size_t controller{};
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supported_npad_id_types.resize(npad_id_list.size());
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if (style.raw == 0) {
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// We want to support all controllers
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style.handheld.Assign(1);
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@ -103,10 +101,11 @@ void Controller_NPad::OnInit() {
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style.pro_controller.Assign(1);
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style.pokeball.Assign(1);
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}
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std::memcpy(supported_npad_id_types.data(), npad_id_list.data(),
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npad_id_list.size() * sizeof(u32));
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if (std::none_of(connected_controllers.begin(), connected_controllers.end(),
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[](const ControllerHolder& controller) { return controller.is_connected; })) {
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supported_npad_id_types.resize(npad_id_list.size());
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std::memcpy(supported_npad_id_types.data(), npad_id_list.data(),
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npad_id_list.size() * sizeof(u32));
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AddNewController(NPadControllerType::Handheld);
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}
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}
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@ -221,7 +220,6 @@ void Controller_NPad::OnUpdate(u8* data, std::size_t data_len) {
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}
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switch (controller_type) {
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case NPadControllerType::HandheldVariant:
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case NPadControllerType::Handheld:
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handheld_entry.connection_status.IsConnected.Assign(1);
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if (!Settings::values.use_docked_mode) {
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@ -291,6 +289,29 @@ void Controller_NPad::SetSupportedNPadIdTypes(u8* data, std::size_t length) {
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ASSERT(length > 0 && (length % sizeof(u32)) == 0);
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supported_npad_id_types.resize(length / sizeof(u32));
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std::memcpy(supported_npad_id_types.data(), data, length);
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CheckForHandheldVariant();
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}
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void Controller_NPad::CheckForHandheldVariant() {
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// As some games expect us to use the variant of handheld mode and some games don't. It's
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// consistent that games set the npad ids in order of priority. We can just swap the controller
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// ids on the fly then if we're in handheld mode
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if (supported_npad_id_types.size() > 0) {
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const auto& first_controller = supported_npad_id_types.front();
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if (first_controller == 32 && !connected_controllers[8].is_connected) {
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const auto& first_controller = connected_controllers.front();
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if (first_controller.is_connected &&
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first_controller.type == NPadControllerType::Handheld) {
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DisconnectNPad(0);
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AddNewController(NPadControllerType::Handheld, true);
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}
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} else if (first_controller != 32 && connected_controllers[8].is_connected) {
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if (!connected_controllers[0].is_connected) {
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DisconnectNPad(8);
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AddNewController(NPadControllerType::Handheld);
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}
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}
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}
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}
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const void Controller_NPad::GetSupportedNpadIdTypes(u32* data, std::size_t max_length) {
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@ -320,10 +341,15 @@ void Controller_NPad::VibrateController(const std::vector<u32>& controller_ids,
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return;
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}
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for (std::size_t i = 0; i < controller_ids.size(); i++) {
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if (i >= controller_count) {
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continue;
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std::size_t controller_pos = i;
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if (controller_pos == 32)
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controller_pos = 8;
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if (controller_pos == 16)
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controller_pos = 9;
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if (connected_controllers[controller_pos].is_connected) {
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// TODO(ogniK): Vibrate the physical controller
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}
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// TODO(ogniK): Vibrate the physical controller
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}
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LOG_WARNING(Service_HID, "(STUBBED) called");
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last_processed_vibration = vibrations.back();
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@ -336,18 +362,22 @@ Kernel::SharedPtr<Kernel::Event> Controller_NPad::GetStyleSetChangedEvent() cons
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Controller_NPad::Vibration Controller_NPad::GetLastVibration() const {
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return last_processed_vibration;
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}
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void Controller_NPad::AddNewController(NPadControllerType controller) {
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if (controller_count >= connected_controllers.size()) {
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LOG_ERROR(Service_HID, "Cannot connect any more controllers!");
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return;
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}
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if (controller == NPadControllerType::HandheldVariant) {
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void Controller_NPad::AddNewController(NPadControllerType controller, bool is_handheld_variant) {
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if (is_handheld_variant) {
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connected_controllers[8] = {controller, true};
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InitNewlyAddedControler(8);
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return;
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}
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connected_controllers[controller_count] = {controller, true};
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InitNewlyAddedControler(controller_count++);
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const auto pos =
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std::find_if(connected_controllers.begin(), connected_controllers.end() - 2,
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[](const ControllerHolder& holder) { return !holder.is_connected; });
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if (pos == connected_controllers.end() - 2) {
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LOG_ERROR(Service_HID, "Cannot connect any more controllers!");
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return;
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}
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const auto controller_id = std::distance(connected_controllers.begin(), pos);
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connected_controllers[controller_id] = {controller, true};
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InitNewlyAddedControler(controller_id);
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}
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void Controller_NPad::ConnectNPad(u32 npad_id) {
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@ -392,4 +422,13 @@ Controller_NPad::LedPattern Controller_NPad::GetLedPattern(u32 npad_id) {
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void Controller_NPad::SetVibrationEnabled(bool can_vibrate) {
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can_controllers_vibrate = can_vibrate;
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}
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void Controller_NPad::SetHandheldActiviationMode(u32 mode) {
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const auto& first_controller = connected_controllers.front();
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if (!first_controller.is_connected || connected_controllers[8].is_connected) {
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return;
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}
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DisconnectNPad(0);
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AddNewController(NPadControllerType::Handheld, true);
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}
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} // namespace Service::HID
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@ -65,7 +65,6 @@ public:
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None,
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ProController,
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Handheld,
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HandheldVariant, // Games which require the handheld controller to be at index 8
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JoyLeft,
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JoyRight,
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Tabletop,
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@ -106,12 +105,13 @@ public:
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Kernel::SharedPtr<Kernel::Event> GetStyleSetChangedEvent() const;
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Vibration GetLastVibration() const;
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void AddNewController(NPadControllerType controller);
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void AddNewController(NPadControllerType controller, bool is_handheld_variant = false);
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void ConnectNPad(u32 npad_id);
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void DisconnectNPad(u32 npad_id);
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LedPattern GetLedPattern(u32 npad_id);
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void SetVibrationEnabled(bool can_vibrate);
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void SetHandheldActiviationMode(u32 mode);
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private:
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struct CommonHeader {
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@ -273,10 +273,10 @@ private:
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Kernel::SharedPtr<Kernel::Event> styleset_changed_event;
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std::size_t dump_idx{};
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Vibration last_processed_vibration{};
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std::size_t controller_count{};
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static constexpr std::array<u32, 10> npad_id_list{0, 1, 2, 3, 4, 5, 6, 7, 32, 16};
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std::array<ControllerHolder, 10> connected_controllers{};
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bool can_controllers_vibrate{true};
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void CheckForHandheldVariant();
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void InitNewlyAddedControler(std::size_t controller_idx);
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};
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@ -347,6 +347,8 @@ private:
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}
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void StartSixAxisSensor(Kernel::HLERequestContext& ctx) {
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IPC::RequestParser rp{ctx};
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auto handle = rp.PopRaw<u32>();
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(RESULT_SUCCESS);
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LOG_WARNING(Service_HID, "(STUBBED) called");
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@ -539,6 +541,8 @@ private:
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IPC::ResponseBuilder rb{ctx, 2};
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rb.Push(RESULT_SUCCESS);
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LOG_WARNING(Service_HID, "(STUBBED) called");
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applet_resource->GetController<Controller_NPad>(HidController::NPad)
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.SetHandheldActiviationMode(mode);
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}
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void GetVibrationDeviceInfo(Kernel::HLERequestContext& ctx) {
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