Makes page tables and virtual buffers able to be moved, but not copied,
making the interface more flexible.
Previously, with the destructor specified, but no move assignment or
constructor specified, they wouldn't be implicitly generated.
Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false.
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.
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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>
The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly.
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.
This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
Some parameters need to be doubleword aligned due to the presence of the applet_resource_user_id.
Previously, this value was invalid in many commands where it was not doubleword aligned when popped.
The first u32 describes the vibration device type which is a Linear Resonant Actuator used in Nintendo Switch controller hardware.
The second u32 describes the vibration device position, in this case distinguishing between left and right vibration actuators.
Pro Controllers have 2 LRAs each that can vibrate independently of each other, which means they have 2 distinct vibration device handles to distinguish between the two actuators.
Similarly for joycons, the left joycon can be distinguished from the right joycon through the vibration device handle since each joycon has 1 LRA.
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
Previously mouse clicks will not register when touch is disabled.
This rectifies that and allows mouse clicks to be mapped to other buttons if the touchscreen is disabled.
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".
This reduces the overhead of bounds checking on each element.
It won't reduce the cost of allocation because usually this vector's
capacity is usually large enough to hold whatever we push to it.
Changes QMessageBox usages to warnings, as the problems they bring to
light are being safely handled by the application and do not warrant
something of the "critical" level.
Changes LOG_CRITICAL to LOG_ERROR for the same reason. Preferring ERROR
to WARNING as yuzu is denying loading of any guest applications after
checking for these conditions.
Moved logging the GL_RENDERER string into GetUnsupportedGLExtensions()
to make more clear that unsupported extensions were already being
logged. Makes placement of the logs easier to understand later, as well.
Changes the first message to not include the OpenGL version, as the
error is caused by OpenGL failing to load.
Adds a new check for OpenGL version 4.3. This will display a message
with a similar error as well as the GL_RENDERER string. Adds a CRITICAL
log message when triggered. This prevents a crash with yuzu trying to
use older OpenGL versions.
Modifies the unsupported extension message to output the GL_RENDERER
string in the message, as well as logging the string.
Resolves numerous deprecation warnings throughout the codebase due to
inclusion of this header. Now building core should be significantly less
noisy (and also relying on less global state).
This also uncovered quite a few modules that were relying on indirect
includes, which have also been fixed.
The interrupt handler contains a std::atomic_bool, which isn't copyable
or movable, so the special move member functions will always be deleted,
despite being defaulted.
This can resolve warnings on clang and GCC.
Some games like Cave Story+ set invalid values in the ControllerPrivateArg's mode and caller fields.
Use other fields to determine the appropriate mode and caller should either or both fields be invalid.
- This works similiar to GetAlbumContentsFileListForApplication.
- Since we do not implement the album, this should be safe to stub for now.
- Used by Super Smash Bros. Ultimate (newer updates) in World of Light.
Hides all of the implementation details for users of the class. This has
the benefit of reducing includes and also making the fiber classes
movable again.
Unicorn long-since lost most of its use, due to dynarmic gaining support
for handling most instructions. At this point any further issues
encountered should be used to make dynarmic better.
This also allows us to remove our dependency on Python.