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-rw-r--r--src/core/frontend/input.h2
-rw-r--r--src/core/hle/service/hid/controllers/npad.cpp51
-rw-r--r--src/input_common/sdl/sdl_impl.cpp54
3 files changed, 72 insertions, 35 deletions
diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h
index 277b70e53..fb2ce2514 100644
--- a/src/core/frontend/input.h
+++ b/src/core/frontend/input.h
@@ -33,7 +33,7 @@ public:
virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const {
return {};
}
- virtual bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const {
+ virtual bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const {
return {};
}
};
diff --git a/src/core/hle/service/hid/controllers/npad.cpp b/src/core/hle/service/hid/controllers/npad.cpp
index 924f209c0..cc54b164d 100644
--- a/src/core/hle/service/hid/controllers/npad.cpp
+++ b/src/core/hle/service/hid/controllers/npad.cpp
@@ -698,16 +698,57 @@ void Controller_NPad::VibrateController(const std::vector<DeviceHandle>& vibrati
continue;
}
+ // Filter out vibrations with equivalent values to reduce unnecessary state changes.
+ if (vibration_values[i].amp_low ==
+ latest_vibration_values[npad_index][device_index].amp_low &&
+ vibration_values[i].amp_high ==
+ latest_vibration_values[npad_index][device_index].amp_high) {
+ continue;
+ }
+
+ // Filter out non-zero vibrations that are within 0.015625 absolute amplitude of each other.
+ if ((vibration_values[i].amp_low != 0.0f || vibration_values[i].amp_high != 0.0f) &&
+ (latest_vibration_values[npad_index][device_index].amp_low != 0.0f ||
+ latest_vibration_values[npad_index][device_index].amp_high != 0.0f) &&
+ (abs(vibration_values[i].amp_low -
+ latest_vibration_values[npad_index][device_index].amp_low) < 0.015625f &&
+ abs(vibration_values[i].amp_high -
+ latest_vibration_values[npad_index][device_index].amp_high) < 0.015625f)) {
+ continue;
+ }
+
using namespace Settings::NativeButton;
const auto& button_state = buttons[npad_index];
// TODO: Vibrate left/right vibration motors independently if possible.
- button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
- vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
+ const bool success = button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
vibration_values[i].amp_low * Settings::values.vibration_strength.GetValue() / 100,
- vibration_values[i].freq_high, vibration_values[i].freq_low);
-
- latest_vibration_values[npad_index][device_index] = vibration_values[i];
+ vibration_values[i].freq_low,
+ vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
+ vibration_values[i].freq_high);
+
+ if (success) {
+ switch (connected_controllers[npad_index].type) {
+ case NPadControllerType::None:
+ UNREACHABLE();
+ break;
+ case NPadControllerType::ProController:
+ case NPadControllerType::Handheld:
+ case NPadControllerType::JoyDual:
+ // Since we can't vibrate motors independently yet, we can reduce state changes by
+ // assigning all 3 device indices the current vibration value.
+ latest_vibration_values[npad_index][0] = vibration_values[i];
+ latest_vibration_values[npad_index][1] = vibration_values[i];
+ latest_vibration_values[npad_index][2] = vibration_values[i];
+ break;
+ case NPadControllerType::JoyLeft:
+ case NPadControllerType::JoyRight:
+ case NPadControllerType::Pokeball:
+ default:
+ latest_vibration_values[npad_index][device_index] = vibration_values[i];
+ break;
+ }
+ }
}
}
diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index 10883e2d9..18fb2ac5e 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -80,30 +80,24 @@ public:
return static_cast<float>(state.axes.at(axis)) / (32767.0f * range);
}
- bool RumblePlay(f32 amp_low, f32 amp_high, u32 time) {
- const u16 raw_amp_low = static_cast<u16>(amp_low * 0xFFFF);
- const u16 raw_amp_high = static_cast<u16>(amp_high * 0xFFFF);
- // Lower drastically the number of state changes
- if (raw_amp_low >> 11 == last_state_rumble_low >> 11 &&
- raw_amp_high >> 11 == last_state_rumble_high >> 11) {
- if (raw_amp_low + raw_amp_high != 0 ||
- last_state_rumble_low + last_state_rumble_high == 0) {
- return false;
- }
- }
- // Don't change state if last vibration was < 20ms
- const auto now = std::chrono::system_clock::now();
- if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_vibration) <
- std::chrono::milliseconds(20)) {
- return raw_amp_low + raw_amp_high == 0;
+ bool RumblePlay(u16 amp_low, u16 amp_high) {
+ using std::chrono::duration_cast;
+ using std::chrono::milliseconds;
+ using std::chrono::steady_clock;
+
+ // Prevent vibrations less than 10ms apart from each other.
+ if (duration_cast<milliseconds>(steady_clock::now() - last_vibration) < milliseconds(10)) {
+ return false;
+ };
+
+ last_vibration = steady_clock::now();
+
+ if (sdl_controller != nullptr) {
+ return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
+ } else if (sdl_joystick != nullptr) {
+ return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0;
}
- last_vibration = now;
- last_state_rumble_low = raw_amp_low;
- last_state_rumble_high = raw_amp_high;
- if (sdl_joystick) {
- SDL_JoystickRumble(sdl_joystick.get(), raw_amp_low, raw_amp_high, time);
- }
return false;
}
@@ -172,13 +166,13 @@ private:
} state;
std::string guid;
int port;
- u16 last_state_rumble_high = 0;
- u16 last_state_rumble_low = 0;
- std::chrono::time_point<std::chrono::system_clock> last_vibration;
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
+ // This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart.
+ std::chrono::steady_clock::time_point last_vibration;
+
// Motion is initialized without PID values as motion input is not aviable for SDL2
MotionInput motion{0.0f, 0.0f, 0.0f};
};
@@ -327,10 +321,12 @@ public:
return joystick->GetButton(button);
}
- bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override {
- const f32 new_amp_low = pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f));
- const f32 new_amp_high = pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f));
- return joystick->RumblePlay(new_amp_low, new_amp_high, 250);
+ bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override {
+ const u16 processed_amp_low =
+ static_cast<u16>(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF);
+ const u16 processed_amp_high =
+ static_cast<u16>(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF);
+ return joystick->RumblePlay(processed_amp_low, processed_amp_high);
}
private: