| Age | Commit message (Collapse) | Author |
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HID: Update the HID service to match more closely to switchbrew part 1
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Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
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InputCommon: Implement full mouse support
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This will reduce the likelihood of an invalid controller type to be set within a game
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This is a static member function, so we don't need use an existing
instance to call this function.
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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).
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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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.
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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.
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RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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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".
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Fix them for real this time, now they finally work.
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The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics.
However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
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hid/configuration: Implement motion controls to HID
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configure_input_player: Resolve sign conversion warnings in UpdateMappingWithDefaults()
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This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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UpdateMappingWithDefaults()
Prevents sign mismatch warnings in the loop conditionals.
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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.
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Supports the Left, Right, Middle, Backward and Forward mouse buttons.
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Co-authored-by: James Rowe <jroweboy@gmail.com>
Co-authored-by: Its-Rei <kupfel@gmail.com>
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C++20 deprecates capturing the this pointer via the '=' capture.
Instead, we replace it or extend the capture specification.
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config, clarify some code blocks for better readability
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Fix clang formatting
Manual fix for configure_input_player formatting
Add missing lib usb cmake command
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