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path: root/src/yuzu/configuration/configure_input_player.cpp
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2021-11-27settings: Add debug setting to enable all controllersgerman77
2021-11-26input_common: Fully implement UDP controllersNarr the Reg
2021-11-24input_common: Move button names to the frontendgerman77
2021-11-24core/hid: Remove usage of native types, fix a couple of errors with motiongerman77
2021-11-24settings: Remove includes of core.hgerman77
2021-11-24core/hid: Rename NpadType to NpadStyleIndexgerman77
2021-11-24settings: Fix Debug controller type optionsgerman77
2021-11-24input_common: Fix UDP uuidgerman77
2021-11-24core/hid: Rework battery mappingsgerman77
2021-11-24settings: Fix mouse and keyboard mappingsgerman77
2021-11-24yuzu: Fix loading input profilesgerman77
2021-11-24hid: Fix controller connection/disconnectiongerman77
2021-11-24core/hid: Add output devicesgerman77
2021-11-24yuzu: Update frontendgerman77
2021-11-24input_common: Rewrite keyboardgerman77
2021-10-07yuzu qt: Remove global system instances from config, WaitTree, mainlat9nq
2021-09-18input_common/tas: Base playback & recording systemMonsterDruide1
The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called. The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate. Co-authored-by: Naii-the-Baf <sfabian200@gmail.com> Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
2021-08-07input_common: Improve SDL joystick and hide toggle optiongerman77
2021-07-21Merge pull request #6654 from german77/custom_thresholdbunnei
input_common: Make button threshold customizable
2021-07-17configure/ui: Add sliders for trigger buttonsgerman77
2021-07-15input_common: Make button threshold customizablegerman77
2021-07-15input_common: Support SDL toggle buttonsgerman77
2021-06-06limitable_input_dialog: Implement character limiterKewlan
When using GetText() you can now choose what set of characters the user can't enter.
2021-05-15input_common: Implement SDL motiongerman77
2021-03-11Merge pull request #6040 from german77/toggleKeyboardbunnei
Enable toggle buttons for keyboard and mouse
2021-03-06Enable mouse toggle buttonsgerman77
2021-03-06Add toggle button option for normal buttonsgerman
2021-03-05Enable button toggle for keyboard in the modifier buttongerman
2021-02-27inputCommon: Mouse fixesgerman77
2021-02-07hid: Implement GC controllergerman
2021-02-06Make settings controller image change with controller inputgerman
2021-02-06Merge pull request #5326 from german77/hidUpdate1bunnei
HID: Update the HID service to match more closely to switchbrew part 1
2021-02-03Fix npad struct to match switchbrewgerman
2021-02-03Always update handheld configgerman
2021-01-23Fix connect and disconnect controller eventsgerman
2021-01-17Always update configuration for handheldgerman
2021-01-01configure_input: Modify controller connection delayMorph
Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
2020-12-26Allow to invert analog axis with right clickgerman
2020-11-29Merge pull request #4939 from german77/MouseInputbunnei
InputCommon: Implement full mouse support
2020-11-25Implement full mouse supportgerman
2020-11-20configure_input_player: Use the npad style set to show the available controllersMorph
This will reduce the likelihood of an invalid controller type to be set within a game
2020-11-17configure_input_player: Use static qualifier for IsProfileNameValid()Lioncash
This is a static member function, so we don't need use an existing instance to call this function.
2020-11-15configure_input: Accommodate for the mouse input device engineMorph
2020-11-15configure_input: Update the input profiles for other player tabsMorph
2020-11-15general: Fix compiler warnings on linux and miscellaneous changesMorph
2020-11-15sdl_impl: Revert to the "old" method of mapping sticksMorph
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).
2020-11-15applets/controller: Change the input button to create input profilesMorph
Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-11-15input: Disconnect a controller prior to connecting a new oneMorph
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.
2020-11-15input_common: Add VibrationDevice and VibrationDeviceFactoryMorph
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.
2020-11-15configure_input_player: Change "Defaults" button behaviorMorph
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults(). This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().