Implement vibrations (#2468)
* First working vibration implementation * Fix Infinite Rumble in SDL2Mouse * Stop ignoring one vibValues every 2 * Remove RumbleInfinity as suggested * Reworked all the vibration handle / calculation * Revert HidVibrationDevicePosition changes * Add UI to enable and tune rumble * Remove some stub logs * Add PlayerIndex in rumble debug log * Fix all requested changes * Implements hid::GetVibrationDeviceInfo * Better implements HidVibrationValue.Equals/GetHashCode * Added requested changes from code review * Last fixes from review * Update configuration file version for rebase
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18 changed files with 468 additions and 50 deletions
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@ -1,7 +1,9 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Ryujinx.Common;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.Hid.Types;
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@ -20,11 +22,21 @@ namespace Ryujinx.HLE.HOS.Services.Hid
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private ControllerType[] _configuredTypes;
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private KEvent[] _styleSetUpdateEvents;
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private bool[] _supportedPlayers;
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private static HidVibrationValue _neutralVibrationValue = new HidVibrationValue
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{
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AmplitudeLow = 0f,
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FrequencyLow = 160f,
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AmplitudeHigh = 0f,
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FrequencyHigh = 320f
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};
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internal NpadJoyHoldType JoyHold { get; set; }
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internal bool SixAxisActive = false; // TODO: link to hidserver when implemented
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internal ControllerType SupportedStyleSets { get; set; }
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public Dictionary<PlayerIndex, ConcurrentQueue<(HidVibrationValue, HidVibrationValue)>> RumbleQueues = new Dictionary<PlayerIndex, ConcurrentQueue<(HidVibrationValue, HidVibrationValue)>>();
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public Dictionary<PlayerIndex, (HidVibrationValue, HidVibrationValue)> LastVibrationValues = new Dictionary<PlayerIndex, (HidVibrationValue, HidVibrationValue)>();
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public NpadDevices(Switch device, bool active = true) : base(device, active)
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{
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_configuredTypes = new ControllerType[MaxControllers];
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@ -596,5 +608,49 @@ namespace Ryujinx.HLE.HOS.Services.Hid
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WriteNewSixInputEntry(ref currentNpad.JoyLeftSixAxisSensor, ref newState);
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WriteNewSixInputEntry(ref currentNpad.JoyRightSixAxisSensor, ref newState);
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}
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public void UpdateRumbleQueue(PlayerIndex index, Dictionary<byte, HidVibrationValue> dualVibrationValues)
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{
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if (RumbleQueues.TryGetValue(index, out ConcurrentQueue<(HidVibrationValue, HidVibrationValue)> currentQueue))
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{
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if (!dualVibrationValues.TryGetValue(0, out HidVibrationValue leftVibrationValue))
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{
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leftVibrationValue = _neutralVibrationValue;
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}
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if (!dualVibrationValues.TryGetValue(1, out HidVibrationValue rightVibrationValue))
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{
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rightVibrationValue = _neutralVibrationValue;
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}
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if (!LastVibrationValues.TryGetValue(index, out (HidVibrationValue, HidVibrationValue) dualVibrationValue) || !leftVibrationValue.Equals(dualVibrationValue.Item1) || !rightVibrationValue.Equals(dualVibrationValue.Item2))
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{
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currentQueue.Enqueue((leftVibrationValue, rightVibrationValue));
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LastVibrationValues[index] = (leftVibrationValue, rightVibrationValue);
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}
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}
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}
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public HidVibrationValue GetLastVibrationValue(PlayerIndex index, byte position)
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{
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if (!LastVibrationValues.TryGetValue(index, out (HidVibrationValue, HidVibrationValue) dualVibrationValue))
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{
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return _neutralVibrationValue;
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}
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return (position == 0) ? dualVibrationValue.Item1 : dualVibrationValue.Item2;
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}
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public ConcurrentQueue<(HidVibrationValue, HidVibrationValue)> GetRumbleQueue(PlayerIndex index)
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{
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if (!RumbleQueues.TryGetValue(index, out ConcurrentQueue<(HidVibrationValue, HidVibrationValue)> rumbleQueue))
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{
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rumbleQueue = new ConcurrentQueue<(HidVibrationValue, HidVibrationValue)>();
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_device.Hid.Npads.RumbleQueues[index] = rumbleQueue;
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}
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return rumbleQueue;
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}
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}
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}
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