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Input: Implement HD Rumble for compatible Nin devices (#40)
This PR addresses [this issue](https://github.com/Ryubing/Issues/issues/231) and implements HD Rumble for compatible Nin devices. ## New Features - Add the option for Gamepads to implement HD Rumble - Add the HD rumble capability to SDL3Gamepad and SDL3JoyCon when they meet certain requirements Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/40
This commit is contained in:
151
src/Ryujinx.Input.SDL3/NpadHdRumble.cs
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151
src/Ryujinx.Input.SDL3/NpadHdRumble.cs
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@@ -0,0 +1,151 @@
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using Ryujinx.HLE.HOS.Services.Hid;
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using SDL;
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using static SDL.SDL3;
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using System;
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namespace Ryujinx.Input.SDL3
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{
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/// <summary>
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/// Manages a HID handle of a gamepad to encode and write HD rumble commands for Nin controllers.
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/// </summary>
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public unsafe class NpadHdRumble : IDisposable
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{
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private readonly SDL_hid_device* _hidHandle;
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private int _globalCount;
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private NpadHdRumble(SDL_hid_device* hidHandle)
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{
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_hidHandle = hidHandle;
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}
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public static NpadHdRumble Create(SDL_Gamepad* gamepadHandle)
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{
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ushort vendor = SDL_GetGamepadVendor(gamepadHandle);
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if (vendor != 0x057e)
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{
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return null;
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}
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ushort product = SDL_GetGamepadProduct(gamepadHandle);
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if (product != 0x2006 && product != 0x2007 && product != 0x2009 && product != 0x200e)
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{
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return null;
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}
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return new NpadHdRumble(SDL_hid_open(vendor, product, 0));
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}
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// Some of the code was translated from https://github.com/MIZUSHIKI/JoyShockLibrary-plus-HDRumble
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private void WriteHdRumble(
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int encLeftLowFreq, int encLeftLowAmp,
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int encLeftHighFreq, int encLeftHighAmp,
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int encRightLowFreq, int encRightLowAmp,
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int encRightHighFreq, int encRightHighAmp)
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{
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byte[] buf = new byte[10];
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buf[0] = 0x10;
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buf[1] = (byte)((++_globalCount) & 0xF);
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buf[2] = (byte)(encLeftHighFreq & 0xFF);
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buf[3] = (byte)(encLeftHighAmp + ((encLeftHighFreq >> 8) & 0xFF));
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buf[4] = (byte)(encLeftLowFreq + ((encLeftLowAmp >> 8) & 0xFF));
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buf[5] = (byte)(encLeftLowAmp & 0xFF);
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buf[6] = (byte)(encRightHighFreq & 0xFF);
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buf[7] = (byte)(encRightHighAmp + ((encRightHighFreq >> 8) & 0xFF));
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buf[8] = (byte)(encRightLowFreq + ((encRightLowAmp >> 8) & 0xFF));
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buf[9] = (byte)(encRightLowAmp & 0xFF);
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if (_globalCount > 0xF)
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{
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_globalCount = 0x0;
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}
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fixed (byte* ptr = buf)
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{
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SDL_hid_write(_hidHandle, ptr, (nuint)buf.Length);
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}
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}
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private static int EncodeLowFreq(float lowFreq)
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{
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float lf = Math.Clamp(lowFreq, 40.875885f, 626.286133f);
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return (int)Math.Round(32 * Math.Log2(lf * 0.1f)) - 0x40;
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}
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private static int EncodeHighFreq(float highFreq)
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{
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float hf = Math.Clamp(highFreq, 81.75177f, 1252.572266f);
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return ((int)Math.Round(32 * Math.Log2(hf * 0.1f)) - 0x60) * 4;
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}
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private static int EncodeLowAmp(float rawAmp)
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{
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int encodedAmp = 0;
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if (rawAmp is > 0 and < 0.012f)
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{
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encodedAmp = 1;
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}
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else if (rawAmp is >= 0.012f and < 0.112f)
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{
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encodedAmp = (int)Math.Round(4 * Math.Log2(rawAmp * 110f));
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}
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else if (rawAmp is >= 0.112f and < 0.225f)
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{
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encodedAmp = (int)Math.Round(16 * Math.Log2(rawAmp * 17f));
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}
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else if (rawAmp is >= 0.225f and <= 1f)
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{
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encodedAmp = (int)Math.Round(32 * Math.Log2(rawAmp * 8.7f));
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}
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return (int)Math.Floor(encodedAmp / 2.0) + 64;
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}
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private static int EncodeHighAmp(float rawAmp)
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{
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int encodedAmp = 0;
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if (rawAmp is > 0 and < 0.012f)
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{
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encodedAmp = 1;
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}
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else if (rawAmp is >= 0.012f and < 0.112f)
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{
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encodedAmp = (int)Math.Round(4 * Math.Log2(rawAmp * 110f));
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}
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else if (rawAmp is >= 0.112f and < 0.225f)
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{
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encodedAmp = (int)Math.Round(16 * Math.Log2(rawAmp * 17f));
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}
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else if (rawAmp is >= 0.225f and <= 1f)
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{
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encodedAmp = (int)Math.Round(32 * Math.Log2(rawAmp * 8.7f));
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}
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return encodedAmp * 2;
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}
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public bool HdRumble(VibrationValue left, VibrationValue right)
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{
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WriteHdRumble(EncodeLowFreq(left.FrequencyLow),
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EncodeLowAmp(left.AmplitudeLow),
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EncodeHighFreq(left.FrequencyHigh),
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EncodeHighAmp(left.AmplitudeHigh),
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EncodeLowFreq(right.FrequencyLow),
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EncodeLowAmp(right.AmplitudeLow),
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EncodeHighFreq(right.FrequencyHigh),
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EncodeHighAmp(right.AmplitudeHigh));
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return true;
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}
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public void Dispose()
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{
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SDL_hid_close(_hidHandle);
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}
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}
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}
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@@ -2,6 +2,7 @@ using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.HLE.HOS.Services.Hid;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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@@ -76,11 +77,14 @@ namespace Ryujinx.Input.SDL3
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private SDL_Gamepad* _gamepadHandle;
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private NpadHdRumble _hdRumble;
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private float _triggerThreshold;
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public SDL3Gamepad(SDL_Gamepad* gamepadHandle, string driverId)
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{
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_gamepadHandle = gamepadHandle;
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_hdRumble = NpadHdRumble.Create(gamepadHandle);
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_buttonsUserMapping = new List<ButtonMappingEntry>(20);
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Name = SDL_GetGamepadName(_gamepadHandle);
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@@ -165,6 +169,10 @@ namespace Ryujinx.Input.SDL3
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _hdRumble != null)
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{
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_hdRumble.Dispose();
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}
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if (disposing && _gamepadHandle != null)
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{
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SDL_CloseGamepad(_gamepadHandle);
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@@ -184,6 +192,11 @@ namespace Ryujinx.Input.SDL3
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_triggerThreshold = triggerThreshold;
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}
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public bool HDRumble(VibrationValue left, VibrationValue right)
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{
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return _hdRumble?.HdRumble(left, right) ?? false;
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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if ((Features & GamepadFeaturesFlag.Rumble) == 0)
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@@ -1,6 +1,7 @@
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Services.Hid;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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@@ -61,6 +62,8 @@ namespace Ryujinx.Input.SDL3
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public GamepadFeaturesFlag Features { get; }
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private SDL_Gamepad* _gamepadHandle;
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private NpadHdRumble _hdRumble;
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private enum JoyConType
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{
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@@ -76,6 +79,7 @@ namespace Ryujinx.Input.SDL3
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public SDL3JoyCon(SDL_Gamepad* gamepadHandle, string driverId)
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{
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_gamepadHandle = gamepadHandle;
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_hdRumble = NpadHdRumble.Create(gamepadHandle);
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_buttonsUserMapping = new List<ButtonMappingEntry>(10);
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Name = SDL_GetGamepadName(_gamepadHandle);
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@@ -139,6 +143,10 @@ namespace Ryujinx.Input.SDL3
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _hdRumble != null)
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{
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_hdRumble.Dispose();
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}
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if (disposing && _gamepadHandle != null)
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{
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SDL_CloseGamepad(_gamepadHandle);
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@@ -156,6 +164,11 @@ namespace Ryujinx.Input.SDL3
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{
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}
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public bool HDRumble(VibrationValue left, VibrationValue right)
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{
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return _hdRumble?.HdRumble(left, right) ?? false;
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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@@ -559,18 +559,29 @@ namespace Ryujinx.Input.HLE
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{
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VibrationValue leftVibrationValue = dualVibrationValue.Item1;
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VibrationValue rightVibrationValue = dualVibrationValue.Item2;
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float low = Math.Min(1f, (float)((rightVibrationValue.AmplitudeLow * 0.85 + rightVibrationValue.AmplitudeHigh * 0.15) * controllerConfig.Rumble.StrongRumble));
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float high = Math.Min(1f, (float)((leftVibrationValue.AmplitudeLow * 0.15 + leftVibrationValue.AmplitudeHigh * 0.85) * controllerConfig.Rumble.WeakRumble));
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leftVibrationValue.AmplitudeLow *= controllerConfig.Rumble.WeakRumble;
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leftVibrationValue.AmplitudeHigh *= controllerConfig.Rumble.StrongRumble;
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rightVibrationValue.AmplitudeLow *= controllerConfig.Rumble.WeakRumble;
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rightVibrationValue.AmplitudeHigh *= controllerConfig.Rumble.StrongRumble;
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_gamepad?.Rumble(low, high, uint.MaxValue);
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if (_gamepad?.HDRumble(leftVibrationValue, rightVibrationValue) == false)
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{
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_gamepad?.Rumble(low, high, uint.MaxValue);
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}
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Logger.Debug?.Print(LogClass.Hid, $"Effect for {controllerConfig.PlayerIndex} " +
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$"L.low.amp={leftVibrationValue.AmplitudeLow}, " +
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$"L.high.amp={leftVibrationValue.AmplitudeHigh}, " +
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$"L.low.freq={leftVibrationValue.FrequencyLow}, " +
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$"L.high.freq={leftVibrationValue.FrequencyHigh}, " +
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$"R.low.amp={rightVibrationValue.AmplitudeLow}, " +
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$"R.high.amp={rightVibrationValue.AmplitudeHigh} " +
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$"--> ({low}, {high})");
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$"R.low.freq={rightVibrationValue.FrequencyLow}, " +
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$"R.high.freq={rightVibrationValue.FrequencyHigh}");
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}
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}
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}
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@@ -1,5 +1,6 @@
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Memory;
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using Ryujinx.HLE.HOS.Services.Hid;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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@@ -74,6 +75,16 @@ namespace Ryujinx.Input
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public void ClearLed() => SetLed(0);
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/// <summary>
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/// Starts an HD vibration effect on the gamepad if available.
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/// </summary>
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/// <param name="left">The vibration data for the left side</param>
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/// <param name="right">The vibration data for the right side</param>
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bool HDRumble(VibrationValue left, VibrationValue right)
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{
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return false;
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}
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/// <summary>
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/// Starts a rumble effect on the gamepad.
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/// </summary>
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