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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
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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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