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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@ -2,8 +2,11 @@
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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.Configuration.Hid.Controller.Motion;
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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.Collections.Concurrent;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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@ -534,5 +537,29 @@ namespace Ryujinx.Input.HLE
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{
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Dispose(true);
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}
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public void UpdateRumble(ConcurrentQueue<(HidVibrationValue, HidVibrationValue)> queue)
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{
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if (queue.TryDequeue(out (HidVibrationValue, HidVibrationValue) dualVibrationValue))
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{
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if (_config is StandardControllerInputConfig controllerConfig && controllerConfig.Rumble.EnableRumble)
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{
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HidVibrationValue leftVibrationValue = dualVibrationValue.Item1;
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HidVibrationValue 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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_gamepad.Rumble(low, high, uint.MaxValue);
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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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$"L.high.amp={leftVibrationValue.AmplitudeHigh}, " +
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$"R.low.amp={rightVibrationValue.AmplitudeLow}, " +
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$"R.high.amp={rightVibrationValue.AmplitudeHigh} " +
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$"--> ({low}, {high})");
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}
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}
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}
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}
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}
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@ -4,6 +4,7 @@ using Ryujinx.Common.Configuration.Hid.Controller.Motion;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using Ryujinx.HLE.HOS.Services.Hid;
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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.Diagnostics;
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using System.Runtime.CompilerServices;
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@ -167,6 +168,7 @@ namespace Ryujinx.Input.HLE
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(SixAxisInput, SixAxisInput) motionState = default;
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NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
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Ryujinx.HLE.HOS.Services.Hid.PlayerIndex playerIndex = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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bool isJoyconPair = false;
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@ -177,6 +179,7 @@ namespace Ryujinx.Input.HLE
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controller.UpdateUserConfiguration(inputConfig);
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controller.Update();
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controller.UpdateRumble(_device.Hid.Npads.GetRumbleQueue(playerIndex));
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inputState = controller.GetHLEInputState();
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@ -199,15 +202,15 @@ namespace Ryujinx.Input.HLE
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motionState.Item1.Orientation = new float[9];
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}
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inputState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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motionState.Item1.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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inputState.PlayerId = playerIndex;
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motionState.Item1.PlayerId = playerIndex;
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hleInputStates.Add(inputState);
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hleMotionStates.Add(motionState.Item1);
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if (isJoyconPair && !motionState.Item2.Equals(default))
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{
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motionState.Item2.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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motionState.Item2.PlayerId = playerIndex;
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hleMotionStates.Add(motionState.Item2);
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}
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