Axis range was previously calculated as max + abs(min), which relies on the assumption that
min will not exceed 0. For (min, max) values like (0, 255) or (-128, 127), which I assume to
be the most common cases, the range is correctly calculated as 255. However, given (20,
235), the range is erroneously calculated as 255, leading to axis values being normalized
incorrectly.
SDL already handles this case correctly. After changing the range calculation to max - min,
the axis values received from the evdev backend are practically identical to the values
received from the SDL backend.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
Better separation of concerns. Relegates `ControllerInterface` to
enumerating input controls, and the new `ControlReference` deals with
combining inputs and configuration expression parsing.
GetName() creates a new evdev device which calls tons of ioctls. But the
main culprit is close() which for input devices appears to be a slow
path in the kernel.
This commit reduces PopulateDevices() by 50% on my laptop, but ~730 ms
is still ridiculously slow for something that isn't needed right away.
The SDL backend crashes when you close a joystick after SDL_Quit has
been called. Some backends don't need to be shutdown and
re-initialized everytime, we can just ask to enumerate devices again.
Rewrite GetXInputGUIDS to use SetupAPI instead of WMI Queries. When
using a language pack where the system language and user/program
language differ, Windows starts taking a VERY long time (10+ seconds)
to complete Queries for Win32_PNPEntity objects (it's probably
translating every single string since it transfers every single one
from the WMI server into memory in the program).
Fixes Issue 9744.
There is no reason to prevent the user from closing the config dialog
if the device is not found. It's not very good UX…
Also fixes ExpressionParser to return NO_DEVICE if the device doesn't
exist instead of SUCCESS.
This adds hotplugging support to the evdev input backend. We use
libudev to monitor changes to input devices in a separate thread.
Removed devices are removed from the devices list, and new devices
are added to the list.
The effect is that controllers are usable immediately after plugging
them without having to manually refresh devices (if they were
configured to be used, of course).
Changes UpdateInput() to skip if we can't lock the mutex, instead of
potentially blocking the CPU thread and causing a short but noticeable
frame drop.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
This adds RegisterHotplugCallback() to register a callback which will
be invoked by the input backends' hotplug threads when there is a new
device, so that Core (GCKeyboard, GCPad, Wiimote, Hotkey) can reload
the configuration without adding a dependency to Core from InputCommon.
This makes the device ID assigning code common to all backends, by
moving it to AddDevice() instead of copy-pasting or replicating
the logic in the backends.
Also, to prepare for hotplugging, instead of relying on a name usage
count, the new ID assigning system always starts from ID 0 and tries
to assign the first ID that is not used.
The values are expected to be in the 0.0-1.0 range (as indicated by the
comment), and other parts of Dolphin also expect it to be in that range
since the "full" axis has a -1.0 to 1.0 range. However, this is not
always the case and fvalue can end up being outside of the range. This
clamps fvalue to always be in the 0.0 and 1.0 range.
Small cleanup by using std::shared_ptr and getting rid of
ciface.Devices() which just returned the m_devices (which defeats the
point of making m_devices protected).
Incidentally, this should make the code safer when we have
different threads accessing devices in the future (for hotplug?).
A lot of code use Device references directly so there is
no easy way to remove FindDevice() and make those unique_ptrs.
Previously, the devices vector would be passed to all backends. They
would then manually push_back to it to add new devices. This was fine
but caused issues when trying to add synchronisation.
Instead, backends now call AddDevice() to fill m_devices so that it is
not accessible from the outside.
Disclaimer: I can't test if this works on xbox one controllers, i don't have one. But i have conformed that this UpdateMotors() is related to rumble for emulated wiimotes.
This partially reverts commit "XInput: Apply immediately as well" (1958a10b6f) from pr # https://github.com/dolphin-emu/dolphin/pull/1560
Hopefully this fixes the xbox one controller rumble issue:
https://bugs.dolphin-emu.org/issues/9071
And in theory it might reduce the used usb bandwidth, as it was originally intended before pr 1560.
@JMC47: Please do a good amount of testing, to see if this breaks rumble for wiimotes or gamecube controllers emulated with xinput devices.
Lets the user set the following in intervals of 10 between 10 and 100;
- Stick/Radius (default 100,000000)
- Triggers/Threshold (default 90,000000)
- Tilt/Modifier/Range (default 50,000000) + mapped Tilt/Modifier button
to the configurations for wiimotes & nunchuks
If there were two commands in the buffer at once, it would only run the
first because of an error in UpdateInput.
If you sent the command "SET C" it would segfault because of a logic
issue in ParseCommand.
Currently only works on unix, but can be extended to other systems. Can
also be extended to do wiimotes.
Searches the Pipes folder for readable named pipes and creates a dolphin
input device out of them. Send controller inputs to the game by writing
to the file. Commands are described in Pipes.h.
Previously, MacOpenFile only overrode anything on OS X; otherwise it was
just a useless method, which is presumably why it wasn't marked override
in the first place. Address this more sanely by wrapping it in #ifdef
__APPLE__.