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GamepadAuxState functionality #1084
GamepadAuxState functionality #1084
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…tside of normal Gamepad button/analog functions, such as IMU (accelerometer, gyroscope) and rumble state.
Renamed PS gyro_accel_misc to sensor_data. Changed sensor fields to u16.
…tize Motion Plus if both are available.
…ed, but not actively sending data.
Keyboard host now implements mouse bindings for left, middle, right buttons Relative mouse movements stored in the GamepadAux mouse sensor for later usage Added exclusion list for KeyboardMapper control to filter out unused entries
…ue and array size.
Implemented haptics control in PS4 and OGXbox modes.
Fixed initial states for MotionPlus gyro
This change would make PS3 mode specifically PS3, and standard HID/"DInput" should no longer use this mode. Still to do: better define and explain what each report blob is used for.
Included state checking for Aux gyro and accel sensors.
Removed btaddr values for actual PS3 devices.
…ta struct. Randomized BT addresses on start for 0xF2 and 0xF5 reports.
Added player ID & LED data to main Aux structure. Set default values of zero on integer Aux values. Deprecated Storage::*FeatureData methods in favor of Aux values.
…haptics if valid.
…ll not working as expected.
…s on processed gamepad.
Added on/off blink timing to DS4 lightbar usage in RGB PLEDs.
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Looks fantastic!!! So much cleaner now with aux states inside of the gamepad class. Lots of wii upgrades as well, and mouse buttons :o
@@ -2,6 +2,7 @@ | |||
#define PLAYER_LEDS_H_ | |||
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#include <cstring> | |||
#include <cstdio> |
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Maybe a printf() relic? Not a big deal as I know we include it in other places
This is to lay groundwork for implementing auxiliary/specialty features into the various Gamepad modes. This is data that may be shared between several modes, rather than in use by all modes, such as haptics/rumble and IMU/motion devices.
Currently defined:
Currently implemented: