261 lines
9.5 KiB
C++
261 lines
9.5 KiB
C++
/********************************************************************************
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* File: haptics.cpp
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* Author: ppkantorski
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* Description:
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* This source file provides implementations for the functions declared in
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* haptics.hpp. These functions manage haptic feedback for the Ultrahand Overlay
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* using libnx’s vibration interfaces. It includes routines for initializing
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* rumble devices, sending vibration patterns, and handling single or double
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* click feedback with timing control. Thread safety is maintained through
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* atomic operations and synchronization mechanisms.
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*
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* For the latest updates and contributions, visit the project's GitHub repository.
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* (GitHub Repository: https://github.com/ppkantorski/Ultrahand-Overlay)
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*
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* Note: Please be aware that this notice cannot be altered or removed. It is a part
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* of the project's documentation and must remain intact.
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*
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* Licensed under both GPLv2 and CC-BY-4.0
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* Copyright (c) 2025 ppkantorski
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********************************************************************************/
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#include "haptics.hpp"
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namespace ult {
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// ===== Internal state (private to this file) =====
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//bool rumbleInitialized = false;
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static HidVibrationDeviceHandle vibHandheld;
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static HidVibrationDeviceHandle vibPlayer1Left;
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static HidVibrationDeviceHandle vibPlayer1Right;
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static u64 rumbleStartTick = 0;
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static u64 doubleClickTick = 0;
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static u8 doubleClickPulse = 0;
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static u32 cachedHandheldStyle = 0;
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static u32 cachedPlayer1Style = 0;
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// ===== Shared flags (accessible globally) =====
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std::atomic<bool> clickActive{false};
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std::atomic<bool> doubleClickActive{false};
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// ===== Constants =====
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static constexpr u64 RUMBLE_DURATION_NS = 30'000'000ULL;
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static constexpr u64 DOUBLE_CLICK_PULSE_DURATION_NS = 30'000'000ULL;
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static constexpr u64 DOUBLE_CLICK_GAP_NS = 100'000'000ULL;
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//static constexpr HidVibrationValue clickDocked = {
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// .amp_low = 0.20f,
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// .freq_low = 100.0f,
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// .amp_high = 0.80f,
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// .freq_high = 300.0f
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//};
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//
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//static constexpr HidVibrationValue clickHandheld = {
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// .amp_low = 0.20f,
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// .freq_low = 100.0f,
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// .amp_high = 0.80f,
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// .freq_high = 300.0f
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//};
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static constexpr HidVibrationValue hapticsPreset = {
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.amp_low = 0.20f,
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.freq_low = 100.0f,
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.amp_high = 0.80f,
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.freq_high = 300.0f
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};
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static constexpr HidVibrationValue vibrationStop{0};
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// ===== Internal helpers =====
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static inline void sendVibration(const HidVibrationValue* value) {
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if (cachedHandheldStyle)
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hidSendVibrationValue(vibHandheld, value);
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if (cachedPlayer1Style) {
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hidSendVibrationValue(vibPlayer1Left, value);
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hidSendVibrationValue(vibPlayer1Right, value);
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}
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}
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static inline void sendVibration2x(const HidVibrationValue* value) {
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sendVibration(value);
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sendVibration(value);
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}
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// ===== Public API =====
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void initHaptics() {
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const u32 handheldStyle = hidGetNpadStyleSet(HidNpadIdType_Handheld);
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const u32 player1Style = hidGetNpadStyleSet(HidNpadIdType_No1);
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// Clear previous handles to avoid using stale handles if controllers were removed
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vibHandheld = (HidVibrationDeviceHandle)0;
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vibPlayer1Left = (HidVibrationDeviceHandle)0;
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vibPlayer1Right = (HidVibrationDeviceHandle)0;
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// Handheld
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if (handheldStyle) {
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hidInitializeVibrationDevices(&vibHandheld, 1,
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HidNpadIdType_Handheld,
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(HidNpadStyleTag)handheldStyle);
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}
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// Player 1 (left + right Joy-Con or Pro Controller)
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if (player1Style) {
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HidVibrationDeviceHandle tmp[2] = { (HidVibrationDeviceHandle)0, (HidVibrationDeviceHandle)0 };
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hidInitializeVibrationDevices(tmp, 2,
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HidNpadIdType_No1,
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(HidNpadStyleTag)player1Style);
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vibPlayer1Left = tmp[0];
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vibPlayer1Right = tmp[1];
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}
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// Ensure cache is valid immediately after initHaptics()
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cachedHandheldStyle = handheldStyle;
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cachedPlayer1Style = player1Style;
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}
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//void deinitHaptics() {
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// rumbleInitialized = false;
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//}
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void checkAndReinitHaptics() {
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static u32 lastHandheldStyle = 0;
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static u32 lastPlayer1Style = 0;
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const u32 currentHandheldStyle = hidGetNpadStyleSet(HidNpadIdType_Handheld);
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const u32 currentPlayer1Style = hidGetNpadStyleSet(HidNpadIdType_No1);
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// Reinitialize only if something changed (appearance/disappearance or style change)
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//const bool changed =
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// (currentHandheldStyle != lastHandheldStyle) || (currentPlayer1Style != lastPlayer1Style);
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if ((currentHandheldStyle != lastHandheldStyle) || (currentPlayer1Style != lastPlayer1Style)) {
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initHaptics();
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}
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// Update last-known styles for change detection
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lastHandheldStyle = currentHandheldStyle;
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lastPlayer1Style = currentPlayer1Style;
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// Update cached styles used by sendVibration()/rumble paths
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cachedHandheldStyle = currentHandheldStyle;
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cachedPlayer1Style = currentPlayer1Style;
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}
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void rumbleClick() {
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// Use cached style bit instead of querying hid each call
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//const HidVibrationValue* pattern = cachedHandheldStyle ? &clickHandheld : &clickDocked;
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sendVibration(&vibrationStop);
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//if (cachedHandheldStyle) {
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// sendVibration(&clickHandheld);
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// sendVibration(&clickHandheld);
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//} else {
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// sendVibration(&clickDocked);
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// sendVibration(&clickDocked);
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//}
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sendVibration2x(&hapticsPreset);
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clickActive.store(true, std::memory_order_release);
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rumbleStartTick = armGetSystemTick();
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}
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void rumbleDoubleClick() {
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//onst HidVibrationValue* pattern = cachedHandheldStyle ? &clickHandheld : &clickDocked;
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sendVibration(&vibrationStop);
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//if (cachedHandheldStyle) {
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// sendVibration(&clickHandheld);
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// sendVibration(&clickHandheld);
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//} else {
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// sendVibration(&clickDocked);
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// sendVibration(&clickDocked);
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//}
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sendVibration2x(&hapticsPreset);
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doubleClickActive.store(true, std::memory_order_release);
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doubleClickPulse = 1;
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doubleClickTick = armGetSystemTick(); // Set ONCE
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}
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void processRumbleStop(u64 nowNs) {
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if (clickActive.load(std::memory_order_acquire) &&
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nowNs - armTicksToNs(rumbleStartTick) >= RUMBLE_DURATION_NS) {
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sendVibration(&vibrationStop);
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clickActive.store(false, std::memory_order_release);
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}
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}
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void processRumbleDoubleClick(u64 nowNs) {
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if (!doubleClickActive.load(std::memory_order_acquire)) return;
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const u64 elapsed = nowNs - armTicksToNs(doubleClickTick); // Always from original start
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switch (doubleClickPulse) {
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case 1:
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if (elapsed >= DOUBLE_CLICK_PULSE_DURATION_NS) {
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sendVibration(&vibrationStop);
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doubleClickPulse = 2;
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// Don't reset tick!
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}
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break;
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case 2:
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if (elapsed >= DOUBLE_CLICK_PULSE_DURATION_NS + DOUBLE_CLICK_GAP_NS) {
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// Use cached style here too
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//if (cachedHandheldStyle) {
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// sendVibration(&clickHandheld);
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// sendVibration(&clickHandheld);
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//} else {
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// sendVibration(&clickDocked);
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// sendVibration(&clickDocked);
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//}
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sendVibration2x(&hapticsPreset);
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doubleClickPulse = 3;
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// Don't reset tick!
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}
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break;
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case 3:
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if (elapsed >= (DOUBLE_CLICK_PULSE_DURATION_NS * 2) + DOUBLE_CLICK_GAP_NS) {
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sendVibration(&vibrationStop);
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doubleClickActive.store(false, std::memory_order_release);
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doubleClickPulse = 0;
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}
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break;
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}
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}
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void rumbleDoubleClickStandalone() {
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// Standalone uses sleeps, but still use cached style for decision
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//const HidVibrationValue* pattern = cachedHandheldStyle ? &clickHandheld : &clickDocked;
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sendVibration(&vibrationStop);
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//if (cachedHandheldStyle) {
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// sendVibration(&clickHandheld);
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// sendVibration(&clickHandheld);
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//} else {
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// sendVibration(&clickDocked);
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// sendVibration(&clickDocked);
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//}
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sendVibration2x(&hapticsPreset);
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svcSleepThread(DOUBLE_CLICK_PULSE_DURATION_NS);
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sendVibration(&vibrationStop);
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svcSleepThread(DOUBLE_CLICK_GAP_NS);
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//if (cachedHandheldStyle) {
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// sendVibration(&clickHandheld);
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// sendVibration(&clickHandheld);
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//} else {
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// sendVibration(&clickDocked);
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// sendVibration(&clickDocked);
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//}
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sendVibration2x(&hapticsPreset);
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svcSleepThread(DOUBLE_CLICK_PULSE_DURATION_NS);
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sendVibration(&vibrationStop);
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}
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} |