Commit graph

23 commits

Author SHA1 Message Date
crueter
7fda6dde73
[common] Switch to boost::unordered_flat containers (#4326)
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.

Also adds an abstraction layer in `Common` so future changes are quicker
and easier.

Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
  ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if

This should be about equal or superior performance as unordered_dense for everything except iteration.

Signed-off-by: crueter <crueter@eden-emu.dev>

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel <lizzie@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-08-31 02:58:09 +02:00
Kaydax
ad2e1cc554
[externals] Update to SDL3 (#3952)
Some checks are pending
tx-src / sources (push) Waiting to run
Check Strings / check-strings (push) Waiting to run
Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support

I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that

Any feedback and help would be appreciated!

Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone

Co-authored-by: crueter <crueter@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Lizzie <lizzie@eden-emu.dev>
2026-05-18 19:07:41 +02:00
lizzie
a8093c2a3c
[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is

in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained

i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee <dravee@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
2026-02-10 03:34:07 +01:00
t895
ebcf0a3415 android: Play vibrations asynchronously 2024-02-23 16:41:59 -05:00
german77
6788dffa53 core: hid: Split SL and SR buttons 2023-11-11 21:03:15 -06:00
Martino Fontana
ef46437605 input_common: set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS to 0
This allows to share the mappings between Nintendo and non-Nintendo controllers.
Breaks the controller configuration for existing users who are using a Nintendo controller.

(Documentation of the hint 92b3c53c92/include/SDL_hints.h (L512-L532))
2023-07-07 21:59:47 +02:00
german77
5cbeb6f1c4 input_common: Use DriverResult on all engines 2023-01-19 18:05:22 -06:00
german77
cddbfe5e67 input_common: Pump sdl events from main thread 2022-11-27 11:09:40 -06:00
german77
96881efdc3 input_common: cache vibration tests 2022-10-21 00:24:08 -05:00
Andrea Pappacoda
6a2efdda2f chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to b2eb103829
2022-07-27 12:53:49 +02:00
german77
93cbaeb605 input_common: sdl: lower vibration frequency and use it's own unique thread 2022-06-28 19:22:16 -05:00
Narr the Reg
d061038994 input_common: Replace usage of string guid to common uuid 2022-06-06 19:56:37 -05:00
Narr the Reg
3cd7b067e0 input_common: Make vibration request async 2022-05-23 12:25:02 -05:00
Narr the Reg
f27e097244 input_common: Map sticks correctly when mapped sideways 2022-03-21 19:39:33 -06:00
german77
353317f31e yuzu: Add controller hotkeys 2022-01-06 21:26:05 -06:00
Lioncash
f41c22d30f input_engine: Pass VibrationStatus by const reference in SetRumble()
Avoids creating copies of the struct where not necessary.
2021-12-13 09:16:10 -05:00
Lioncash
54e164d9de input_engine: std::move engine name where applicable
We can allow the name to be moved into, allowing allocations to be
avoided.
2021-12-13 09:05:50 -05:00
german77
b8b849dc2e input_common: Move button names to the frontend 2021-11-24 20:30:28 -06:00
german77
30de38ee7f kraken: Address comments from review
Fix compiler bug
2021-11-24 20:30:28 -06:00
german77
9f91335a71 kraken: Address comments from review
start lion review
2021-11-24 20:30:26 -06:00
german77
0292fe0198 kraken: Fix errors from rebase and format files 2021-11-24 20:30:24 -06:00
german77
66cf94709a core/hid: Add output devices 2021-11-24 20:30:24 -06:00
german77
9a108578ed input_common: Rewrite SDL 2021-11-24 20:30:23 -06:00
Renamed from src/input_common/sdl/sdl_impl.h (Browse further)