* controller: cycle DualSense speaker volume, vibration and trigger intensity in game
Three new input mapping controls cycle the PS5's controller settings in
game (default keys 1, 2 and 3): speaker volume (100% -> off -> 2% -> 12%
-> 42%), vibration intensity and trigger effect intensity (strong -> off
-> weak -> medium). Each starts at full and is not saved.
Changing vibration or trigger intensity re-sends the game's last rumble
and trigger effect, so the change is felt immediately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Clean up controller settings test captures and formatting
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Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Co-authored-by: nmzik <Nmzik@mail.ru>
* audio: play DualSense haptics from vibration audio ports
Games drive the DualSense's actuators through a vibration audio port, one channel per actuator.
These ports had no device, so their samples were dropped. Over USB the DualSense is a 4-channel
audio device whose back channels feed the actuators; play the port's samples there through SDL.
The device is looked up while the port plays, so the controller can be connected at any time. The
queue keeps about the latency of the regular audio path, with the playback rate nudged by up to 3%
when the port is fed off real time.
While haptic audio plays, hold a DualSense's rumble at zero: SDL disables audio haptics whenever
rumble is non-zero.
Add pad_haptics tests for the sample conversion, device-name matching and rate correction.
* Simplify DualSense audio haptics and restore idle rumble
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Co-authored-by: nmzik <Nmzik@mail.ru>
* controller: enable the DualSense HIDAPI driver, light bar and adaptive triggers
Three additions. SDL was opening a DualSense through the generic gamepad path, so SDL_GameControllerHasLED and SDL_GameControllerGetNumTouchpads both reported nothing and no touchpad events ever arrived - enabling the PS5 HIDAPI driver before SDL_InitSubSystem is what makes the light bar and the existing touchpad support reachable. PadSetLightBar validated its arguments and returned OK without touching the pad; it now drives the LED. PadSetTriggerEffect did the same; it now translates the mode and parameters into a DualSense trigger block and sends it.
* controller: fix DualSense effects
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Co-authored-by: nmzik <Nmzik@mail.ru>
Add compact keyboard and mouse mapping with analog-stick defaults and integrate a global remapping editor into the Qt launcher.
Based on the host input remapping work from PR #109.
Co-authored-by: DistantMyth <thetarun3@gmail.com>