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-rw-r--r--src/input_common/sdl/sdl_impl.cpp54
1 files changed, 25 insertions, 29 deletions
diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index 10883e2d9..18fb2ac5e 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -80,30 +80,24 @@ public:
return static_cast<float>(state.axes.at(axis)) / (32767.0f * range);
}
- bool RumblePlay(f32 amp_low, f32 amp_high, u32 time) {
- const u16 raw_amp_low = static_cast<u16>(amp_low * 0xFFFF);
- const u16 raw_amp_high = static_cast<u16>(amp_high * 0xFFFF);
- // Lower drastically the number of state changes
- if (raw_amp_low >> 11 == last_state_rumble_low >> 11 &&
- raw_amp_high >> 11 == last_state_rumble_high >> 11) {
- if (raw_amp_low + raw_amp_high != 0 ||
- last_state_rumble_low + last_state_rumble_high == 0) {
- return false;
- }
- }
- // Don't change state if last vibration was < 20ms
- const auto now = std::chrono::system_clock::now();
- if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_vibration) <
- std::chrono::milliseconds(20)) {
- return raw_amp_low + raw_amp_high == 0;
+ bool RumblePlay(u16 amp_low, u16 amp_high) {
+ using std::chrono::duration_cast;
+ using std::chrono::milliseconds;
+ using std::chrono::steady_clock;
+
+ // Prevent vibrations less than 10ms apart from each other.
+ if (duration_cast<milliseconds>(steady_clock::now() - last_vibration) < milliseconds(10)) {
+ return false;
+ };
+
+ last_vibration = steady_clock::now();
+
+ if (sdl_controller != nullptr) {
+ return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
+ } else if (sdl_joystick != nullptr) {
+ return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0;
}
- last_vibration = now;
- last_state_rumble_low = raw_amp_low;
- last_state_rumble_high = raw_amp_high;
- if (sdl_joystick) {
- SDL_JoystickRumble(sdl_joystick.get(), raw_amp_low, raw_amp_high, time);
- }
return false;
}
@@ -172,13 +166,13 @@ private:
} state;
std::string guid;
int port;
- u16 last_state_rumble_high = 0;
- u16 last_state_rumble_low = 0;
- std::chrono::time_point<std::chrono::system_clock> last_vibration;
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
+ // This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart.
+ std::chrono::steady_clock::time_point last_vibration;
+
// Motion is initialized without PID values as motion input is not aviable for SDL2
MotionInput motion{0.0f, 0.0f, 0.0f};
};
@@ -327,10 +321,12 @@ public:
return joystick->GetButton(button);
}
- bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override {
- const f32 new_amp_low = pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f));
- const f32 new_amp_high = pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f));
- return joystick->RumblePlay(new_amp_low, new_amp_high, 250);
+ bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override {
+ const u16 processed_amp_low =
+ static_cast<u16>(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF);
+ const u16 processed_amp_high =
+ static_cast<u16>(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF);
+ return joystick->RumblePlay(processed_amp_low, processed_amp_high);
}
private: