From 30e0d1c973290f4813b040eecf83ff4a2c7432c3 Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sun, 25 Oct 2020 07:30:23 -0400 Subject: controllers/npad: Remove the old vibration filter Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false. --- src/input_common/sdl/sdl_impl.cpp | 15 --------------- 1 file changed, 15 deletions(-) (limited to 'src/input_common/sdl/sdl_impl.cpp') diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index a2a83cdc9..a9f7e5103 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -81,18 +81,6 @@ public: } bool RumblePlay(u16 amp_low, u16 amp_high) { - using std::chrono::duration_cast; - using std::chrono::milliseconds; - using std::chrono::steady_clock; - - // Block non-zero vibrations less than 10ms apart from each other. - if ((amp_low != 0 || amp_high != 0) && - duration_cast(steady_clock::now() - last_vibration) < milliseconds(10)) { - return false; - } - - last_vibration = steady_clock::now(); - if (sdl_controller) { return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0; } else if (sdl_joystick) { @@ -171,9 +159,6 @@ private: std::unique_ptr 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}; }; -- cgit v1.2.3