CommonHostInterface: Reimplement controller rumble support

Even better than before, supports separate motor control.
This commit is contained in:
Connor McLaughlin
2020-04-14 16:34:39 +10:00
parent 7677c95fa7
commit d9ebb975b2
16 changed files with 242 additions and 38 deletions

View File

@ -161,12 +161,35 @@ bool SDLControllerInterface::OpenGameController(int index)
cd.controller = gcontroller;
cd.player_id = player_id;
cd.joystick_id = joystick_id;
cd.haptic_left_right_effect = -1;
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
cd.haptic = haptic;
else if (haptic)
SDL_HapticClose(haptic);
if (haptic)
{
SDL_HapticEffect ef = {};
ef.leftright.type = SDL_HAPTIC_LEFTRIGHT;
ef.leftright.length = 1000;
int ef_id = SDL_HapticNewEffect(haptic, &ef);
if (ef_id >= 0)
{
cd.haptic = haptic;
cd.haptic_left_right_effect = ef_id;
}
else
{
Log_ErrorPrintf("Failed to create haptic left/right effect: %s", SDL_GetError());
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) != 0)
{
cd.haptic = haptic;
}
else
{
Log_ErrorPrintf("No haptic rumble supported: %s", SDL_GetError());
SDL_HapticClose(haptic);
}
}
}
if (cd.haptic)
Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller));
@ -314,31 +337,52 @@ bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev)
return true;
}
void SDLControllerInterface::UpdateControllerRumble()
u32 SDLControllerInterface::GetControllerRumbleMotorCount(int controller_index)
{
for (auto& cd : m_controllers)
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return 0;
return (it->haptic_left_right_effect >= 0) ? 2 : (it->haptic ? 1 : 0);
}
void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, const float* strengths, u32 num_motors)
{
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return;
// we'll update before this duration is elapsed
static constexpr float MIN_STRENGTH = 0.01f;
static constexpr u32 DURATION = 100000;
SDL_Haptic* haptic = static_cast<SDL_Haptic*>(it->haptic);
if (it->haptic_left_right_effect >= 0 && num_motors > 1)
{
// TODO: FIXME proper binding
if (!cd.haptic || cd.player_id < 0 || cd.player_id >= 2)
continue;
float new_strength = 0.0f;
Controller* controller = GetController(cd.player_id);
if (controller)
if (strengths[0] >= MIN_STRENGTH || strengths[1] >= MIN_STRENGTH)
{
const u32 motor_count = controller->GetVibrationMotorCount();
for (u32 i = 0; i < motor_count; i++)
new_strength = std::max(new_strength, controller->GetVibrationMotorStrength(i));
SDL_HapticEffect ef;
ef.type = SDL_HAPTIC_LEFTRIGHT;
ef.leftright.large_magnitude = static_cast<u32>(strengths[0] * 65535.0f);
ef.leftright.small_magnitude = static_cast<u32>(strengths[1] * 65535.0f);
ef.leftright.length = DURATION;
SDL_HapticUpdateEffect(haptic, it->haptic_left_right_effect, &ef);
SDL_HapticRunEffect(haptic, it->haptic_left_right_effect, SDL_HAPTIC_INFINITY);
}
if (cd.last_rumble_strength == new_strength)
continue;
if (new_strength > 0.01f)
SDL_HapticRumblePlay(static_cast<SDL_Haptic*>(cd.haptic), new_strength, 100000);
else
SDL_HapticRumbleStop(static_cast<SDL_Haptic*>(cd.haptic));
{
SDL_HapticStopEffect(haptic, it->haptic_left_right_effect);
}
}
else
{
float max_strength = 0.0f;
for (u32 i = 0; i < num_motors; i++)
max_strength = std::max(max_strength, strengths[i]);
cd.last_rumble_strength = new_strength;
if (max_strength >= MIN_STRENGTH)
SDL_HapticRumblePlay(haptic, max_strength, DURATION);
else
SDL_HapticRumbleStop(haptic);
}
}