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https://github.com/moonlight-stream/moonlight-qt.git
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Use the new SDL_GameControllerRumble() API on SDL 2.0.9 to fix rumble on HIDAPI gamepads
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@ -112,12 +112,14 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s
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SDL_GetError());
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}
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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if (SDL_InitSubSystem(SDL_INIT_HAPTIC) != 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_InitSubSystem(SDL_INIT_HAPTIC) failed: %s",
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SDL_GetError());
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}
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#endif
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// Initialize the gamepad mask with currently attached gamepads to avoid
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// causing gamepads to unexpectedly disappear and reappear on the host
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@ -141,9 +143,11 @@ SdlInputHandler::~SdlInputHandler()
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Session::get()->notifyMouseEmulationMode(false);
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SDL_RemoveTimer(m_GamepadState[i].mouseEmulationTimer);
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}
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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if (m_GamepadState[i].haptic != nullptr) {
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SDL_HapticClose(m_GamepadState[i].haptic);
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}
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#endif
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if (m_GamepadState[i].controller != nullptr) {
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SDL_GameControllerClose(m_GamepadState[i].controller);
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}
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@ -154,8 +158,10 @@ SdlInputHandler::~SdlInputHandler()
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SDL_RemoveTimer(m_RightButtonReleaseTimer);
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SDL_RemoveTimer(m_DragTimer);
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_QuitSubSystem(SDL_INIT_HAPTIC);
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SDL_assert(!SDL_WasInit(SDL_INIT_HAPTIC));
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#endif
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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SDL_assert(!SDL_WasInit(SDL_INIT_GAMECONTROLLER));
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@ -947,6 +953,8 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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state->controller = controller;
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state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
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state->hapticEffectId = -1;
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state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
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@ -965,6 +973,7 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
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}
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}
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#endif
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
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guidStr, sizeof(guidStr));
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@ -1004,9 +1013,12 @@ void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* eve
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}
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SDL_GameControllerClose(state->controller);
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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if (state->haptic != nullptr) {
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SDL_HapticClose(state->haptic);
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}
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#endif
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// Remove this from the gamepad mask in MC-mode
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if (m_MultiController) {
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@ -1067,6 +1079,11 @@ void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short low
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (m_GamepadState[controllerNumber].controller != nullptr) {
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SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
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}
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#else
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// Check if the controller supports haptics (and if the controller exists at all)
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SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
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if (haptic == nullptr) {
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@ -1110,7 +1127,7 @@ void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short low
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GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
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SDL_HAPTIC_INFINITY);
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}
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#endif
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}
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void SdlInputHandler::handleTouchFingerEvent(SDL_TouchFingerEvent* event)
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@ -8,10 +8,13 @@
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struct GamepadState {
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SDL_GameController* controller;
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SDL_JoystickID jsId;
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short index;
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_Haptic* haptic;
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int hapticMethod;
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int hapticEffectId;
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short index;
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#endif
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SDL_TimerID mouseEmulationTimer;
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uint32_t lastStartDownTime;
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