Use the new SDL_GameControllerRumble() API on SDL 2.0.9 to fix rumble on HIDAPI gamepads

This commit is contained in:
Cameron Gutman 2019-12-07 16:17:01 -08:00
parent 7205242f38
commit c8b887fe32
2 changed files with 22 additions and 2 deletions

View File

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

View File

@ -8,10 +8,13 @@
struct GamepadState {
SDL_GameController* controller;
SDL_JoystickID jsId;
short index;
#if !SDL_VERSION_ATLEAST(2, 0, 9)
SDL_Haptic* haptic;
int hapticMethod;
int hapticEffectId;
short index;
#endif
SDL_TimerID mouseEmulationTimer;
uint32_t lastStartDownTime;