Commit 76cbdaa0 authored by Rémi Bernon's avatar Rémi Bernon Committed by Alexandre Julliard

winebus.sys: Prefer SDL_JoystickRumble over SDL_HAPTIC_LEFTRIGHT.

The SDL_HAPTIC_LEFTRIGHT effect usually involves re-starting the effect on every update, possibly causing intermittent rumble waves instead of a continuous effect. We will also use the newer SDL_JoystickRumbleTriggers function when available, in order to support trigger rumble on the XBox One and DualSense controllers. Signed-off-by: 's avatarRémi Bernon <rbernon@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent d272fc76
......@@ -195,8 +195,7 @@ static BOOL descriptor_add_haptic(struct sdl_device *impl)
impl->effect_support |= WINE_SDL_HAPTIC_RUMBLE;
}
if (!(impl->effect_support & EFFECT_SUPPORT_HAPTICS) && pSDL_JoystickRumble &&
!pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0))
if (pSDL_JoystickRumble && !pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0))
impl->effect_support |= WINE_SDL_JOYSTICK_RUMBLE;
if (impl->effect_support & EFFECT_SUPPORT_HAPTICS)
......@@ -436,21 +435,24 @@ static NTSTATUS sdl_device_haptics_start(struct unix_device *iface, UINT duratio
USHORT left_intensity, USHORT right_intensity)
{
struct sdl_device *impl = impl_from_unix_device(iface);
SDL_HapticEffect effect;
TRACE("iface %p, duration_ms %u, rumble_intensity %u, buzz_intensity %u, left_intensity %u, right_intensity %u.\n",
iface, duration_ms, rumble_intensity, buzz_intensity, left_intensity, right_intensity);
if (!(impl->effect_support & EFFECT_SUPPORT_HAPTICS)) return STATUS_NOT_SUPPORTED;
memset(&effect, 0, sizeof(SDL_HapticEffect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
effect.leftright.length = duration_ms;
effect.leftright.large_magnitude = rumble_intensity;
effect.leftright.small_magnitude = buzz_intensity;
if (impl->effect_support & SDL_HAPTIC_LEFTRIGHT)
if (impl->effect_support & WINE_SDL_JOYSTICK_RUMBLE)
pSDL_JoystickRumble(impl->sdl_joystick, rumble_intensity, buzz_intensity, duration_ms);
else if (impl->effect_support & SDL_HAPTIC_LEFTRIGHT)
{
SDL_HapticEffect effect;
memset(&effect, 0, sizeof(SDL_HapticEffect));
effect.type = SDL_HAPTIC_LEFTRIGHT;
effect.leftright.length = duration_ms;
effect.leftright.large_magnitude = rumble_intensity;
effect.leftright.small_magnitude = buzz_intensity;
if (impl->haptic_effect_id >= 0)
pSDL_HapticDestroyEffect(impl->sdl_haptic, impl->haptic_effect_id);
impl->haptic_effect_id = pSDL_HapticNewEffect(impl->sdl_haptic, &effect);
......@@ -459,13 +461,8 @@ static NTSTATUS sdl_device_haptics_start(struct unix_device *iface, UINT duratio
}
else if (impl->effect_support & WINE_SDL_HAPTIC_RUMBLE)
{
float magnitude = (effect.leftright.large_magnitude + effect.leftright.small_magnitude) / 2.0 / 32767.0;
pSDL_HapticRumblePlay(impl->sdl_haptic, magnitude, effect.leftright.length);
}
else if (impl->effect_support & WINE_SDL_JOYSTICK_RUMBLE)
{
pSDL_JoystickRumble(impl->sdl_joystick, effect.leftright.large_magnitude,
effect.leftright.small_magnitude, duration_ms);
float magnitude = (rumble_intensity + buzz_intensity) / 2.0 / 32767.0;
pSDL_HapticRumblePlay(impl->sdl_haptic, magnitude, duration_ms);
}
return STATUS_SUCCESS;
......@@ -477,12 +474,12 @@ static NTSTATUS sdl_device_haptics_stop(struct unix_device *iface)
TRACE("iface %p.\n", iface);
if (impl->effect_support & SDL_HAPTIC_LEFTRIGHT)
if (impl->effect_support & WINE_SDL_JOYSTICK_RUMBLE)
pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0);
else if (impl->effect_support & SDL_HAPTIC_LEFTRIGHT)
pSDL_HapticStopAll(impl->sdl_haptic);
else if (impl->effect_support & WINE_SDL_HAPTIC_RUMBLE)
pSDL_HapticRumbleStop(impl->sdl_haptic);
else if (impl->effect_support & WINE_SDL_JOYSTICK_RUMBLE)
pSDL_JoystickRumble(impl->sdl_joystick, 0, 0, 0);
return STATUS_SUCCESS;
}
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment