mirror of
https://github.com/halpz/re3.git
synced 2024-12-22 17:35:29 +00:00
Add platform specific functions for glfw vibration
With implementation for Switch vibration through libnx hid/pad API
This commit is contained in:
parent
6da20aa723
commit
02ec56e8f7
|
@ -326,6 +326,78 @@ psNativeTextureSupport(void)
|
|||
#define CMDSTR LPSTR
|
||||
#endif
|
||||
|
||||
/*
|
||||
*****************************************************************************
|
||||
*/
|
||||
|
||||
#ifdef GTA_SWITCH
|
||||
|
||||
static HidVibrationValue SwitchVibrationValues[2];
|
||||
static HidVibrationDeviceHandle SwitchVibrationDeviceHandles[2][2];
|
||||
static HidVibrationDeviceHandle SwitchVibrationDeviceGC;
|
||||
|
||||
static PadState SwitchPad;
|
||||
|
||||
Result HidInitializationResult[2];
|
||||
Result HidInitializationGCResult;
|
||||
|
||||
void _psInitializeVibration()
|
||||
{
|
||||
HidInitializationResult[0] = hidInitializeVibrationDevices(SwitchVibrationDeviceHandles[0], 2, HidNpadIdType_Handheld, HidNpadStyleTag_NpadHandheld);
|
||||
if(R_FAILED(HidInitializationResult[0])) {
|
||||
printf("Failed to initialize VibrationDevice for Handheld Mode\n");
|
||||
}
|
||||
HidInitializationResult[1] = hidInitializeVibrationDevices(SwitchVibrationDeviceHandles[1], 2, HidNpadIdType_No1, HidNpadStyleSet_NpadFullCtrl);
|
||||
if(R_FAILED(HidInitializationResult[1])) {
|
||||
printf("Failed to initialize VibrationDevice for Detached Mode\n");
|
||||
}
|
||||
HidInitializationGCResult = hidInitializeVibrationDevices(&SwitchVibrationDeviceGC, 1, HidNpadIdType_No1, HidNpadStyleTag_NpadGc);
|
||||
if(R_FAILED(HidInitializationResult[1])) {
|
||||
printf("Failed to initialize VibrationDevice for GC Mode\n");
|
||||
}
|
||||
|
||||
SwitchVibrationValues[0].freq_low = 160.0f;
|
||||
SwitchVibrationValues[0].freq_high = 320.0f;
|
||||
|
||||
padConfigureInput(1, HidNpadStyleSet_NpadFullCtrl);
|
||||
padInitializeDefault(&SwitchPad);
|
||||
}
|
||||
|
||||
void _psHandleVibration()
|
||||
{
|
||||
padUpdate(&SwitchPad);
|
||||
|
||||
uint8 target_device = padIsHandheld(&SwitchPad) ? 0 : 1;
|
||||
|
||||
if(R_SUCCEEDED(HidInitializationResult[target_device])) {
|
||||
CPad* pad = CPad::GetPad(0);
|
||||
|
||||
// value conversion based on SDL2 switch port
|
||||
SwitchVibrationValues[0].amp_high = SwitchVibrationValues[0].amp_low = pad->ShakeFreq == 0 ? 0.0f : 320.0f;
|
||||
SwitchVibrationValues[0].freq_low = pad->ShakeFreq == 0.0 ? 160.0f : (float)pad->ShakeFreq * 1.26f;
|
||||
SwitchVibrationValues[0].freq_high = pad->ShakeFreq == 0.0 ? 320.0f : (float)pad->ShakeFreq * 1.26f;
|
||||
|
||||
if (pad->ShakeDur < CTimer::GetTimeStepInMilliseconds())
|
||||
pad->ShakeDur = 0;
|
||||
else
|
||||
pad->ShakeDur -= CTimer::GetTimeStepInMilliseconds();
|
||||
if (pad->ShakeDur == 0) pad->ShakeFreq = 0;
|
||||
|
||||
|
||||
if(target_device == 1 && R_SUCCEEDED(HidInitializationGCResult)) {
|
||||
// gamecube rumble
|
||||
hidSendVibrationGcErmCommand(SwitchVibrationDeviceGC, pad->ShakeFreq > 0 ? HidVibrationGcErmCommand_Start : HidVibrationGcErmCommand_Stop);
|
||||
}
|
||||
|
||||
memcpy(&SwitchVibrationValues[1], &SwitchVibrationValues[0], sizeof(HidVibrationValue));
|
||||
hidSendVibrationValues(SwitchVibrationDeviceHandles[target_device], SwitchVibrationValues, 2);
|
||||
}
|
||||
}
|
||||
#else
|
||||
void _psInitializeVibration() {}
|
||||
void _psHandleVibration() {}
|
||||
#endif
|
||||
|
||||
/*
|
||||
*****************************************************************************
|
||||
*/
|
||||
|
@ -410,6 +482,8 @@ psInitialize(void)
|
|||
|
||||
#endif
|
||||
|
||||
_psInitializeVibration();
|
||||
|
||||
gGameState = GS_START_UP;
|
||||
TRACE("gGameState = GS_START_UP");
|
||||
#ifdef _WIN32
|
||||
|
@ -2460,6 +2534,8 @@ void CapturePad(RwInt32 padID)
|
|||
pad->PCTempJoyState.RightStickY = (int32)(rightStickPos.y * 128.0f);
|
||||
}
|
||||
|
||||
_psHandleVibration();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue