mirror of
https://github.com/Ryujinx/SDL.git
synced 2025-03-06 18:59:44 +00:00
Prefer using XInput for rumble over WGI, as it allows rumble in the background
This commit is contained in:
parent
a0a3957eb6
commit
e16a83d393
|
@ -1281,20 +1281,8 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
|
|||
#endif
|
||||
SDL_bool rumbled = SDL_FALSE;
|
||||
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
|
||||
if (!rumbled && ctx->wgi_correlated) {
|
||||
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
|
||||
HRESULT hr;
|
||||
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
|
||||
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
|
||||
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
|
||||
if (SUCCEEDED(hr)) {
|
||||
rumbled = SDL_TRUE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
|
||||
/* Prefer XInput over WGI because it allows rumble in the background */
|
||||
if (!rumbled && ctx->xinput_correlated) {
|
||||
XINPUT_VIBRATION XVibration;
|
||||
|
||||
|
@ -1312,6 +1300,19 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
|
|||
}
|
||||
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
|
||||
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
|
||||
if (!rumbled && ctx->wgi_correlated) {
|
||||
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
|
||||
HRESULT hr;
|
||||
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
|
||||
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
|
||||
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
|
||||
if (SUCCEEDED(hr)) {
|
||||
rumbled = SDL_TRUE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!rumbled) {
|
||||
#if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
|
||||
return SDL_SetError("Controller isn't correlated yet, try hitting a button first");
|
||||
|
|
Loading…
Reference in a new issue