InputCommon: Add support for SDL gamecontroller rumble triggers.

This commit is contained in:
Jordan Woyak 2025-01-21 19:46:27 -06:00
parent fb512adc5f
commit 8354279aae

View File

@ -187,11 +187,13 @@ private:
};
// Rumble
class Motor : public Output
class Rumble : public Output
{
public:
Motor(const char* name, GameController& gc, Uint16* state)
: m_name{name}, m_gc{gc}, m_state{*state}
using UpdateCallback = void (GameController::*)(void);
Rumble(const char* name, GameController& gc, Uint16* state, UpdateCallback update_callback)
: m_name{name}, m_gc{gc}, m_state{*state}, m_update_callback{update_callback}
{
}
std::string GetName() const override { return m_name; }
@ -202,23 +204,24 @@ private:
return;
m_state = new_state;
m_gc.UpdateRumble();
(m_gc.*m_update_callback)();
}
private:
const char* const m_name;
GameController& m_gc;
Uint16& m_state;
UpdateCallback const m_update_callback;
};
class CombinedMotor : public Output
{
public:
CombinedMotor(const char* name, GameController& gc, Uint16* low_state, Uint16* high_state)
: m_name{name}, m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
CombinedMotor(GameController& gc, Uint16* low_state, Uint16* high_state)
: m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
{
}
std::string GetName() const override { return m_name; }
std::string GetName() const override { return "Motor"; }
void SetState(ControlState state) override
{
const auto new_state = state * std::numeric_limits<Uint16>::max();
@ -231,7 +234,6 @@ private:
}
private:
const char* const m_name;
GameController& m_gc;
Uint16& m_low_state;
Uint16& m_high_state;
@ -395,9 +397,18 @@ private:
RUMBLE_LENGTH_MS);
}
void UpdateRumbleTriggers()
{
SDL_GameControllerRumbleTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
RUMBLE_LENGTH_MS);
}
Uint16 m_low_freq_rumble = 0;
Uint16 m_high_freq_rumble = 0;
Uint16 m_trigger_l_rumble = 0;
Uint16 m_trigger_r_rumble = 0;
SDL_GameController* const m_gamecontroller;
std::string m_name;
SDL_Joystick* const m_joystick;
@ -788,9 +799,16 @@ GameController::GameController(SDL_GameController* const gamecontroller,
// Rumble
if (SDL_GameControllerHasRumble(m_gamecontroller))
{
AddOutput(new CombinedMotor("Motor", *this, &m_low_freq_rumble, &m_high_freq_rumble));
AddOutput(new Motor("Motor L", *this, &m_low_freq_rumble));
AddOutput(new Motor("Motor R", *this, &m_high_freq_rumble));
AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
}
if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller))
{
AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
&GameController::UpdateRumbleTriggers));
AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
&GameController::UpdateRumbleTriggers));
}
// Touchpad