SDL input: unhardcode a few values.

& change effect length to half a second instead of infinite, in futile attempt to avoid runaway rumbles.
This commit is contained in:
Adam D. Moss 2015-01-11 11:57:48 +00:00
parent 63660cb17c
commit 076c2b8ec7
1 changed files with 15 additions and 7 deletions

View File

@ -18,6 +18,14 @@ namespace ciface
namespace SDL namespace SDL
{ {
namespace
{
// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
// range, used for periodic haptic effects though often ignored by devices
const u16 RUMBLE_PERIOD = 10;
const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite
}
static std::string GetJoystickName(int index) static std::string GetJoystickName(int index)
{ {
#if SDL_VERSION_ATLEAST(2, 0, 0) #if SDL_VERSION_ATLEAST(2, 0, 0)
@ -223,25 +231,25 @@ void Joystick::HapticEffect::SetState(ControlState state)
void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state) void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
{ {
m_effect.type = SDL_HAPTIC_CONSTANT; m_effect.type = SDL_HAPTIC_CONSTANT;
m_effect.constant.length = SDL_HAPTIC_INFINITY; m_effect.constant.length = RUMBLE_LENGTH_MAX;
m_effect.constant.level = (Sint16)(state * 0x7FFF); m_effect.constant.level = (Sint16)(state * 0x7FFF);
} }
void Joystick::RampEffect::SetSDLHapticEffect(ControlState state) void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
{ {
m_effect.type = SDL_HAPTIC_RAMP; m_effect.type = SDL_HAPTIC_RAMP;
m_effect.ramp.length = SDL_HAPTIC_INFINITY; m_effect.ramp.length = RUMBLE_LENGTH_MAX;
m_effect.ramp.start = (Sint16)(state * 0x7FFF); m_effect.ramp.start = (Sint16)(state * 0x7FFF);
} }
void Joystick::SineEffect::SetSDLHapticEffect(ControlState state) void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
{ {
m_effect.type = SDL_HAPTIC_SINE; m_effect.type = SDL_HAPTIC_SINE;
m_effect.periodic.period = 1000; m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0; m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000; m_effect.periodic.phase = 18000;
m_effect.periodic.length = SDL_HAPTIC_INFINITY; m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0; m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0; m_effect.periodic.attack_length = 0;
} }
@ -249,11 +257,11 @@ void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state) void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
{ {
m_effect.type = SDL_HAPTIC_TRIANGLE; m_effect.type = SDL_HAPTIC_TRIANGLE;
m_effect.periodic.period = 1000; m_effect.periodic.period = RUMBLE_PERIOD;
m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
m_effect.periodic.offset = 0; m_effect.periodic.offset = 0;
m_effect.periodic.phase = 18000; m_effect.periodic.phase = 18000;
m_effect.periodic.length = SDL_HAPTIC_INFINITY; m_effect.periodic.length = RUMBLE_LENGTH_MAX;
m_effect.periodic.delay = 0; m_effect.periodic.delay = 0;
m_effect.periodic.attack_length = 0; m_effect.periodic.attack_length = 0;
} }
@ -261,7 +269,7 @@ void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state) void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
{ {
m_effect.type = SDL_HAPTIC_LEFTRIGHT; m_effect.type = SDL_HAPTIC_LEFTRIGHT;
m_effect.leftright.length = SDL_HAPTIC_INFINITY; m_effect.leftright.length = RUMBLE_LENGTH_MAX;
// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller // max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000); m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF); m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);