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