XInput: Apply Rumble/Motor output only on changes (again)

Disclaimer: I can't test if this works on xbox one controllers, i don't have one. But i have conformed that this UpdateMotors() is related to rumble for emulated wiimotes.

This partially reverts commit "XInput: Apply immediately as well" (1958a10b6f) from pr # https://github.com/dolphin-emu/dolphin/pull/1560

Hopefully this fixes the xbox one controller rumble issue:
https://bugs.dolphin-emu.org/issues/9071

And in theory it might reduce the used usb bandwidth, as it was originally intended before pr 1560.

@JMC47: Please do a good amount of testing, to see if this breaks rumble for wiimotes or gamecube controllers emulated with xinput devices.
This commit is contained in:
mimimi085181 2016-04-21 14:22:48 +02:00
parent bdb9da2104
commit fcd5170cff
2 changed files with 9 additions and 4 deletions

View File

@ -124,8 +124,6 @@ void DeInit()
Device::Device(const XINPUT_CAPABILITIES& caps, u8 index)
: m_subtype(caps.SubType), m_index(index)
{
ZeroMemory(&m_state_out, sizeof(m_state_out));
// XInputGetCaps seems to always claim all capabilities are supported
// but I will leave all this stuff in, incase m$ fixes xinput up a bit
@ -213,7 +211,13 @@ void Device::UpdateInput()
void Device::UpdateMotors()
{
PXInputSetState(m_index, &m_state_out);
// this if statement is to make rumble work better when multiple ControllerInterfaces are using the device
// only calls XInputSetState if the state changed
if (memcmp(&m_state_out, &m_current_state_out, sizeof(m_state_out)))
{
m_current_state_out = m_state_out;
PXInputSetState(m_index, &m_state_out);
}
}
// GET name/source/id

View File

@ -90,7 +90,8 @@ public:
private:
XINPUT_STATE m_state_in;
XINPUT_VIBRATION m_state_out;
XINPUT_VIBRATION m_state_out{};
XINPUT_VIBRATION m_current_state_out{};
const BYTE m_subtype;
const u8 m_index;
};