CommonHostInterface: Update rumble every frame regardless of change
Fixes SDL rumble cutting off early when a game sends the same motor strength values every frame over a long duration.
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@ -1055,16 +1055,10 @@ void CommonHostInterface::UpdateControllerRumble()
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if (!controller)
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continue;
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bool changed = false;
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for (u32 i = 0; i < rumble.num_motors; i++)
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{
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const float strength = controller->GetVibrationMotorStrength(i);
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changed |= (strength != rumble.last_strength[i]);
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rumble.last_strength[i] = strength;
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}
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rumble.last_strength[i] = controller->GetVibrationMotorStrength(i);
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if (changed)
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rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
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rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
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}
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}
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@ -1072,15 +1066,10 @@ void CommonHostInterface::StopControllerRumble()
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{
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for (ControllerRumbleState& rumble : m_controller_vibration_motors)
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{
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bool changed = false;
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for (u32 i = 0; i < rumble.num_motors; i++)
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{
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changed |= (rumble.last_strength[i] != 0.0f);
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rumble.last_strength[i] = 0.0f;
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}
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if (changed)
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rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
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rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
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}
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}
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@ -710,7 +710,7 @@ void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, c
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return;
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// we'll update before this duration is elapsed
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static constexpr u32 DURATION = 1000;
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static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (it->use_game_controller_rumble)
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