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InputCommon: Add support for SDL gamecontroller rumble triggers.
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jordan-woyak committed Jan 22, 2025
1 parent fb512ad commit 8354279
Showing 1 changed file with 29 additions and 11 deletions.
40 changes: 29 additions & 11 deletions Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -187,11 +187,13 @@ class GameController : public Core::Device
};

// 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; }
Expand All @@ -202,23 +204,24 @@ class GameController : public Core::Device
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();
Expand All @@ -231,7 +234,6 @@ class GameController : public Core::Device
}

private:
const char* const m_name;
GameController& m_gc;
Uint16& m_low_state;
Uint16& m_high_state;
Expand Down Expand Up @@ -395,9 +397,18 @@ class GameController : public Core::Device
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;
Expand Down Expand Up @@ -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
Expand Down

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