feat: SDL3 for rumble & PS touchpad thingy

This commit is contained in:
2026-09-14 21:27:48 -04:00
parent 0c3536ab2f
commit f85bdd8a45
4 changed files with 22 additions and 12 deletions
+10 -9
View File
@@ -85,8 +85,8 @@ void CForceFeedback::AddRumble(unsigned int uiPad, WORD leftMotorSpeed, WORD rig
QueryPerformanceCounter(&qwCurrentTime);
pRumble->m_TimeLeft = (m_TicksPerSecond * fSeconds) + qwCurrentTime.QuadPart;
pRumble->m_RumbleData.wLeftMotorSpeed = leftMotorSpeed;
pRumble->m_RumbleData.wRightMotorSpeed = rightMotorSpeed;
pRumble->m_LowFreqRumble = leftMotorSpeed;
pRumble->m_HighFreqRumble = rightMotorSpeed;
pRumble->m_Pad = uiPad;
m_RumbleList.AddToTail(pRumble);
@@ -108,14 +108,15 @@ void CForceFeedback::Tick(void)
LinkedList::_LL_NODE *pRumbleNode = m_RumbleList.m_Head;
while (pRumbleNode)
{
if (pRumbleNode->GetDataAs<RUMBLE_EFFECT>()->m_TimeLeft <= qwCurrentTime.QuadPart)
RUMBLE_EFFECT *pRumble = pRumbleNode->GetDataAs<RUMBLE_EFFECT>();
SDL_Gamepad* m_pGamepad = SDL_GetGamepadFromPlayerIndex(pRumble->m_Pad);
if (pRumble->m_TimeLeft <= qwCurrentTime.QuadPart)
{
RUMBLE_EFFECT *pRumble = pRumbleNode->GetDataAs<RUMBLE_EFFECT>();
pRumble->m_LowFreqRumble = 0;
pRumble->m_HighFreqRumble = 0;
pRumble->m_RumbleData.wLeftMotorSpeed = 0;
pRumble->m_RumbleData.wRightMotorSpeed = 0;
XInputSetState(pRumble->m_Pad, &pRumble->m_RumbleData);
if (m_pGamepad != nullptr) SDL_RumbleGamepad(m_pGamepad, 0, 0, 0);
m_RumbleList.RemoveNode(pRumbleNode);
@@ -127,7 +128,7 @@ void CForceFeedback::Tick(void)
}
else
{
XInputSetState(pRumbleNode->GetDataAs<RUMBLE_EFFECT>()->m_Pad, &pRumbleNode->GetDataAs<RUMBLE_EFFECT>()->m_RumbleData);
if (m_pGamepad != nullptr) SDL_RumbleGamepad(m_pGamepad, pRumble->m_LowFreqRumble, pRumble->m_HighFreqRumble, 30000);
pRumbleNode = pRumbleNode->m_Next;
}
}
+4 -2
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@@ -24,6 +24,7 @@ SOFTWARE.
*/
#include "LinkedList.h"
#include "SDL3\SDL_gamepad.h"
#define MAX_EFFECTS 10
@@ -38,9 +39,10 @@ public:
struct RUMBLE_EFFECT
{
DWORD m_Pad;
int m_Pad;
uint64_t m_TimeLeft;
XINPUT_VIBRATION m_RumbleData;
uint16_t m_LowFreqRumble;
uint16_t m_HighFreqRumble;
WORD unk;
};
+5
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@@ -148,6 +148,11 @@ void CInput::SetJoypadValues(JOYPAD *pThisPad)
pThisPad->m_uiButtons |= _360_JOY_BUTTON_BACK;
}
if (SDL_GetGamepadButton(pGamePad, SDL_GAMEPAD_BUTTON_TOUCHPAD))
{
pThisPad->m_uiButtons |= _PS_JOY_BUTTON_TOUCHPAD;
}
if (SDL_GetGamepadButton(pGamePad, SDL_GAMEPAD_BUTTON_LEFT_STICK))
{
pThisPad->m_uiButtons |= _360_JOY_BUTTON_LTHUMB;
+3 -1
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@@ -1,6 +1,5 @@
#pragma once
#define MAP_STYLE_0 0
#define MAP_STYLE_1 1
#define MAP_STYLE_2 2
@@ -36,6 +35,9 @@
#define _360_JOY_BUTTON_RT 0x00400000
#define _360_JOY_BUTTON_LT 0x00800000
//str1k3r - DualShock 4 / DualSense Touchpad
#define _PS_JOY_BUTTON_TOUCHPAD _360_JOY_BUTTON_BACK
// Stick axis maps - to allow changes for SouthPaw in-game axis mapping
#define AXIS_MAP_LX 0
#define AXIS_MAP_LY 1