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