merge cafeberry/main (keep ported KBM input)

This commit is contained in:
qloak committed 2026-09-14 18:42:04 -07:00
commit e5530005a2
50 files changed
+1938 -547

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+10 -9
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@@ -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;
};
+28 -5
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@@ -27,10 +27,11 @@ SOFTWARE.
CInput InternalInputManager;
bool m_SelectBackSwapped = false;
CInput::CInput()
{
m_Keyboard = CKeyboard();
m_bSelectBackSwapped = false;
m_uiSigninJoypadMask = 0;
for (int i = 0; i < 4; ++i)
m_bIsMenuDisplayed[i] = 0;
@@ -148,6 +149,11 @@ 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;
@@ -316,7 +322,21 @@ unsigned int CInput::GetGameJoypadMaps(unsigned char ucMap, unsigned char ucActi
//str1k3r - renamed to match the Orbis Input lib, why did i rename it cause tism
EControllerType CInput::GetControllerType(int iPad)
{
return GetControllerName(SDL_GetGamepadType(m_Joypads[iPad].m_pGamepad)); // str1k3r - magic we return it :shocked:
//str1k3r - if the pad is connected then check the type, if we are the same type or we arent connected return the last type
if(InternalInputManager.IsPadConnected(iPad))
{
EControllerType ControllerType = GetControllerName(SDL_GetGamepadType(m_Joypads[iPad].m_pGamepad));
if(ControllerType != m_LastControllerType)
{
m_LastControllerType = ControllerType;
return ControllerType;
}
return m_LastControllerType;
}
return m_LastControllerType;
}
void CInput::SetJoypadMapVal(int iPad, unsigned char ucMap)
@@ -404,12 +424,15 @@ bool CInput::IsPadConnected(int iPad)
void CInput::SetSelectBackSwapped(bool swapped)
{
m_SelectBackSwapped = swapped;
if(m_bSelectBackSwapped != swapped)
{
m_bSelectBackSwapped = swapped;
}
}
bool CInput::IsSelectBackSwapped()
{
return m_SelectBackSwapped;
return m_bSelectBackSwapped;
}
bool CInput::IsPadActive(int iPad)
+3
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@@ -169,10 +169,13 @@ public:
unsigned int **m_JoypadMap;
bool m_bSelectBackSwapped;
bool m_bJoypadMapArrayIsSetup;
unsigned int m_uiSigninJoypadMask;
bool m_bIsMenuDisplayed[MAX_JOYPADS];
EControllerType m_LastControllerType;
CForceFeedback m_ForceFeedback;
CKeyboard m_Keyboard;