mirror of https://github.com/encounter/SDL.git
Implemented trigger rumble for raw input controllers
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517be80822
commit
845b903324
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@ -191,6 +191,20 @@ typedef unsigned int uintptr_t;
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#define HAVE_STDDEF_H 1
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#endif
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/* Check to see if we have Windows 10 build environment */
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#if _MSC_VER >= 1911 /* Visual Studio 15.3 */
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#include <sdkddkver.h>
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#if _WIN32_WINNT >= 0x0601 /* Windows 7 */
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#define SDL_WINDOWS7_SDK
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#endif
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#if _WIN32_WINNT >= 0x0602 /* Windows 8 */
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#define SDL_WINDOWS8_SDK
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#endif
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#if _WIN32_WINNT >= 0x0A00 /* Windows 10 */
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#define SDL_WINDOWS10_SDK
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#endif
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#endif /* _MSC_VER >= 1911 */
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/* Enable various audio drivers */
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#define SDL_AUDIO_DRIVER_WASAPI 1
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#define SDL_AUDIO_DRIVER_DSOUND 1
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@ -203,8 +217,8 @@ typedef unsigned int uintptr_t;
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#define SDL_JOYSTICK_HIDAPI 1
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#define SDL_JOYSTICK_RAWINPUT 1
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#define SDL_JOYSTICK_VIRTUAL 1
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#if _MSC_VER >= 1911
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#define SDL_JOYSTICK_WGI 1 /* This requires Windows SDK 10.0.16299.0 or newer */
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#ifdef SDL_WINDOWS10_SDK
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#define SDL_JOYSTICK_WGI 1
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#endif
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#define SDL_JOYSTICK_XINPUT 1
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#define SDL_HAPTIC_DINPUT 1
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@ -229,7 +243,7 @@ typedef unsigned int uintptr_t;
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#ifndef SDL_VIDEO_RENDER_D3D
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#define SDL_VIDEO_RENDER_D3D 1
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#endif
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#if _MSC_VER >= 1911
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#ifdef SDL_WINDOWS7_SDK
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#define SDL_VIDEO_RENDER_D3D11 1
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#endif
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@ -44,10 +44,9 @@
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#include "../../core/windows/SDL_hid.h"
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#include "../hidapi/SDL_hidapijoystick_c.h"
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#ifdef __WIN32__
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#define SDL_JOYSTICK_RAWINPUT_XINPUT
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/* This requires the Windows 10 SDK to build */
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/*#define SDL_JOYSTICK_RAWINPUT_GAMING_INPUT*/
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#ifdef SDL_WINDOWS10_SDK
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#define SDL_JOYSTICK_RAWINPUT_GAMING_INPUT
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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@ -1232,7 +1231,23 @@ RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uin
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static int
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RAWINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
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{
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#if defined(SDL_JOYSTICK_RAWINPUT_GAMING_INPUT)
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RAWINPUT_DeviceContext *ctx = joystick->hwdata;
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if (ctx->wgi_correlated) {
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WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
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HRESULT hr;
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gamepad_state->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16;
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gamepad_state->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
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if (!SUCCEEDED(hr)) {
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return SDL_SetError("Setting vibration failed: 0x%x\n", hr);
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}
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}
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return 0;
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#else
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return SDL_Unsupported();
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#endif
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}
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static SDL_bool
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