Commit Graph

11 Commits

Author SHA1 Message Date
Sam Lantinga d0b87fede6 Added HIDAPI rumble debug info 2021-01-14 23:49:27 -08:00
Sam Lantinga 9130f7c377 Updated copyright for 2021 2021-01-02 10:25:38 -08:00
Sam Lantinga 480c1f9fef Make sure we're not starving report reads when there's lots of rumble 2021-01-01 11:12:36 -08:00
Sam Lantinga cb36189692 Fixed bug 5235 - All internal sources should include SDL_assert.h
Ryan C. Gordon

We should really stick this in SDL_internal.h or something so it's always available.
2020-12-09 07:16:22 -08:00
Sam Lantinga c9723c407f Fixed potential hang in joystick close if the rumble thread is blocked for some reason
It's still possible to hang when shutting down, if the rumble thread is still hung, but it won't block indefinitely at runtime.
2020-12-07 09:38:21 -08:00
Sam Lantinga 549010f2a0 It takes 2 packets to stop audio haptics and start emulated rumble on the PS5 controller 2020-11-20 13:24:49 -08:00
Sam Lantinga 428cfddb4c Fixed crash when a controller is disconnected while rumble is pending 2020-03-04 14:59:44 -08:00
Sam Lantinga 81256207bd Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705

Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.

'volatile' is not meant for thread synchronization.

The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
2020-02-07 11:02:34 -08:00
Sam Lantinga 1d1a35ef64 Fixed Visual Studio build 2020-02-04 16:05:39 -08:00
Sam Lantinga 1bd120266f Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds 2020-02-04 15:42:49 -08:00
Sam Lantinga 02108cf7e5 Added missing files from previous commit 2020-02-04 15:27:25 -08:00