Prefer using XInput for rumble over WGI, as it allows rumble in the background

(cherry picked from commit e16a83d393ae1784040519f42c482e2641b971a2)
main
Sam Lantinga 2023-07-07 09:47:03 -07:00
parent 9f19b2bd97
commit ed6dc1cc05
1 changed files with 14 additions and 13 deletions

View File

@ -1276,20 +1276,8 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
#endif
SDL_bool rumbled = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!rumbled && ctx->wgi_correlated) {
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
HRESULT hr;
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
if (SUCCEEDED(hr)) {
rumbled = SDL_TRUE;
}
}
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
/* Prefer XInput over WGI because it allows rumble in the background */
if (!rumbled && ctx->xinput_correlated) {
XINPUT_VIBRATION XVibration;
@ -1307,6 +1295,19 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!rumbled && ctx->wgi_correlated) {
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
HRESULT hr;
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
if (SUCCEEDED(hr)) {
rumbled = SDL_TRUE;
}
}
#endif
if (!rumbled) {
#if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
return SDL_SetError("Controller isn't correlated yet, try hitting a button first");