Prefer using XInput for rumble over WGI, as it allows rumble in the background
(cherry picked from commit e16a83d393ae1784040519f42c482e2641b971a2)main
parent
9f19b2bd97
commit
ed6dc1cc05
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@ -1276,20 +1276,8 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
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#endif
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SDL_bool rumbled = SDL_FALSE;
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#ifdef SDL_JOYSTICK_RAWINPUT_WGI
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if (!rumbled && 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.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
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gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_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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rumbled = SDL_TRUE;
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}
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}
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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/* Prefer XInput over WGI because it allows rumble in the background */
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if (!rumbled && ctx->xinput_correlated) {
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XINPUT_VIBRATION XVibration;
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@ -1307,6 +1295,19 @@ static int RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
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#ifdef SDL_JOYSTICK_RAWINPUT_WGI
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if (!rumbled && 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.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
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gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_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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rumbled = SDL_TRUE;
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}
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}
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#endif
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if (!rumbled) {
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#if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
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return SDL_SetError("Controller isn't correlated yet, try hitting a button first");
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