CommonHostInterface: Update rumble every frame regardless of change

Fixes SDL rumble cutting off early when a game sends the same motor
strength values every frame over a long duration.
This commit is contained in:
Albert Liu 2021-01-07 18:30:43 -08:00
parent 4cc2883224
commit d860c14267
2 changed files with 4 additions and 15 deletions

View file

@ -1055,15 +1055,9 @@ void CommonHostInterface::UpdateControllerRumble()
if (!controller)
continue;
bool changed = false;
for (u32 i = 0; i < rumble.num_motors; i++)
{
const float strength = controller->GetVibrationMotorStrength(i);
changed |= (strength != rumble.last_strength[i]);
rumble.last_strength[i] = strength;
}
rumble.last_strength[i] = controller->GetVibrationMotorStrength(i);
if (changed)
rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
}
}
@ -1072,14 +1066,9 @@ void CommonHostInterface::StopControllerRumble()
{
for (ControllerRumbleState& rumble : m_controller_vibration_motors)
{
bool changed = false;
for (u32 i = 0; i < rumble.num_motors; i++)
{
changed |= (rumble.last_strength[i] != 0.0f);
rumble.last_strength[i] = 0.0f;
}
if (changed)
rumble.update_callback(rumble.last_strength.data(), rumble.num_motors);
}
}

View file

@ -710,7 +710,7 @@ void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, c
return;
// we'll update before this duration is elapsed
static constexpr u32 DURATION = 1000;
static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (it->use_game_controller_rumble)