Duckstation/src/frontend-common/sdl_input_source.cpp
2022-07-22 21:19:54 +10:00

656 lines
22 KiB
C++

#include "sdl_input_source.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/string_util.h"
#include "core/host.h"
#include "core/host_settings.h"
#include "input_manager.h"
#include <cmath>
#ifdef __APPLE__
#include <dispatch/dispatch.h>
#endif
Log_SetChannel(SDLInputSource);
static const char* s_sdl_axis_names[] = {
"LeftX", // SDL_CONTROLLER_AXIS_LEFTX
"LeftY", // SDL_CONTROLLER_AXIS_LEFTY
"RightX", // SDL_CONTROLLER_AXIS_RIGHTX
"RightY", // SDL_CONTROLLER_AXIS_RIGHTY
"LeftTrigger", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
"RightTrigger", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
static const GenericInputBinding s_sdl_generic_binding_axis_mapping[][2] = {
{GenericInputBinding::LeftStickLeft, GenericInputBinding::LeftStickRight}, // SDL_CONTROLLER_AXIS_LEFTX
{GenericInputBinding::LeftStickUp, GenericInputBinding::LeftStickDown}, // SDL_CONTROLLER_AXIS_LEFTY
{GenericInputBinding::RightStickLeft, GenericInputBinding::RightStickRight}, // SDL_CONTROLLER_AXIS_RIGHTX
{GenericInputBinding::RightStickUp, GenericInputBinding::RightStickDown}, // SDL_CONTROLLER_AXIS_RIGHTY
{GenericInputBinding::Unknown, GenericInputBinding::L2}, // SDL_CONTROLLER_AXIS_TRIGGERLEFT
{GenericInputBinding::Unknown, GenericInputBinding::R2}, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
static const char* s_sdl_button_names[] = {
"A", // SDL_CONTROLLER_BUTTON_A
"B", // SDL_CONTROLLER_BUTTON_B
"X", // SDL_CONTROLLER_BUTTON_X
"Y", // SDL_CONTROLLER_BUTTON_Y
"Back", // SDL_CONTROLLER_BUTTON_BACK
"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
"Start", // SDL_CONTROLLER_BUTTON_START
"LeftStick", // SDL_CONTROLLER_BUTTON_LEFTSTICK
"RightStick", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
"LeftShoulder", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
"RightShoulder", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
"DPadUp", // SDL_CONTROLLER_BUTTON_DPAD_UP
"DPadDown", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
"DPadLeft", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
"DPadRight", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
"Misc1", // SDL_CONTROLLER_BUTTON_MISC1
"Paddle1", // SDL_CONTROLLER_BUTTON_PADDLE1
"Paddle2", // SDL_CONTROLLER_BUTTON_PADDLE2
"Paddle3", // SDL_CONTROLLER_BUTTON_PADDLE3
"Paddle4", // SDL_CONTROLLER_BUTTON_PADDLE4
"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
};
static const GenericInputBinding s_sdl_generic_binding_button_mapping[] = {
GenericInputBinding::Cross, // SDL_CONTROLLER_BUTTON_A
GenericInputBinding::Circle, // SDL_CONTROLLER_BUTTON_B
GenericInputBinding::Square, // SDL_CONTROLLER_BUTTON_X
GenericInputBinding::Triangle, // SDL_CONTROLLER_BUTTON_Y
GenericInputBinding::Select, // SDL_CONTROLLER_BUTTON_BACK
GenericInputBinding::System, // SDL_CONTROLLER_BUTTON_GUIDE
GenericInputBinding::Start, // SDL_CONTROLLER_BUTTON_START
GenericInputBinding::L3, // SDL_CONTROLLER_BUTTON_LEFTSTICK
GenericInputBinding::R3, // SDL_CONTROLLER_BUTTON_RIGHTSTICK
GenericInputBinding::L1, // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
GenericInputBinding::R1, // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
GenericInputBinding::DPadUp, // SDL_CONTROLLER_BUTTON_DPAD_UP
GenericInputBinding::DPadDown, // SDL_CONTROLLER_BUTTON_DPAD_DOWN
GenericInputBinding::DPadLeft, // SDL_CONTROLLER_BUTTON_DPAD_LEFT
GenericInputBinding::DPadRight, // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_MISC1
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE1
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE2
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE3
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE4
GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_TOUCHPAD
};
SDLInputSource::SDLInputSource() = default;
SDLInputSource::~SDLInputSource()
{
DebugAssert(m_controllers.empty());
}
bool SDLInputSource::Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
{
std::optional<std::vector<u8>> controller_db_data = Host::ReadResourceFile("gamecontrollerdb.txt");
if (controller_db_data.has_value())
{
SDL_RWops* ops = SDL_RWFromConstMem(controller_db_data->data(), static_cast<int>(controller_db_data->size()));
if (SDL_GameControllerAddMappingsFromRW(ops, true) < 0)
Log_ErrorPrintf("SDL_GameControllerAddMappingsFromRW() failed: %s", SDL_GetError());
}
else
{
Log_ErrorPrintf("Controller database resource is missing.");
}
LoadSettings(si);
settings_lock.unlock();
SetHints();
bool result = InitializeSubsystem();
settings_lock.lock();
return result;
}
void SDLInputSource::UpdateSettings(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
{
const bool old_controller_enhanced_mode = m_controller_enhanced_mode;
LoadSettings(si);
if (m_controller_enhanced_mode != old_controller_enhanced_mode)
{
settings_lock.unlock();
ShutdownSubsystem();
SetHints();
InitializeSubsystem();
settings_lock.lock();
}
}
void SDLInputSource::Shutdown()
{
ShutdownSubsystem();
}
void SDLInputSource::LoadSettings(SettingsInterface& si)
{
m_controller_enhanced_mode = si.GetBoolValue("InputSources", "SDLControllerEnhancedMode", false);
}
void SDLInputSource::SetHints()
{
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
}
bool SDLInputSource::InitializeSubsystem()
{
int result;
#ifdef __APPLE__
// On macOS, SDL_InitSubSystem runs a main-thread-only call to some GameController framework method
// So send this to be run on the main thread
dispatch_sync_f(dispatch_get_main_queue(), &result, [](void* ctx) {
*static_cast<int*>(ctx) = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
});
#else
result = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
#endif
if (result < 0)
{
Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_JOYSTICK |SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed");
return false;
}
// we should open the controllers as the connected events come in, so no need to do any more here
m_sdl_subsystem_initialized = true;
return true;
}
void SDLInputSource::ShutdownSubsystem()
{
while (!m_controllers.empty())
CloseGameController(m_controllers.begin()->joystick_id);
if (m_sdl_subsystem_initialized)
{
#ifdef __APPLE__
dispatch_sync_f(dispatch_get_main_queue(), nullptr,
[](void*) { SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); });
#else
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
#endif
m_sdl_subsystem_initialized = false;
}
}
void SDLInputSource::PollEvents()
{
for (;;)
{
SDL_Event ev;
if (SDL_PollEvent(&ev))
ProcessSDLEvent(&ev);
else
break;
}
}
std::vector<std::pair<std::string, std::string>> SDLInputSource::EnumerateDevices()
{
std::vector<std::pair<std::string, std::string>> ret;
for (const ControllerData& cd : m_controllers)
{
std::string id(StringUtil::StdStringFromFormat("SDL-%d", cd.player_id));
const char* name = SDL_GameControllerName(cd.game_controller);
if (name)
ret.emplace_back(std::move(id), name);
else
ret.emplace_back(std::move(id), "Unknown Device");
}
return ret;
}
std::optional<InputBindingKey> SDLInputSource::ParseKeyString(const std::string_view& device,
const std::string_view& binding)
{
if (!StringUtil::StartsWith(device, "SDL-") || binding.empty())
return std::nullopt;
const std::optional<s32> player_id = StringUtil::FromChars<s32>(device.substr(4));
if (!player_id.has_value() || player_id.value() < 0)
return std::nullopt;
InputBindingKey key = {};
key.source_type = InputSourceType::SDL;
key.source_index = static_cast<u32>(player_id.value());
if (StringUtil::EndsWith(binding, "Motor"))
{
key.source_subtype = InputSubclass::ControllerMotor;
if (binding == "LargeMotor")
{
key.data = 0;
return key;
}
else if (binding == "SmallMotor")
{
key.data = 1;
return key;
}
else
{
return std::nullopt;
}
}
else if (StringUtil::EndsWith(binding, "Haptic"))
{
key.source_subtype = InputSubclass::ControllerHaptic;
key.data = 0;
return key;
}
else if (binding[0] == '+' || binding[0] == '-')
{
// likely an axis
const std::string_view axis_name(binding.substr(1));
for (u32 i = 0; i < std::size(s_sdl_axis_names); i++)
{
if (axis_name == s_sdl_axis_names[i])
{
// found an axis!
key.source_subtype = InputSubclass::ControllerAxis;
key.data = i;
key.negative = (binding[0] == '-');
return key;
}
}
}
else
{
// must be a button
for (u32 i = 0; i < std::size(s_sdl_button_names); i++)
{
if (binding == s_sdl_button_names[i])
{
key.source_subtype = InputSubclass::ControllerButton;
key.data = i;
return key;
}
}
}
// unknown axis/button
return std::nullopt;
}
std::string SDLInputSource::ConvertKeyToString(InputBindingKey key)
{
std::string ret;
if (key.source_type == InputSourceType::SDL)
{
if (key.source_subtype == InputSubclass::ControllerAxis && key.data < std::size(s_sdl_axis_names))
{
ret = StringUtil::StdStringFromFormat("SDL-%u/%c%s", key.source_index, key.negative ? '-' : '+',
s_sdl_axis_names[key.data]);
}
else if (key.source_subtype == InputSubclass::ControllerButton && key.data < std::size(s_sdl_button_names))
{
ret = StringUtil::StdStringFromFormat("SDL-%u/%s", key.source_index, s_sdl_button_names[key.data]);
}
else if (key.source_subtype == InputSubclass::ControllerMotor)
{
ret = StringUtil::StdStringFromFormat("SDL-%u/%sMotor", key.source_index, key.data ? "Large" : "Small");
}
else if (key.source_subtype == InputSubclass::ControllerHaptic)
{
ret = StringUtil::StdStringFromFormat("SDL-%u/Haptic", key.source_index);
}
}
return ret;
}
bool SDLInputSource::ProcessSDLEvent(const SDL_Event* event)
{
switch (event->type)
{
case SDL_CONTROLLERDEVICEADDED:
{
Log_InfoPrintf("(SDLInputSource) Controller %d inserted", event->cdevice.which);
OpenGameController(event->cdevice.which);
return true;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
Log_InfoPrintf("(SDLInputSource) Controller %d removed", event->cdevice.which);
CloseGameController(event->cdevice.which);
return true;
}
case SDL_CONTROLLERAXISMOTION:
return HandleControllerAxisEvent(&event->caxis);
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
return HandleControllerButtonEvent(&event->cbutton);
default:
return false;
}
}
SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForJoystickId(int id)
{
return std::find_if(m_controllers.begin(), m_controllers.end(),
[id](const ControllerData& cd) { return cd.joystick_id == id; });
}
SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForPlayerId(int id)
{
return std::find_if(m_controllers.begin(), m_controllers.end(),
[id](const ControllerData& cd) { return cd.player_id == id; });
}
int SDLInputSource::GetFreePlayerId() const
{
for (int player_id = 0;; player_id++)
{
size_t i;
for (i = 0; i < m_controllers.size(); i++)
{
if (m_controllers[i].player_id == player_id)
break;
}
if (i == m_controllers.size())
return player_id;
}
return 0;
}
bool SDLInputSource::OpenGameController(int index)
{
SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
SDL_Joystick* joystick = gcontroller ? SDL_GameControllerGetJoystick(gcontroller) : nullptr;
if (!gcontroller || !joystick)
{
Log_ErrorPrintf("(SDLInputSource) Failed to open controller %d", index);
if (gcontroller)
SDL_GameControllerClose(gcontroller);
return false;
}
const int joystick_id = SDL_JoystickInstanceID(joystick);
int player_id = SDL_GameControllerGetPlayerIndex(gcontroller);
if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end())
{
const int free_player_id = GetFreePlayerId();
Log_WarningPrintf("(SDLInputSource) Controller %d (joystick %d) returned player ID %d, which is invalid or in "
"use. Using ID %d instead.",
index, joystick_id, player_id, free_player_id);
player_id = free_player_id;
}
Log_InfoPrintf("(SDLInputSource) Opened controller %d (instance id %d, player id %d): %s", index, joystick_id,
player_id, SDL_GameControllerName(gcontroller));
ControllerData cd = {};
cd.player_id = player_id;
cd.joystick_id = joystick_id;
cd.haptic_left_right_effect = -1;
cd.game_controller = gcontroller;
cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0);
if (cd.use_game_controller_rumble)
{
Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via gamecontroller",
SDL_GameControllerName(gcontroller));
}
else
{
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
if (haptic)
{
SDL_HapticEffect ef = {};
ef.leftright.type = SDL_HAPTIC_LEFTRIGHT;
ef.leftright.length = 1000;
int ef_id = SDL_HapticNewEffect(haptic, &ef);
if (ef_id >= 0)
{
cd.haptic = haptic;
cd.haptic_left_right_effect = ef_id;
}
else
{
Log_WarningPrintf("(SDLInputSource) Failed to create haptic left/right effect: %s", SDL_GetError());
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) != 0)
{
cd.haptic = haptic;
}
else
{
Log_ErrorPrintf("(SDLInputSource) No haptic rumble supported: %s", SDL_GetError());
SDL_HapticClose(haptic);
}
}
}
if (cd.haptic)
Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via haptic", SDL_GameControllerName(gcontroller));
}
if (!cd.haptic && !cd.use_game_controller_rumble)
Log_WarningPrintf("(SDLInputSource) Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
m_controllers.push_back(std::move(cd));
const char* name = SDL_GameControllerName(cd.game_controller);
Host::OnInputDeviceConnected(StringUtil::StdStringFromFormat("SDL-%d", player_id), name ? name : "Unknown Device");
return true;
}
bool SDLInputSource::CloseGameController(int joystick_index)
{
auto it = GetControllerDataForJoystickId(joystick_index);
if (it == m_controllers.end())
return false;
if (it->haptic)
SDL_HapticClose(static_cast<SDL_Haptic*>(it->haptic));
SDL_GameControllerClose(static_cast<SDL_GameController*>(it->game_controller));
const int player_id = it->player_id;
m_controllers.erase(it);
Host::OnInputDeviceDisconnected(StringUtil::StdStringFromFormat("SDL-%d", player_id));
return true;
}
bool SDLInputSource::HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev)
{
auto it = GetControllerDataForJoystickId(ev->which);
if (it == m_controllers.end())
return false;
const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, ev->axis));
const float value = static_cast<float>(ev->value) / (ev->value < 0 ? 32768.0f : 32767.0f);
return InputManager::InvokeEvents(key, value, GenericInputBinding::Unknown);
}
bool SDLInputSource::HandleControllerButtonEvent(const SDL_ControllerButtonEvent* ev)
{
auto it = GetControllerDataForJoystickId(ev->which);
if (it == m_controllers.end())
return false;
const InputBindingKey key(MakeGenericControllerButtonKey(InputSourceType::SDL, it->player_id, ev->button));
const GenericInputBinding generic_key = (ev->button < std::size(s_sdl_generic_binding_button_mapping)) ?
s_sdl_generic_binding_button_mapping[ev->button] :
GenericInputBinding::Unknown;
return InputManager::InvokeEvents(key, (ev->state == SDL_PRESSED) ? 1.0f : 0.0f, generic_key);
}
std::vector<InputBindingKey> SDLInputSource::EnumerateMotors()
{
std::vector<InputBindingKey> ret;
InputBindingKey key = {};
key.source_type = InputSourceType::SDL;
for (ControllerData& cd : m_controllers)
{
key.source_index = cd.player_id;
if (cd.use_game_controller_rumble || cd.haptic_left_right_effect)
{
// two motors
key.source_subtype = InputSubclass::ControllerMotor;
key.data = 0;
ret.push_back(key);
key.data = 1;
ret.push_back(key);
}
else if (cd.haptic)
{
// haptic effect
key.source_subtype = InputSubclass::ControllerHaptic;
key.data = 0;
ret.push_back(key);
}
}
return ret;
}
bool SDLInputSource::GetGenericBindingMapping(const std::string_view& device, GenericInputBindingMapping* mapping)
{
if (!StringUtil::StartsWith(device, "SDL-"))
return false;
const std::optional<s32> player_id = StringUtil::FromChars<s32>(device.substr(4));
if (!player_id.has_value() || player_id.value() < 0)
return false;
ControllerDataVector::iterator it = GetControllerDataForPlayerId(player_id.value());
if (it == m_controllers.end())
return false;
if (it->game_controller)
{
// assume all buttons are present.
const s32 pid = player_id.value();
for (u32 i = 0; i < std::size(s_sdl_generic_binding_axis_mapping); i++)
{
const GenericInputBinding negative = s_sdl_generic_binding_axis_mapping[i][0];
const GenericInputBinding positive = s_sdl_generic_binding_axis_mapping[i][1];
if (negative != GenericInputBinding::Unknown)
mapping->emplace_back(negative, StringUtil::StdStringFromFormat("SDL-%d/-%s", pid, s_sdl_axis_names[i]));
if (positive != GenericInputBinding::Unknown)
mapping->emplace_back(positive, StringUtil::StdStringFromFormat("SDL-%d/+%s", pid, s_sdl_axis_names[i]));
}
for (u32 i = 0; i < std::size(s_sdl_generic_binding_button_mapping); i++)
{
const GenericInputBinding binding = s_sdl_generic_binding_button_mapping[i];
if (binding != GenericInputBinding::Unknown)
mapping->emplace_back(binding, StringUtil::StdStringFromFormat("SDL-%d/%s", pid, s_sdl_button_names[i]));
}
if (it->use_game_controller_rumble || it->haptic_left_right_effect)
{
mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/SmallMotor", pid));
mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/LargeMotor", pid));
}
else
{
mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid));
mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid));
}
return true;
}
else
{
// joysticks, which we haven't implemented yet anyway.
return false;
}
}
void SDLInputSource::UpdateMotorState(InputBindingKey key, float intensity)
{
if (key.source_subtype != InputSubclass::ControllerMotor && key.source_subtype != InputSubclass::ControllerHaptic)
return;
auto it = GetControllerDataForPlayerId(key.source_index);
if (it == m_controllers.end())
return;
it->rumble_intensity[key.data] = static_cast<u16>(intensity * 65535.0f);
SendRumbleUpdate(&(*it));
}
void SDLInputSource::UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity,
float small_intensity)
{
if (large_key.source_index != small_key.source_index || large_key.source_subtype != InputSubclass::ControllerMotor ||
small_key.source_subtype != InputSubclass::ControllerMotor)
{
// bonkers config where they're mapped to different controllers... who would do such a thing?
UpdateMotorState(large_key, large_intensity);
UpdateMotorState(small_key, small_intensity);
return;
}
auto it = GetControllerDataForPlayerId(large_key.source_index);
if (it == m_controllers.end())
return;
it->rumble_intensity[large_key.data] = static_cast<u16>(large_intensity * 65535.0f);
it->rumble_intensity[small_key.data] = static_cast<u16>(small_intensity * 65535.0f);
SendRumbleUpdate(&(*it));
}
void SDLInputSource::SendRumbleUpdate(ControllerData* cd)
{
// we'll update before this duration is elapsed
static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS
if (cd->use_game_controller_rumble)
{
SDL_GameControllerRumble(cd->game_controller, cd->rumble_intensity[0], cd->rumble_intensity[1], DURATION);
return;
}
if (cd->haptic_left_right_effect >= 0)
{
if ((static_cast<u32>(cd->rumble_intensity[0]) + static_cast<u32>(cd->rumble_intensity[1])) > 0)
{
SDL_HapticEffect ef;
ef.type = SDL_HAPTIC_LEFTRIGHT;
ef.leftright.large_magnitude = cd->rumble_intensity[0];
ef.leftright.small_magnitude = cd->rumble_intensity[1];
ef.leftright.length = DURATION;
SDL_HapticUpdateEffect(cd->haptic, cd->haptic_left_right_effect, &ef);
SDL_HapticRunEffect(cd->haptic, cd->haptic_left_right_effect, SDL_HAPTIC_INFINITY);
}
else
{
SDL_HapticStopEffect(cd->haptic, cd->haptic_left_right_effect);
}
}
else
{
const float strength =
static_cast<float>(std::max(cd->rumble_intensity[0], cd->rumble_intensity[1])) * (1.0f / 65535.0f);
if (strength > 0.0f)
SDL_HapticRumblePlay(cd->haptic, strength, DURATION);
else
SDL_HapticRumbleStop(cd->haptic);
}
}
std::unique_ptr<InputSource> InputSource::CreateSDLSource()
{
return std::make_unique<SDLInputSource>();
}