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https://github.com/RetroDECK/Supermodel.git
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Improved way constant force and vibrate effects are combined to control left and right vibration motors under XInput
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@ -1616,25 +1616,39 @@ bool CDirectInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceF
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{
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{
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case FFStop:
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case FFStop:
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// Stop command halts all vibration
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// Stop command halts all vibration
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vibration.wLeftMotorSpeed = 0;
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pInfo->xiConstForceLeft = 0;
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vibration.wRightMotorSpeed = 0;
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pInfo->xiConstForceRight = 0;
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return SUCCEEDED(hr = m_xiSetStatePtr(pInfo->xInputNum, &vibration));
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pInfo->xiVibrateBoth = 0;
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break;
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case FFConstantForce:
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case FFConstantForce:
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// Constant force effect is mapped to either left or right vibration motor depending on its direction and providing it's magnitude
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// Check if constant force effect is disabled
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// is above threshold setting
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if (m_xiConstForceMax == 0)
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if (m_xiConstForceMax == 0)
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return false;
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return false;
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// Constant force effect is mapped to either left or right vibration motor depending on its direction
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negForce = ffCmd.force < 0.0f;
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negForce = ffCmd.force < 0.0f;
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absForce = (negForce ? -ffCmd.force : ffCmd.force);
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absForce = (negForce ? -ffCmd.force : ffCmd.force);
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threshold = (float)m_xiConstForceThreshold / 100.0f;
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threshold = (float)m_xiConstForceThreshold / 100.0f;
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if ((absForce < threshold) && (absForce > 0.001)) // if absForce == 0, must process command to stop controller vibrating
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// Check if constant force effect is being stopped or is below threshold
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return false;
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if (absForce == 0.0f || absForce < threshold)
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if (negForce)
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{
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vibration.wLeftMotorSpeed = min<WORD>(ffCmd.force * (float)(m_xiConstForceMax * XI_VIBRATE_SCALE), XI_VIBRATE_MAX);
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// If so, stop vibration due to force effect
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pInfo->xiConstForceLeft = 0;
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pInfo->xiConstForceRight = 0;
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}
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else if (negForce)
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{
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// If force is negative (to left), set left motor vibrating
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pInfo->xiConstForceLeft = (WORD)(absForce * (float)(m_xiConstForceMax * XI_VIBRATE_SCALE));
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pInfo->xiConstForceRight = 0;
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}
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else
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else
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vibration.wRightMotorSpeed = min<WORD>(ffCmd.force * (float)(m_xiConstForceMax * XI_VIBRATE_SCALE), XI_VIBRATE_MAX);
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{
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return SUCCEEDED(hr = m_xiSetStatePtr(pInfo->xInputNum, &vibration));
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// If force positive (to right), set right motor vibrating
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pInfo->xiConstForceLeft = 0;
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pInfo->xiConstForceRight = (WORD)(absForce * (float)(m_xiConstForceMax * XI_VIBRATE_SCALE));
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}
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break;
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case FFSelfCenter:
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case FFSelfCenter:
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case FFFriction:
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case FFFriction:
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@ -1642,17 +1656,31 @@ bool CDirectInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceF
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return false;
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return false;
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case FFVibrate:
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case FFVibrate:
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// Vibration effect is mapped to both vibration motors
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// Check if vibration effect is disabled
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if (m_xiVibrateMax == 0)
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if (m_xiVibrateMax == 0)
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return false;
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return false;
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vibration.wLeftMotorSpeed = min<WORD>(ffCmd.force * (float)(m_xiVibrateMax * XI_VIBRATE_SCALE), XI_VIBRATE_MAX);
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// Check if vibration effect is being stopped
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vibration.wRightMotorSpeed = min<WORD>(ffCmd.force * (float)(m_xiVibrateMax * XI_VIBRATE_SCALE), XI_VIBRATE_MAX);
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if (ffCmd.force == 0.0f)
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return SUCCEEDED(hr = m_xiSetStatePtr(pInfo->xInputNum, &vibration));
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{
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// If so, stop vibration due to vibration effect
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pInfo->xiVibrateBoth = 0;
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}
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else
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{
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// Otherwise, set both motors vibrating
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pInfo->xiVibrateBoth = (WORD)(ffCmd.force * (float)(m_xiVibrateMax * XI_VIBRATE_SCALE));
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}
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break;
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default:
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default:
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// Unknown feedback command
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// Unknown feedback command
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return false;
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return false;
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}
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}
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// Combine vibration speeds from both constant force effect and vibration effect and set motors in action
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vibration.wLeftMotorSpeed = min<WORD>(pInfo->xiConstForceLeft + pInfo->xiVibrateBoth, XI_VIBRATE_MAX);
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vibration.wRightMotorSpeed = min<WORD>(pInfo->xiConstForceRight + pInfo->xiVibrateBoth, XI_VIBRATE_MAX);
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return SUCCEEDED(hr = m_xiSetStatePtr(pInfo->xInputNum, &vibration));
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}
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}
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else
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else
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{
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{
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@ -49,11 +49,19 @@ struct DIMseState
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struct DIJoyInfo
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struct DIJoyInfo
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{
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{
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// DirectInput details
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GUID guid;
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GUID guid;
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bool isXInput;
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int dInputNum;
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int dInputNum;
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LPDIRECTINPUTEFFECT dInputEffects[NUM_JOY_AXES][NUM_FF_EFFECTS];
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LPDIRECTINPUTEFFECT dInputEffects[NUM_JOY_AXES][NUM_FF_EFFECTS];
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int xInputNum;
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// XInput details
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bool isXInput; // True if joystick is XInput controller
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int xInputNum; // XInput controller number
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// XInput force feedback state
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WORD xiConstForceLeft;
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WORD xiConstForceRight;
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WORD xiVibrateBoth;
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};
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};
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struct DIEnumDevsContext
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struct DIEnumDevsContext
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