Make XInput haptic code respect effect timeouts.
This is really just a hack until this code expands to be a robust haptic mixer. (This is also untested, beyond compiling. Sorry!) --HG-- extra : rebase_source : 1ea0101273d96c6d82db9b603a575e265d4ee426
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1 changed files with 87 additions and 4 deletions
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@ -23,6 +23,9 @@
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#ifdef SDL_HAPTIC_DINPUT
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#include "SDL_assert.h"
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#include "SDL_thread.h"
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#include "SDL_mutex.h"
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#include "SDL_timer.h"
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#include "SDL_hints.h"
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#include "SDL_haptic.h"
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#include "../SDL_syshaptic.h"
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@ -56,6 +59,10 @@ struct haptic_hwdata
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SDL_bool is_joystick; /* Device is loaded as joystick. */
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Uint8 bXInputHaptic; /* Supports force feedback via XInput. */
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Uint8 userid; /* XInput userid index for this joystick */
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SDL_Thread *thread;
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SDL_mutex *mutex;
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volatile Uint32 stopTicks;
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volatile int stopThread;
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};
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@ -102,6 +109,8 @@ static int SDL_SYS_ToDIEFFECT(SDL_Haptic * haptic, DIEFFECT * dest,
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SDL_HapticEffect * src);
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static void SDL_SYS_HapticFreeDIEFFECT(DIEFFECT * effect, int type);
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static REFGUID SDL_SYS_HapticEffectType(SDL_HapticEffect * effect);
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static int SDLCALL SDL_RunXInputHaptic(void *arg);
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/* Callbacks. */
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static BOOL CALLBACK EnumHapticsCallback(const DIDEVICEINSTANCE *
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pdidInstance, VOID * pContext);
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@ -376,6 +385,7 @@ SDL_SYS_HapticOpenFromInstance(SDL_Haptic * haptic, DIDEVICEINSTANCE instance)
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static int
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SDL_SYS_HapticOpenFromXInput(SDL_Haptic * haptic, Uint8 userid)
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{
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char threadName[32];
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XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */
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XINPUTSETSTATE(userid, &vibration);
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@ -406,6 +416,30 @@ SDL_SYS_HapticOpenFromXInput(SDL_Haptic * haptic, Uint8 userid)
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haptic->hwdata->bXInputHaptic = 1;
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haptic->hwdata->userid = userid;
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haptic->hwdata->mutex = SDL_CreateMutex();
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if (haptic->hwdata->mutex == NULL) {
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SDL_free(haptic->effects);
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SDL_free(haptic->hwdata);
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haptic->effects = NULL;
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return SDL_SetError("Couldn't create XInput haptic mutex");
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}
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SDL_snprintf(threadName, sizeof (threadName), "SDLXInputDev%d", (int) userid);
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#if defined(__WIN32__) && !defined(HAVE_LIBC) /* !!! FIXME: this is nasty. */
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#undef SDL_CreateThread
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haptic->hwdata->thread = SDL_CreateThread(SDL_RunXInputHaptic, threadName, haptic->hwdata, NULL, NULL);
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#else
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haptic->hwdata->thread = SDL_CreateThread(SDL_RunXInputHaptic, threadName, haptic->hwdata);
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#endif
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if (haptic->hwdata->thread == NULL) {
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SDL_DestroyMutex(haptic->hwdata->mutex);
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SDL_free(haptic->effects);
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SDL_free(haptic->hwdata);
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haptic->effects = NULL;
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return SDL_SetError("Couldn't create XInput haptic thread");
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}
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return 0;
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}
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@ -684,7 +718,11 @@ SDL_SYS_HapticClose(SDL_Haptic * haptic)
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haptic->neffects = 0;
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/* Clean up */
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if (!haptic->hwdata->bXInputHaptic) {
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if (haptic->hwdata->bXInputHaptic) {
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haptic->hwdata->stopThread = 1;
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SDL_WaitThread(haptic->hwdata->thread, NULL);
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SDL_DestroyMutex(haptic->hwdata->mutex);
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} else {
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IDirectInputDevice8_Unacquire(haptic->hwdata->device);
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/* Only release if isn't grabbed by a joystick. */
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if (haptic->hwdata->is_joystick == 0) {
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@ -1295,7 +1333,11 @@ SDL_SYS_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect,
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if (haptic->hwdata->bXInputHaptic) {
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XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
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return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS);
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SDL_assert(effect->effect.type == SDL_HAPTIC_SINE); /* should catch this at higher level */
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SDL_LockMutex(haptic->hwdata->mutex);
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haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.periodic.length * iterations);
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SDL_UnlockMutex(haptic->hwdata->mutex);
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return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1;
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}
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/* Check if it's infinite. */
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@ -1324,7 +1366,10 @@ SDL_SYS_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
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if (haptic->hwdata->bXInputHaptic) {
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XINPUT_VIBRATION vibration = { 0, 0 };
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return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS);
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SDL_LockMutex(haptic->hwdata->mutex);
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haptic->hwdata->stopTicks = 0;
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SDL_UnlockMutex(haptic->hwdata->mutex);
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return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
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}
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ret = IDirectInputEffect_Stop(effect->hweffect->ref);
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@ -1483,7 +1528,10 @@ SDL_SYS_HapticStopAll(SDL_Haptic * haptic)
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if (haptic->hwdata->bXInputHaptic) {
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XINPUT_VIBRATION vibration = { 0, 0 };
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return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS);
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SDL_LockMutex(haptic->hwdata->mutex);
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haptic->hwdata->stopTicks = 0;
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SDL_UnlockMutex(haptic->hwdata->mutex);
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return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
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}
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/* Try to stop the effects. */
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@ -1496,6 +1544,41 @@ SDL_SYS_HapticStopAll(SDL_Haptic * haptic)
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return 0;
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}
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/* !!! FIXME: this is a hack, remove this later. */
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/* Since XInput doesn't offer a way to vibrate for X time, we hook into
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* SDL_PumpEvents() to check if it's time to stop vibrating with some
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* frequency.
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* In practice, this works for 99% of use cases. But in an ideal world,
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* we do this in a separate thread so that:
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* - we aren't bound to when the app chooses to pump the event queue.
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* - we aren't adding more polling to the event queue
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* - we can emulate all the haptic effects correctly (start on a delay,
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* mix multiple effects, etc).
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*
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* Mostly, this is here to get rumbling to work, and all the other features
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* are absent in the XInput path for now. :(
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*/
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static int SDLCALL
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SDL_RunXInputHaptic(void *arg)
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{
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struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg;
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while (!hwdata->stopThread) {
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SDL_Delay(50);
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SDL_LockMutex(hwdata->mutex);
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/* If we're currently running and need to stop... */
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if ((hwdata->stopTicks) && (hwdata->stopTicks < SDL_GetTicks())) {
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XINPUT_VIBRATION vibration = { 0, 0 };
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hwdata->stopTicks = 0;
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XINPUTSETSTATE(hwdata->userid, &vibration);
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}
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SDL_UnlockMutex(hwdata->mutex);
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}
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return 0;
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}
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#endif /* SDL_HAPTIC_DINPUT */
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/* vi: set ts=4 sw=4 expandtab: */
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