Update SDL3 from 3.2.4 to 3.2.20
This commit is contained in:
@@ -158,8 +158,11 @@ struct joystick_hwdata
|
||||
Uint8 wgi_correlation_count;
|
||||
Uint8 wgi_uncorrelate_count;
|
||||
WindowsGamingInputGamepadState *wgi_slot;
|
||||
struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
|
||||
#endif
|
||||
|
||||
bool triggers_rumbling;
|
||||
|
||||
SDL_RAWINPUT_Device *device;
|
||||
};
|
||||
typedef struct joystick_hwdata RAWINPUT_DeviceContext;
|
||||
@@ -447,7 +450,6 @@ typedef struct WindowsGamingInputGamepadState
|
||||
bool used; // Is currently mapped to an SDL device
|
||||
bool connected; // Just used during update to track disconnected
|
||||
Uint8 correlation_id;
|
||||
struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
|
||||
} WindowsGamingInputGamepadState;
|
||||
|
||||
static struct
|
||||
@@ -909,9 +911,11 @@ static void RAWINPUT_AddDevice(HANDLE hDevice)
|
||||
char *product_string = NULL;
|
||||
WCHAR string[128];
|
||||
|
||||
string[0] = 0;
|
||||
if (SDL_HidD_GetManufacturerString(hFile, string, sizeof(string))) {
|
||||
manufacturer_string = WIN_StringToUTF8W(string);
|
||||
}
|
||||
string[0] = 0;
|
||||
if (SDL_HidD_GetProductString(hFile, string, sizeof(string))) {
|
||||
product_string = WIN_StringToUTF8W(string);
|
||||
}
|
||||
@@ -1026,7 +1030,7 @@ static bool RAWINPUT_JoystickInit(void)
|
||||
{
|
||||
SDL_assert(!SDL_RAWINPUT_inited);
|
||||
|
||||
if (!SDL_GetHintBoolean(SDL_HINT_JOYSTICK_RAWINPUT, true)) {
|
||||
if (!SDL_GetHintBoolean(SDL_HINT_JOYSTICK_RAWINPUT, false)) {
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1459,7 +1463,7 @@ static bool RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency
|
||||
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
|
||||
// Prefer XInput over WGI because it allows rumble in the background
|
||||
if (!rumbled && ctx->xinput_correlated) {
|
||||
if (!rumbled && ctx->xinput_correlated && !ctx->triggers_rumbling) {
|
||||
XINPUT_VIBRATION XVibration;
|
||||
|
||||
if (!XINPUTSETSTATE) {
|
||||
@@ -1477,12 +1481,12 @@ static bool RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency
|
||||
#endif // SDL_JOYSTICK_RAWINPUT_XINPUT
|
||||
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
|
||||
// Save off the motor state in case trigger rumble is started
|
||||
ctx->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
|
||||
ctx->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
|
||||
if (!rumbled && ctx->wgi_correlated) {
|
||||
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
|
||||
HRESULT hr;
|
||||
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
|
||||
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
|
||||
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
|
||||
HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, ctx->vibration);
|
||||
if (SUCCEEDED(hr)) {
|
||||
rumbled = true;
|
||||
}
|
||||
@@ -1504,15 +1508,15 @@ static bool RAWINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_
|
||||
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
|
||||
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
|
||||
|
||||
ctx->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16;
|
||||
ctx->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16;
|
||||
if (ctx->wgi_correlated) {
|
||||
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
|
||||
HRESULT hr;
|
||||
gamepad_state->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16;
|
||||
gamepad_state->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16;
|
||||
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
|
||||
HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, ctx->vibration);
|
||||
if (!SUCCEEDED(hr)) {
|
||||
return SDL_SetError("Setting vibration failed: 0x%lx", hr);
|
||||
}
|
||||
ctx->triggers_rumbling = (left_rumble > 0 || right_rumble > 0);
|
||||
return true;
|
||||
} else {
|
||||
return SDL_SetError("Controller isn't correlated yet, try hitting a button first");
|
||||
|
||||
Reference in New Issue
Block a user