mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
Make the TriggerVibrationvibration behave closer to real steam.
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b3a5102a3c
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@ -262,6 +262,7 @@ STEAMAPI_API void S_CALLTYPE SteamAPI_Shutdown()
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PRINT_DEBUG("SteamAPI_Shutdown\n");
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get_steam_client()->clientShutdown();
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get_steam_client()->BReleaseSteamPipe(user_steam_pipe);
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get_steam_client()->BShutdownIfAllPipesClosed();
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user_steam_pipe = 0;
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--global_counter;
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old_user_instance = NULL;
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@ -652,6 +653,7 @@ STEAMAPI_API void SteamGameServer_Shutdown()
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PRINT_DEBUG("SteamGameServer_Shutdown\n");
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get_steam_client()->serverShutdown();
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get_steam_client()->BReleaseSteamPipe(server_steam_pipe);
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get_steam_client()->BShutdownIfAllPipesClosed();
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server_steam_pipe = 0;
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--global_counter;
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g_pSteamClientGameServer = NULL; //TODO: check if this actually gets nulled when SteamGameServer_Shutdown is called
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@ -794,9 +794,14 @@ bool Steam_Client::BShutdownIfAllPipesClosed()
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{
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PRINT_DEBUG("BShutdownIfAllPipesClosed\n");
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if (!steam_pipes.size()) {
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if (background_keepalive.joinable()) {
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bool joinable = background_keepalive.joinable();
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if (joinable) {
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kill_background_thread = true;
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kill_background_thread_cv.notify_one();
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}
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steam_controller->Shutdown();
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if (joinable) {
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background_keepalive.join();
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}
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@ -63,6 +63,19 @@ struct Controller_Action {
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}
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};
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struct Rumble_Thread_Data {
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std::condition_variable rumble_thread_cv;
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std::atomic_bool kill_rumble_thread;
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std::mutex rumble_mutex;
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struct Rumble_Data {
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unsigned short left, right, last_left, last_right;
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unsigned int rumble_length_ms;
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bool new_data;
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} data[GAMEPAD_COUNT];
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};
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enum EXTRA_GAMEPAD_BUTTONS {
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BUTTON_LTRIGGER = BUTTON_COUNT + 1,
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BUTTON_RTRIGGER = BUTTON_COUNT + 2,
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@ -146,6 +159,9 @@ public ISteamInput
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std::map<EInputActionOrigin, std::string> steaminput_glyphs;
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std::map<EControllerActionOrigin, std::string> steamcontroller_glyphs;
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std::thread background_rumble_thread;
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Rumble_Thread_Data *rumble_thread_data;
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bool disabled;
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bool initialized;
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@ -210,6 +226,66 @@ public ISteamInput
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public:
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static void background_rumble(Rumble_Thread_Data *data)
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{
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std::mutex mtx;
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std::unique_lock<std::mutex> lck(mtx);
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bool rumbled = false;
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while (true) {
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bool new_data = false;
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if (rumbled) {
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std::this_thread::sleep_for(std::chrono::milliseconds(20));
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data->rumble_mutex.lock();
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for (int i = 0; i < GAMEPAD_COUNT; ++i) {
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if (data->data[i].new_data) {
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new_data = true;
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break;
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}
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}
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data->rumble_mutex.unlock();
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if (data->kill_rumble_thread) {
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return;
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}
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}
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bool x = new_data || data->rumble_thread_cv.wait_for(lck, std::chrono::milliseconds(100)) != std::cv_status::timeout;
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if (data->kill_rumble_thread) {
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return;
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}
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rumbled = false;
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while (true) {
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unsigned short left, right;
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unsigned int rumble_length_ms;
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int gamepad = -1;
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data->rumble_mutex.lock();
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for (int i = 0; i < GAMEPAD_COUNT; ++i) {
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if (data->data[i].new_data) {
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left = data->data[i].left;
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right = data->data[i].right;
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rumble_length_ms = data->data[i].rumble_length_ms;
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data->data[i].new_data = false;
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if (data->data[i].last_left != left || data->data[i].last_right != right) {
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gamepad = i;
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data->data[i].last_left = left;
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data->data[i].last_right = right;
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break;
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}
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}
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}
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data->rumble_mutex.unlock();
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if (gamepad == -1) {
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break;
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}
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GamepadSetRumble((GAMEPAD_DEVICE)gamepad, ((double)left) / 65535.0, ((double)right) / 65535.0, rumble_length_ms);
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rumbled = true;
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}
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}
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}
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static void steam_run_every_runcb(void *object)
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{
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PRINT_DEBUG("steam_controller_run_every_runcb\n");
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@ -235,6 +311,7 @@ Steam_Controller(class Settings *settings, class SteamCallResults *callback_resu
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~Steam_Controller()
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{
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//TODO rm network callbacks
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//TODO rumble thread
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this->run_every_runcb->remove(&Steam_Controller::steam_run_every_runcb, this);
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}
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@ -243,7 +320,7 @@ bool Init()
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{
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PRINT_DEBUG("Steam_Controller::Init()\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled) {
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if (disabled || initialized) {
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return true;
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}
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@ -261,6 +338,9 @@ bool Init()
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controllers.insert(std::pair<ControllerHandle_t, struct Controller_Action>(i, cont_action));
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}
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rumble_thread_data = new Rumble_Thread_Data();
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background_rumble_thread = std::thread(background_rumble, rumble_thread_data);
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initialized = true;
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return true;
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}
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@ -275,11 +355,17 @@ bool Shutdown()
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{
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PRINT_DEBUG("Steam_Controller::Shutdown()\n");
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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if (disabled) {
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if (disabled || !initialized) {
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return true;
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}
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controllers = std::map<ControllerHandle_t, struct Controller_Action>();
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rumble_thread_data->kill_rumble_thread = true;
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rumble_thread_data->rumble_thread_cv.notify_one();
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background_rumble_thread.join();
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delete rumble_thread_data;
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GamepadShutdown();
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initialized = false;
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return true;
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}
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@ -350,6 +436,7 @@ ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName )
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auto set_handle = action_handles.find(upper_action_name);
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if (set_handle == action_handles.end()) return 0;
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PRINT_DEBUG("Steam_Controller::GetActionSetHandle %s ret %llu\n", pszActionSetName, set_handle->second);
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return set_handle->second;
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}
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@ -417,6 +504,7 @@ ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionNam
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auto handle = digital_action_handles.find(upper_action_name);
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if (handle == digital_action_handles.end()) return 0;
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PRINT_DEBUG("Steam_Controller::GetDigitalActionHandle %s ret %llu\n", pszActionName, handle->second);
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return handle->second;
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}
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@ -762,7 +850,16 @@ void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLef
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//FIXME: shadow of the tomb raider on linux doesn't seem to turn off the rumble so I made it expire after 100ms. Need to check if this is how linux steam actually behaves.
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rumble_length_ms = 100;
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#endif
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GamepadSetRumble((GAMEPAD_DEVICE)(controllerHandle - 1), ((double)usLeftSpeed) / 65535.0, ((double)usRightSpeed) / 65535.0, rumble_length_ms);
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unsigned gamepad_device = (controllerHandle - 1);
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if (gamepad_device > GAMEPAD_COUNT) return;
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rumble_thread_data->rumble_mutex.lock();
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rumble_thread_data->data[gamepad_device].new_data = true;
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rumble_thread_data->data[gamepad_device].left = usLeftSpeed;
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rumble_thread_data->data[gamepad_device].right = usRightSpeed;
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rumble_thread_data->data[gamepad_device].rumble_length_ms = rumble_length_ms;
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rumble_thread_data->rumble_mutex.unlock();
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rumble_thread_data->rumble_thread_cv.notify_one();
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}
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