input_common: Add multiple vibration curves

This commit is contained in:
german77 2021-10-26 23:37:46 -05:00 committed by Narr the Reg
parent 064ddacf49
commit 7348e205d9
2 changed files with 28 additions and 15 deletions

View file

@ -94,7 +94,6 @@ public:
bool RumblePlay(const Input::VibrationStatus vibration) {
constexpr u32 rumble_max_duration_ms = 1000;
if (sdl_controller) {
return SDL_GameControllerRumble(
sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
@ -520,25 +519,31 @@ Input::VibrationError SDLDriver::SetRumble(const PadIdentifier& identifier,
const Input::VibrationStatus vibration) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.Format(), static_cast<int>(identifier.port));
const auto process_amplitude = [](f32 amplitude) {
return (amplitude + std::pow(amplitude, 0.3f)) * 0.5f * 0xFFFF;
const auto process_amplitude_exp = [](f32 amplitude, f32 factor) {
return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF;
};
const Input::VibrationStatus exponential_vibration{
.low_amplitude = process_amplitude(vibration.low_amplitude),
// Default exponential curve for rumble
f32 factor = 0.35f;
// If vibration is set as a linear output use a flatter value
if (vibration.type == Input::VibrationAmplificationType::Linear) {
factor = 0.5f;
}
// Amplitude for HD rumble needs no modification
if (joystick->HasHDRumble()) {
factor = 1.0f;
}
const Input::VibrationStatus new_vibration{
.low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor),
.low_frequency = vibration.low_frequency,
.high_amplitude = process_amplitude(vibration.high_amplitude),
.high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor),
.high_frequency = vibration.high_frequency,
.type = Input::VibrationAmplificationType::Exponential,
};
Input::VibrationStatus new_vibration{};
if (vibration.type == Input::VibrationAmplificationType::Linear || joystick->HasHDRumble()) {
new_vibration = vibration;
} else {
new_vibration = exponential_vibration;
}
if (!joystick->RumblePlay(new_vibration)) {
return Input::VibrationError::Unknown;
}