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Add trigger rumble support to Emscripten joysticks
This PR adds trigger rumble support to the Emscripten joystick backend.
This commit is contained in:
@@ -448,7 +448,6 @@ static SDL_JoystickID EMSCRIPTEN_JoystickGetDeviceInstanceID(int device_index)
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static bool EMSCRIPTEN_JoystickOpen(SDL_Joystick *joystick, int device_index)
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{
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SDL_joylist_item *item = JoystickByDeviceIndex(device_index);
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bool rumble_available = false;
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if (!item) {
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return SDL_SetError("No such device");
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@@ -466,22 +465,24 @@ static bool EMSCRIPTEN_JoystickOpen(SDL_Joystick *joystick, int device_index)
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joystick->nbuttons = item->nbuttons;
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joystick->naxes = item->naxes;
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rumble_available = MAIN_THREAD_EM_ASM_INT({
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let gamepads = navigator['getGamepads']();
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if (!gamepads) {
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return 0;
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}
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let gamepad = gamepads[$0];
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if (!gamepad || !gamepad['vibrationActuator']) {
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return 0;
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}
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return 1;
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item->rumble_available = MAIN_THREAD_EM_ASM_INT({
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let gamepad = navigator['getGamepads']()[$0];
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return gamepad && gamepad['vibrationActuator'] && gamepad['vibrationActuator']['effects']['includes']('dual-rumble');
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}, item->index);
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if (rumble_available) {
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if (item->rumble_available) {
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SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, true);
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}
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item->trigger_rumble_available = MAIN_THREAD_EM_ASM_INT({
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let gamepad = navigator['getGamepads']()[$0];
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return gamepad && gamepad['vibrationActuator'] && gamepad['vibrationActuator']['effects']['includes']('trigger-rumble');
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}, item->index);
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if (item->trigger_rumble_available) {
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SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN, true);
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}
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return true;
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}
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@@ -582,36 +583,49 @@ static SDL_GUID EMSCRIPTEN_JoystickGetDeviceGUID(int device_index)
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return JoystickByDeviceIndex(device_index)->guid;
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}
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static bool EMSCRIPTEN_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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static bool Emscripten_UpdateRumble(SDL_joylist_item *item)
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{
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SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
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// clang-format off
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bool result = MAIN_THREAD_EM_ASM_INT({
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let gamepads = navigator['getGamepads']();
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if (!gamepads) {
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return 0;
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let gamepad = navigator['getGamepads']()[$0];
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if (!gamepad) {
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return false;
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}
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let gamepad = gamepads[$0];
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if (!gamepad || !gamepad['vibrationActuator']) {
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return 0;
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}
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// We check if rumble is available in EMSCRIPTEN_JoystickRumble() and EMSCRIPTEN_JoystickRumbleTriggers().
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// From my testing using "dual-rumble" here covers both main rumble and trigger rumble.
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gamepad['vibrationActuator']['playEffect']('dual-rumble', {
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'startDelay': 0,
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'duration': 3000,
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'weakMagnitude': $2 / 0xFFFF,
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'strongMagnitude': $1 / 0xFFFF,
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'weakMagnitude': $1 / 0xFFFF,
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'strongMagnitude': $2 / 0xFFFF,
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'leftTrigger': $3 / 0xFFFF,
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'rightTrigger': $4 / 0xFFFF,
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});
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return 1;
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}, item->index, low_frequency_rumble, high_frequency_rumble);
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return true;
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}, item->index, item->weak_magnitude_rumble, item->strong_magnitude_rumble, item->left_trigger_rumble, item->right_trigger_rumble);
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return result;
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}
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static bool EMSCRIPTEN_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
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{
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SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
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if (!item || !item->rumble_available) {
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return SDL_Unsupported();
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}
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item->strong_magnitude_rumble = low_frequency_rumble;
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item->weak_magnitude_rumble = high_frequency_rumble;
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return Emscripten_UpdateRumble(item);
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}
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static bool EMSCRIPTEN_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
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{
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return SDL_Unsupported();
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SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
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if (!item || !item->trigger_rumble_available) {
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return SDL_Unsupported();
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}
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item->left_trigger_rumble = left_rumble;
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item->right_trigger_rumble = right_rumble;
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return Emscripten_UpdateRumble(item);
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}
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static bool EMSCRIPTEN_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
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@@ -46,6 +46,12 @@ typedef struct SDL_joylist_item
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double analogButton[64];
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EM_BOOL digitalButton[64];
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Uint8 hat; // there is (currently) only ever one of these, faked from the d-pad buttons.
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bool rumble_available;
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bool trigger_rumble_available;
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Uint16 weak_magnitude_rumble;
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Uint16 strong_magnitude_rumble;
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Uint16 left_trigger_rumble;
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Uint16 right_trigger_rumble;
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struct SDL_joylist_item *next;
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} SDL_joylist_item;
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