Adds controller haptics
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423ff733af
commit
850aae34ee
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@ -2,14 +2,16 @@
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#include "util.h"
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static SDL_GameController *controller = NULL;
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static SDL_Haptic *haptic = NULL;
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static Uint8 controllerMode = 0;
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void
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gamecontroller_set(SDL_GameController *ctrler)
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{
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controller = ctrler;
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const char *ctrlName = SDL_GameControllerName(controller);
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info("Game controller connected: %s", ctrlName);
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controller = ctrler;
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// Try to determine if this is a PS3/4 controller
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if (ctrlName[0] == 'P' &&
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@ -18,6 +20,30 @@ gamecontroller_set(SDL_GameController *ctrler)
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controllerMode = 2;
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else
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controllerMode = 1;
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haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(controller));
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if (haptic) {
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info("Haptics are supported by controller: %s", ctrlName);
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if (SDL_HapticRumbleInit(haptic) >= 0) {
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info("Haptics enabled for controller: %s", ctrlName);
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}
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else {
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info("Failed to enable haptics for: %s", ctrlName);
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}
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}
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else {
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info("Haptics not supported by controller: %s", ctrlName);
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}
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}
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void
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gamecontroller_rumble(float intensity, Uint32 duration)
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{
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if (!haptic)
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return;
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if (SDL_HapticRumblePlay(haptic, intensity, duration) != 0)
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error("Failed to play rumble: %s", SDL_GetError());
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}
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Uint8
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@ -31,4 +57,6 @@ gamecontroller_close()
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{
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if (controller)
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SDL_GameControllerClose(controller);
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if (haptic)
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SDL_HapticClose(haptic);
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}
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@ -10,6 +10,9 @@ typedef struct GameController {
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void
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gamecontroller_set(SDL_GameController *controller);
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void
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gamecontroller_rumble(float intensity, Uint32 duration);
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Uint8
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gamecontroller_mode(void);
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@ -185,7 +185,7 @@ bool initSDL(void)
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{
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int imgFlags = IMG_INIT_PNG;
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER) < 0)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
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{
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error("Could not initiate SDL2: %s", SDL_GetError());
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return false;
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@ -35,6 +35,7 @@
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#include "actiontextbuilder.h"
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#include "animation.h"
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#include "trap.h"
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#include "gamecontroller.h"
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#ifdef STEAM_BUILD
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#include "steam/steamworks_api_wrapper.h"
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@ -219,6 +220,7 @@ has_collided(Player *player, RoomMatrix *matrix, Vector2d direction)
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player->sprite->pos.x -= TILE_DIMENSION * (int)direction.x;
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player->sprite->pos.y -= TILE_DIMENSION * (int)direction.y;
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gamecontroller_rumble(0.30, 100);
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if (space->monster) {
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on_monster_collision(player, space->monster, matrix, direction);
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} else {
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@ -590,6 +592,8 @@ player_hit(Player *p, unsigned int dmg)
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actiontextbuilder_create_text(msg,
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C_RED,
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&p->sprite->pos);
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gamecontroller_rumble(0.50, 100);
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} else {
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actiontextbuilder_create_text("Dodged",
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C_YELLOW,
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