added cur_controllers mutex for rumble safety
This commit is contained in:
parent
af3c4f4df7
commit
0fd4f8b859
|
@ -26,6 +26,7 @@ static struct {
|
||||||
const Uint8* keys = nullptr;
|
const Uint8* keys = nullptr;
|
||||||
int numkeys = 0;
|
int numkeys = 0;
|
||||||
std::atomic_int32_t mouse_wheel_pos = 0;
|
std::atomic_int32_t mouse_wheel_pos = 0;
|
||||||
|
std::mutex cur_controllers_mutex;
|
||||||
std::vector<SDL_GameController*> cur_controllers{};
|
std::vector<SDL_GameController*> cur_controllers{};
|
||||||
std::unordered_map<SDL_JoystickID, ControllerState> controller_states;
|
std::unordered_map<SDL_JoystickID, ControllerState> controller_states;
|
||||||
std::array<float, 2> rotation_delta{};
|
std::array<float, 2> rotation_delta{};
|
||||||
|
@ -335,6 +336,8 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
|
||||||
void recomp::poll_inputs() {
|
void recomp::poll_inputs() {
|
||||||
InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
|
InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
|
||||||
|
|
||||||
|
{
|
||||||
|
std::lock_guard lock{ InputState.cur_controllers_mutex };
|
||||||
InputState.cur_controllers.clear();
|
InputState.cur_controllers.clear();
|
||||||
|
|
||||||
for (const auto& [id, state] : InputState.controller_states) {
|
for (const auto& [id, state] : InputState.controller_states) {
|
||||||
|
@ -344,6 +347,7 @@ void recomp::poll_inputs() {
|
||||||
InputState.cur_controllers.push_back(controller);
|
InputState.cur_controllers.push_back(controller);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Read the deltas while resetting them to zero.
|
// Read the deltas while resetting them to zero.
|
||||||
{
|
{
|
||||||
|
@ -398,19 +402,24 @@ void recomp::update_rumble() {
|
||||||
|
|
||||||
uint16_t rumble_strength = smooth_rumble * (recomp::get_rumble_strength() * 0xFFFF / 100);
|
uint16_t rumble_strength = smooth_rumble * (recomp::get_rumble_strength() * 0xFFFF / 100);
|
||||||
uint32_t duration = 1000000; // Dummy duration value that lasts long enough to matter as the game will reset rumble on its own.
|
uint32_t duration = 1000000; // Dummy duration value that lasts long enough to matter as the game will reset rumble on its own.
|
||||||
|
{
|
||||||
|
std::lock_guard lock{ InputState.cur_controllers_mutex };
|
||||||
for (const auto& controller : InputState.cur_controllers) {
|
for (const auto& controller : InputState.cur_controllers) {
|
||||||
SDL_GameControllerRumble(controller, 0, rumble_strength, duration);
|
SDL_GameControllerRumble(controller, 0, rumble_strength, duration);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool controller_button_state(int32_t input_id) {
|
bool controller_button_state(int32_t input_id) {
|
||||||
if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) {
|
if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) {
|
||||||
SDL_GameControllerButton button = (SDL_GameControllerButton)input_id;
|
SDL_GameControllerButton button = (SDL_GameControllerButton)input_id;
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
|
{
|
||||||
|
std::lock_guard lock{ InputState.cur_controllers_mutex };
|
||||||
for (const auto& controller : InputState.cur_controllers) {
|
for (const auto& controller : InputState.cur_controllers) {
|
||||||
ret |= SDL_GameControllerGetButton(controller, button);
|
ret |= SDL_GameControllerGetButton(controller, button);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
@ -423,6 +432,8 @@ float controller_axis_state(int32_t input_id) {
|
||||||
bool negative_range = input_id < 0;
|
bool negative_range = input_id < 0;
|
||||||
float ret = 0.0f;
|
float ret = 0.0f;
|
||||||
|
|
||||||
|
{
|
||||||
|
std::lock_guard lock{ InputState.cur_controllers_mutex };
|
||||||
for (const auto& controller : InputState.cur_controllers) {
|
for (const auto& controller : InputState.cur_controllers) {
|
||||||
float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1/32768.0f);
|
float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1/32768.0f);
|
||||||
if (negative_range) {
|
if (negative_range) {
|
||||||
|
@ -430,6 +441,7 @@ float controller_axis_state(int32_t input_id) {
|
||||||
}
|
}
|
||||||
ret += std::clamp(cur_val, 0.0f, 1.0f);
|
ret += std::clamp(cur_val, 0.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return std::clamp(ret, 0.0f, 1.0f);
|
return std::clamp(ret, 0.0f, 1.0f);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue