[rcore] Adds implementation to SetGamepadVibration() on PLATFORM_WEB and updates it on PLATFORM_DESKTOP_SDL to handle duration (#4410)

* Updates SetGamepadVibration()

* Handle MAX_GAMEPAD_VIBRATION_TIME

* Revert low/high parameters back to left/rightMotor

* Fix missin semicolon

* Convert duration to seconds

* Add SetGamepadVibration() implementation to PLATFORM_WEB
This commit is contained in:
Asdqwe
2024-10-21 19:06:37 -03:00
committed by GitHub
parent ae150e9640
commit f8f6aa0907
6 changed files with 41 additions and 16 deletions

View File

@ -953,17 +953,17 @@ int SetGamepadMappings(const char *mappings)
}
// Set gamepad vibration
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
{
// Limit input values to between 0.0f and 1.0f
leftMotor = (0.0f > leftMotor)? 0.0f : leftMotor;
rightMotor = (0.0f > rightMotor)? 0.0f : rightMotor;
leftMotor = (1.0f < leftMotor)? 1.0f : leftMotor;
rightMotor = (1.0f < rightMotor)? 1.0f : rightMotor;
if (IsGamepadAvailable(gamepad))
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0.0f))
{
SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
if (leftMotor < 0.0f) leftMotor = 0.0f;
if (leftMotor > 1.0f) leftMotor = 1.0f;
if (rightMotor < 0.0f) rightMotor = 0.0f;
if (rightMotor > 1.0f) rightMotor = 1.0f;
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(duration*1000.0f));
}
}