Fixes Rumble Strength for XInput

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4933 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2010-01-23 13:34:18 +00:00
parent 6b2466c869
commit 135b1a33cc
6 changed files with 18 additions and 19 deletions

View File

@ -80,8 +80,8 @@ void PAD_Rumble(u8 _numPAD, unsigned int _uType)
unsigned int Strength = 0;
if (_uType == 1)
{
Strength = 1000 * (WiiMapping[_numPAD].RumbleStrength);
Strength = Strength > 10000 ? 10000 : Strength;
Strength = WiiMapping[_numPAD].RumbleStrength;
Strength = Strength > 100 ? 100 : Strength;
}
if (WiiMapping[_numPAD].TriggerType == InputCommon::CTL_TRIGGER_XINPUT)
@ -96,8 +96,8 @@ void Rumble_XInput(int _ID, unsigned int _Strength)
{
#ifdef _WIN32
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = _Strength;
vib.wRightMotorSpeed = _Strength;
vib.wLeftMotorSpeed = 0xFFFF / 100 * _Strength;
vib.wRightMotorSpeed = 0xFFFF / 100 * _Strength;
XInputSetState(_ID, &vib);
#endif
}
@ -119,7 +119,7 @@ void Rumble_DInput(int _ID, unsigned int _Strength)
pRumble[_ID].g_pDevice->Acquire();
}
SetDeviceForcesXY(_ID, _Strength);
SetDeviceForcesXY(_ID, _Strength * 100);
}
HRESULT InitRumble(HWND hWnd)
@ -273,8 +273,7 @@ BOOL CALLBACK EnumFFDevicesCallback(const DIDEVICEINSTANCE* pInst, VOID* pContex
{
// a DInput device is created even if rumble is disabled on startup
// this way, you can toggle the rumble setting while in game
//if (WiiMapping[i].enabled) // && WiiMapping[i].Rumble
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
pRumble[i].g_pDevice = pDevice; // everything looks good, save the DInput device
}
}