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SDL: Apply updates immediately rather than going through UpdateOutput
We're going to remove UpdateOutput as it's redundant, and horribly complicates the code.
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@ -33,17 +33,6 @@ class Joystick : public Core::Device
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{
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private:
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#ifdef USE_SDL_HAPTIC
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struct EffectIDState
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{
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EffectIDState() : effect(SDL_HapticEffect()), id(-1), changed(false) {}
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SDL_HapticEffect effect;
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int id;
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bool changed;
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};
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#endif
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class Button : public Core::Device::Input
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{
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public:
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@ -80,62 +69,65 @@ private:
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};
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#ifdef USE_SDL_HAPTIC
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class ConstantEffect : public Output
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class HapticEffect : public Output
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{
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public:
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std::string GetName() const override;
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ConstantEffect(EffectIDState& effect) : m_effect(effect) {}
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void SetState(ControlState state) override;
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private:
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EffectIDState& m_effect;
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HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic), m_id(-1) {}
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~HapticEffect() { m_effect.type = 0; Update(); }
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protected:
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void Update();
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SDL_HapticEffect m_effect;
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SDL_Haptic* m_haptic;
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int m_id;
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};
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class RampEffect : public Output
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class ConstantEffect : public HapticEffect
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{
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public:
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ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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RampEffect(EffectIDState& effect) : m_effect(effect) {}
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void SetState(ControlState state) override;
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private:
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EffectIDState& m_effect;
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};
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class SineEffect : public Output
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class RampEffect : public HapticEffect
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{
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public:
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RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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void SetState(ControlState state) override;
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};
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class SineEffect : public HapticEffect
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{
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public:
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SineEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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SineEffect(EffectIDState& effect) : m_effect(effect) {}
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void SetState(ControlState state) override;
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private:
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EffectIDState& m_effect;
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};
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#ifdef SDL_HAPTIC_SQUARE
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class SquareEffect : public Output
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class SquareEffect : public HapticEffect
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{
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public:
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SquareEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const;
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SquareEffect(EffectIDState& effect) : m_effect(effect) {}
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void SetState(ControlState state);
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private:
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EffectIDState& m_effect;
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};
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#endif // defined(SDL_HAPTIC_SQUARE)
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class TriangleEffect : public Output
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class TriangleEffect : public HapticEffect
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{
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public:
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TriangleEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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TriangleEffect(EffectIDState& effect) : m_effect(effect) {}
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void SetState(ControlState state) override;
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private:
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EffectIDState& m_effect;
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};
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#endif
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public:
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void UpdateInput() override;
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void UpdateOutput() override;
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Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index);
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~Joystick();
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@ -150,7 +142,6 @@ private:
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const unsigned int m_index;
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#ifdef USE_SDL_HAPTIC
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std::list<EffectIDState> m_state_out;
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SDL_Haptic* m_haptic;
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#endif
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};
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