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https://github.com/cemu-project/DS4Windows.git
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Change how haptic state changes happen
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@ -304,7 +304,8 @@ namespace DS4Windows
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if (tempLightBarOnDuration != haptics.LightBarFlashDurationOn && tempLightBarOnDuration != 1 && haptics.LightBarFlashDurationOn == 0)
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haptics.LightBarFlashDurationOff = haptics.LightBarFlashDurationOn = 1;
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device.pushHapticState(ref haptics);
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device.SetHapticState(ref haptics);
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//device.pushHapticState(ref haptics);
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}
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public static bool defaultLight = false, shuttingdown = false;
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@ -1140,8 +1140,9 @@ namespace DS4Windows
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private unsafe void sendOutputReport(bool synchronous, bool force = false)
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{
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setTestRumble();
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setHapticState();
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MergeStates();
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//setTestRumble();
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//setHapticState();
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bool quitOutputThread = false;
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bool usingBT = conType == ConnectionType.BT;
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@ -1156,13 +1157,13 @@ namespace DS4Windows
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outReportBuffer[1] = (byte)(0x80 | btPollRate); // input report rate
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// enable rumble (0x01), lightbar (0x02), flash (0x04)
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outReportBuffer[3] = 0xf7;
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outReportBuffer[6] = rightLightFastRumble; // fast motor
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outReportBuffer[7] = leftHeavySlowRumble; // slow motor
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outReportBuffer[8] = ligtBarColor.red; // red
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outReportBuffer[9] = ligtBarColor.green; // green
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outReportBuffer[10] = ligtBarColor.blue; // blue
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outReportBuffer[11] = ledFlashOn; // flash on duration
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outReportBuffer[12] = ledFlashOff; // flash off duration
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outReportBuffer[6] = currentHap.RumbleMotorStrengthRightLightFast; // fast motor
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outReportBuffer[7] = currentHap.RumbleMotorStrengthLeftHeavySlow; // slow motor
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outReportBuffer[8] = currentHap.LightBarColor.red; // red
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outReportBuffer[9] = currentHap.LightBarColor.green; // green
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outReportBuffer[10] = currentHap.LightBarColor.blue; // blue
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outReportBuffer[11] = currentHap.LightBarFlashDurationOn; // flash on duration
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outReportBuffer[12] = currentHap.LightBarFlashDurationOff; // flash off duration
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fixed (byte* byteR = outputReport, byteB = outReportBuffer)
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{
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@ -1175,13 +1176,13 @@ namespace DS4Windows
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outReportBuffer[0] = 0x05;
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// enable rumble (0x01), lightbar (0x02), flash (0x04)
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outReportBuffer[1] = 0xf7;
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outReportBuffer[4] = rightLightFastRumble; // fast motor
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outReportBuffer[5] = leftHeavySlowRumble; // slow motor
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outReportBuffer[6] = ligtBarColor.red; // red
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outReportBuffer[7] = ligtBarColor.green; // green
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outReportBuffer[8] = ligtBarColor.blue; // blue
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outReportBuffer[9] = ledFlashOn; // flash on duration
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outReportBuffer[10] = ledFlashOff; // flash off duration
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outReportBuffer[4] = currentHap.RumbleMotorStrengthRightLightFast; // fast motor
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outReportBuffer[5] = currentHap.RumbleMotorStrengthLeftHeavySlow; // slow motor
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outReportBuffer[6] = currentHap.LightBarColor.red; // red
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outReportBuffer[7] = currentHap.LightBarColor.green; // green
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outReportBuffer[8] = currentHap.LightBarColor.blue; // blue
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outReportBuffer[9] = currentHap.LightBarFlashDurationOn; // flash on duration
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outReportBuffer[10] = currentHap.LightBarFlashDurationOff; // flash off duration
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fixed (byte* byteR = outputReport, byteB = outReportBuffer)
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{
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@ -1399,6 +1400,20 @@ namespace DS4Windows
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pushHapticState(ref testRumble);
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if (testRumble.RumbleMotorsExplicitlyOff)
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testRumble.RumbleMotorsExplicitlyOff = false;
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}
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}
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private void MergeStates()
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{
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if (testRumble.IsRumbleSet())
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{
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if (testRumble.RumbleMotorsExplicitlyOff)
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testRumble.RumbleMotorsExplicitlyOff = false;
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currentHap.RumbleMotorStrengthLeftHeavySlow = testRumble.RumbleMotorStrengthLeftHeavySlow;
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currentHap.RumbleMotorStrengthRightLightFast = testRumble.RumbleMotorStrengthRightLightFast;
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}
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}
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@ -1509,6 +1524,12 @@ namespace DS4Windows
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hapticState[hapticStackIndex++] = hs;
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}
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private DS4HapticState currentHap = new DS4HapticState();
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public void SetHapticState(ref DS4HapticState hs)
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{
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currentHap = hs;
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}
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override
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public string ToString()
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{
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