Add haptic feedback (rumble) (#596)

* Add rumble event for hit actor

* Add ini option
This commit is contained in:
Christian Semmler 2025-07-13 20:26:47 -07:00 committed by GitHub
parent 42f877e177
commit 21ce906a32
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GPG Key ID: B5690EEEBB952194
9 changed files with 39 additions and 1 deletions

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@ -173,6 +173,7 @@ IsleApp::IsleApp()
m_transitionType = MxTransitionManager::e_mosaic;
m_cursorSensitivity = 4;
m_touchScheme = LegoInputManager::e_gamepad;
m_haptic = TRUE;
}
// FUNCTION: ISLE 0x4011a0
@ -791,6 +792,11 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
SDL_Log("Game started");
}
}
else if (event->user.type == g_legoSdlEvents.m_hitActor && g_isle->GetHaptic()) {
if (InputManager()) {
InputManager()->HandleRumbleEvent();
}
}
return SDL_APP_CONTINUE;
}
@ -1042,6 +1048,7 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10));
iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
iniparser_set(dict, "isle:Touch Scheme", SDL_itoa(m_touchScheme, buf, 10));
iniparser_set(dict, "isle:Haptic", m_haptic ? "true" : "false");
#ifdef EXTENSIONS
iniparser_set(dict, "extensions", NULL);
@ -1113,6 +1120,7 @@ bool IsleApp::LoadConfig()
m_transitionType =
(MxTransitionManager::TransitionType) iniparser_getint(dict, "isle:Transition Type", m_transitionType);
m_touchScheme = (LegoInputManager::TouchScheme) iniparser_getint(dict, "isle:Touch Scheme", m_touchScheme);
m_haptic = iniparser_getboolean(dict, "isle:Haptic", m_haptic);
const char* deviceId = iniparser_getstring(dict, "isle:3D Device ID", NULL);
if (deviceId != NULL) {

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@ -55,6 +55,7 @@ class IsleApp {
MxS32 GetGameStarted() { return m_gameStarted; }
MxFloat GetCursorSensitivity() { return m_cursorSensitivity; }
LegoInputManager::TouchScheme GetTouchScheme() { return m_touchScheme; }
MxBool GetHaptic() { return m_haptic; }
void SetWindowActive(MxS32 p_windowActive) { m_windowActive = p_windowActive; }
void SetGameStarted(MxS32 p_gameStarted) { m_gameStarted = p_gameStarted; }
@ -105,6 +106,7 @@ class IsleApp {
MxU32 m_maxAllowedExtras;
MxTransitionManager::TransitionType m_transitionType;
LegoInputManager::TouchScheme m_touchScheme;
MxBool m_haptic;
};
extern IsleApp* g_isle;

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@ -153,6 +153,7 @@ class LegoInputManager : public MxPresenter {
MxResult GetNavigationKeyStates(MxU32& p_keyFlags);
MxResult GetNavigationTouchStates(MxU32& p_keyFlags);
LEGO1_EXPORT MxBool HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touchScheme);
LEGO1_EXPORT MxBool HandleRumbleEvent();
// SYNTHETIC: LEGO1 0x1005b8d0
// LegoInputManager::`scalar deleting destructor'

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@ -71,6 +71,7 @@ LegoNamedTexture* ReadNamedTexture(LegoStorage* p_storage);
void WriteDefaultTexture(LegoStorage* p_storage, const char* p_name);
void WriteNamedTexture(LegoStorage* p_storage, LegoNamedTexture* p_namedTexture);
void LoadFromNamedTexture(LegoNamedTexture* p_namedTexture);
void HitActorEvent();
// FUNCTION: BETA10 0x100260a0
inline void StartIsleAction(IsleScript::Script p_objectId)

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@ -782,3 +782,10 @@ void LoadFromNamedTexture(LegoNamedTexture* p_namedTexture)
textureInfo->LoadBits(p_namedTexture->GetTexture()->GetImage()->GetBits());
}
}
void HitActorEvent()
{
SDL_Event event;
event.user.type = g_legoSdlEvents.m_hitActor;
SDL_PushEvent(&event);
}

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@ -626,3 +626,18 @@ MxBool LegoInputManager::HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touc
return TRUE;
}
MxBool LegoInputManager::HandleRumbleEvent()
{
if (m_joystick != NULL && SDL_GamepadConnected(m_joystick) == TRUE) {
const Uint16 frequency = 65535 / 2;
const Uint32 durationMs = 700;
SDL_RumbleGamepad(m_joystick, frequency, frequency, durationMs);
}
else {
return FALSE;
}
// Add support for SDL Haptic API
return TRUE;
}

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@ -235,6 +235,7 @@ MxResult LegoExtraActor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
assert(m_roi);
assert(SoundManager()->GetCacheSoundManager());
SoundManager()->GetCacheSoundManager()->Play("crash5", m_roi->GetName(), FALSE);
HitActorEvent();
m_scheduledTime = Timer()->GetTime() + m_disAnim->GetDuration();
m_prevWorldSpeed = GetWorldSpeed();
VTable0xc4();
@ -248,6 +249,7 @@ MxResult LegoExtraActor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
LegoROI* roi = GetROI();
assert(roi);
SoundManager()->GetCacheSoundManager()->Play("crash5", m_roi->GetName(), FALSE);
HitActorEvent();
VTable0xc4();
SetActorState(c_two | c_noCollide);
Mx3DPointFloat dir = p_actor->GetWorldDirection();

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@ -10,6 +10,7 @@
struct LegoSdlEvents {
Uint32 m_windowsMessage;
Uint32 m_presenterProgress;
Uint32 m_hitActor;
};
LEGO1_EXPORT extern LegoSdlEvents g_legoSdlEvents;

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@ -163,9 +163,10 @@ MxResult MxOmni::Create(MxOmniCreateParam& p_param)
}
{
Uint32 event = SDL_RegisterEvents(2);
Uint32 event = SDL_RegisterEvents(3);
g_legoSdlEvents.m_windowsMessage = event + 0;
g_legoSdlEvents.m_presenterProgress = event + 1;
g_legoSdlEvents.m_hitActor = event + 2;
}
result = SUCCESS;