Add ini option

This commit is contained in:
Christian Semmler 2025-07-13 19:03:24 -07:00
parent b16414059c
commit df681ea06e
4 changed files with 14 additions and 5 deletions

View File

@ -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
@ -791,7 +792,7 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
SDL_Log("Game started");
}
}
else if (event->user.type == g_legoSdlEvents.m_hitActor) {
else if (event->user.type == g_legoSdlEvents.m_hitActor && g_isle->GetHaptic()) {
if (InputManager()) {
InputManager()->HandleRumbleEvent();
}
@ -1047,6 +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);
@ -1118,6 +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) {

View File

@ -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;

View File

@ -153,7 +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 void HandleRumbleEvent();
LEGO1_EXPORT MxBool HandleRumbleEvent();
// SYNTHETIC: LEGO1 0x1005b8d0
// LegoInputManager::`scalar deleting destructor'

View File

@ -627,13 +627,17 @@ MxBool LegoInputManager::HandleTouchEvent(SDL_Event* p_event, TouchScheme p_touc
return TRUE;
}
void LegoInputManager::HandleRumbleEvent()
MxBool LegoInputManager::HandleRumbleEvent()
{
if (m_joystick != NULL && SDL_GamepadConnected(m_joystick) == TRUE) {
const Uint16 frequency = 65535 / 3;
const Uint32 durationMs = 1000;
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;
}