Update udev rumble strength atomically.

This commit is contained in:
Themaister 2013-10-03 15:08:27 +02:00
parent 623ff98b8a
commit fe8b6c3c0f

View File

@ -58,6 +58,7 @@ struct udev_joypad
int effects[2]; // [0] - strong, [1] - weak
bool has_set_ff[2];
uint16_t strength[2];
uint16_t configured_strength[2];
char *ident;
char *path;
@ -184,22 +185,22 @@ static bool udev_set_rumble(unsigned i, enum retro_rumble_effect effect, uint16_
if (pad->fd < 0)
return false;
if (pad->num_effects < 3) // Need one effect to overlap.
if (pad->num_effects < 2)
return false;
if (pad->strength[effect] == strength)
uint16_t old_strength = pad->strength[effect];
if (old_strength == strength)
return true;
int old_effect = pad->has_set_ff[effect] ? pad->effects[effect] : -1;
pad->strength[effect] = strength;
pad->has_set_ff[effect] = false;
if (strength)
if (strength && strength != pad->configured_strength[effect])
{
// Create new or update old playing state.
struct ff_effect e;
memset(&e, 0, sizeof(e));
e.type = FF_RUMBLE;
e.id = -1;
e.id = old_effect;
switch (effect)
{
case RETRO_RUMBLE_STRONG: e.u.rumble.strong_magnitude = strength; break;
@ -213,14 +214,20 @@ static bool udev_set_rumble(unsigned i, enum retro_rumble_effect effect, uint16_
return false;
}
pad->has_set_ff[effect] = true;
pad->effects[effect] = e.id;
pad->has_set_ff[effect] = true;
pad->configured_strength[effect] = strength;
}
pad->strength[effect] = strength;
// It seems that we can update strength with EVIOCSFF atomically.
if ((!!strength) != (!!old_strength))
{
struct input_event play;
memset(&play, 0, sizeof(play));
play.type = EV_FF;
play.code = pad->effects[effect];
play.value = 1;
play.value = !!strength;
if (write(pad->fd, &play, sizeof(play)) < (ssize_t)sizeof(play))
{
RARCH_ERR("[udev]: Failed to play rumble effect #%u on pad #%u.\n",
@ -229,12 +236,6 @@ static bool udev_set_rumble(unsigned i, enum retro_rumble_effect effect, uint16_
}
}
if (old_effect >= 0)
{
if (ioctl(pad->fd, EVIOCRMFF, (void*)(uintptr_t)old_effect) < 0)
RARCH_WARN("[udev]: Failed to remove effect.\n");
}
return true;
}