Add in controller rumble for steam API controllers. Release Build 8398.

pull/57/head
sigonasr2 8 months ago
parent 81d6e103cc
commit 8a3a101d28
  1. 24
      Adventures in Lestoria/Key.cpp
  2. 2
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. BIN
      x64/Release/Adventures in Lestoria.exe

@ -427,7 +427,7 @@ float Input::Analog(){
std::string Input::GetDisplayName()const{
if(type==STEAM){
return std::format("STEAM:{}",key);
return std::format("{}",enumToActionName[activeSteamControllerIndex][Steam::SteamInput(key)].first);
}
if(!GenericKey::keyLiteral.count({type,key}))return "";
return GenericKey::keyLiteral.at({type,key}).displayName;
@ -1083,17 +1083,27 @@ const bool Input::AxesActive(){
void Input::StartVibration(const bool override){
if(!GameSettings::RumbleEnabled(override))return;
if(UsingGamepad()){
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->startVibration();
if(SteamInput()){
SteamInput()->TriggerVibration(steamControllers[activeSteamControllerIndex],std::numeric_limits<unsigned short>::max(),std::numeric_limits<unsigned short>::max());
}else{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->startVibration();
}
}
}
}
}
void Input::StopVibration(){
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->stopVibration();
if(SteamInput()){
for(int i=0;i<controllerCount;i++){
SteamInput()->TriggerVibration(steamControllers[i],0U,0U);
}
}else{
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
gamepad->stopVibration();
}
}
}
}

@ -19,7 +19,7 @@ Remove Unlock All Button
Sword attack should linger
Add game file debug logging
Automatically pause if controller is disconnected (while using a controller)
Controller Vibration
PS5 LED color support

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 0
#define VERSION_PATCH 0
#define VERSION_BUILD 8395
#define VERSION_BUILD 8398
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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