- Changed the way rumble is handled
- thanks to spite-triangle in issue #314 - Changed some rumble defaults - caught some more ViGEm exceptions
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2f9faa8237
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3 changed files with 19 additions and 11 deletions
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@ -17,9 +17,9 @@
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<!--The response of rumble does not only depend on this setting and it's always high. Default: 300 -->
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<add key="RumblePeriod" value="300" />
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<!--The controller's HD rumble settings for the low/high frequency rumble. Change to change the pitch of the rumble.-->
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<!--Don't set above ~1200. Default: 20 and 400 -->
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<!--Don't set above ~1200. Default: 20 and 20 -->
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<add key="LowFreqRumble" value="20" />
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<add key="HighFreqRumble" value="400" />
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<add key="HighFreqRumble" value="20" />
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<!--Rumble Setting. Turns rumble on or off.-->
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<!--On is "true"; off is "false". Default: true -->
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<add key="EnableRumble" value="true" />
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@ -75,9 +75,9 @@
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<!-- Determines whether or not the program will expose detected controllers as Xbox 360 controllers -->
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<!-- When "false", BetterJoyForCemu is only usable with CEMU. -->
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<!-- Default: true -->
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<add key="ShowAsXInput" value="false" />
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<add key="ShowAsXInput" value="true" />
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<!-- Have ShowAsXInput as false if using this -->
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<!-- Default: false -->
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<add key="ShowAsDS4" value="true"/>
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<add key="ShowAsDS4" value="false"/>
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</appSettings>
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</configuration>
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@ -1144,9 +1144,7 @@ namespace BetterJoyForCemu {
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public void SetRumble(float low_freq, float high_freq, float amp, int time = 0) {
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if (state <= Joycon.state_.ATTACHED) return;
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//if (rumble_obj.timed_rumble == false || rumble_obj.t < 0) {
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rumble_obj = new Rumble(low_freq, high_freq, amp, time);
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//}
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rumble_obj.set_vals(low_freq, high_freq, amp, time);
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}
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private void SendRumble(byte[] buf) {
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@ -239,10 +239,20 @@ namespace BetterJoyForCemu {
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temp.SetPlayerLED(led);
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v.SetPlayerLED(led);
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if (temp.xin != null)
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temp.xin.Disconnect();
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if (temp.ds4 != null)
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temp.ds4.Disconnect();
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if (temp.xin != null) {
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try {
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temp.xin.Disconnect();
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} catch (Exception e) {
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// it wasn't connected in the first place, go figure
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}
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}
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if (temp.ds4 != null) {
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try {
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temp.ds4.Disconnect();
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} catch (Exception e) {
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// it wasn't connected in the first place, go figure
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}
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}
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temp.xin = null;
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temp.ds4 = null;
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