Fix GC Pocket+ rumble stop handling (#148)

This commit is contained in:
Cristian Boehm
2026-09-05 04:20:15 -04:00
committed by GitHub
parent 6eba523d70
commit 3f7fed48c9
2 changed files with 10 additions and 0 deletions
+9
View File
@@ -401,6 +401,8 @@ SDL_JoystickID add_controller(SDL_JoystickID which) noexcept {
return -1;
}
controller.m_isGameCube = controller.m_vid == 0x057E && controller.m_pid == 0x0337;
const char* serial = SDL_GetGamepadSerial(ctrl);
controller.m_gameCubeUseOrdinaryStop = controller.m_isGameCube && serial && "GCP+"sv == serial;
if (controller.m_isGameCube ||
(SDL_GetGamepadType(ctrl) == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO && controller.m_pid == 0x2073)) {
controller.m_deadZones.emulateTriggers = false;
@@ -481,6 +483,13 @@ bool controller_has_rumble(Uint32 instance) noexcept {
void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
uint16_t duration_ms) noexcept {
if (auto it = g_GameControllers.find(instance); it != g_GameControllers.end()) {
// GC Pocket+ has been observed continuing to vibrate after a hard stop;
// an ordinary stop cleared it. With GAMECUBE_RUMBLE_BRAKE enabled, SDL
// encodes (0, 1) as adapter command 0, whereas (0, 0) sends command 2.
// Apply the workaround here so shutdown uses the same stop as PAD calls.
if (it->second.m_gameCubeUseOrdinaryStop && low_freq_intensity == 0 && high_freq_intensity == 0) {
high_freq_intensity = 1;
}
SDL_RumbleGamepad(it->second.m_controller, low_freq_intensity, high_freq_intensity, duration_ms);
}
}
+1
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@@ -17,6 +17,7 @@ extern Module Log;
struct GameController {
SDL_Gamepad* m_controller = nullptr;
bool m_isGameCube = false;
bool m_gameCubeUseOrdinaryStop = false;
Sint32 m_index = -1;
Sint32 m_playerIndex = -1;
bool m_hasRumble = false;