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Allow XInput haptics to run for SDL_HAPTIC_INFINITY time (thanks, Mitchell!).
Partially fixes Bugzilla #2126.
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@ -1327,7 +1327,11 @@ SDL_SYS_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect,
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XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
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SDL_assert(effect->effect.type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
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SDL_LockMutex(haptic->hwdata->mutex);
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haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations);
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if(effect->effect.leftright.length == SDL_HAPTIC_INFINITY || iterations == SDL_HAPTIC_INFINITY) {
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haptic->hwdata->stopTicks = SDL_HAPTIC_INFINITY;
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} else {
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haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations);
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}
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SDL_UnlockMutex(haptic->hwdata->mutex);
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return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1;
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}
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@ -1560,10 +1564,13 @@ SDL_RunXInputHaptic(void *arg)
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SDL_Delay(50);
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SDL_LockMutex(hwdata->mutex);
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/* If we're currently running and need to stop... */
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if ((hwdata->stopTicks) && (hwdata->stopTicks < SDL_GetTicks())) {
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XINPUT_VIBRATION vibration = { 0, 0 };
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hwdata->stopTicks = 0;
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XINPUTSETSTATE(hwdata->userid, &vibration);
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const Uint32 stopTicks = hwdata->stopTicks;
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if (stopTicks) {
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if ((stopTicks != SDL_HAPTIC_INFINITY) && (stopTicks < SDL_GetTicks())) {
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XINPUT_VIBRATION vibration = { 0, 0 };
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hwdata->stopTicks = 0;
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XINPUTSETSTATE(hwdata->userid, &vibration);
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}
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}
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SDL_UnlockMutex(hwdata->mutex);
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}
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