Message ID | 1471320616-13110-5-git-send-email-aicommander@gmail.com (mailing list archive) |
---|---|
State | New, archived |
Headers | show |
diff --git a/drivers/input/joystick/xpad.c b/drivers/input/joystick/xpad.c index 42723ba..8954643 100644 --- a/drivers/input/joystick/xpad.c +++ b/drivers/input/joystick/xpad.c @@ -1078,9 +1078,9 @@ static int xpad_play_effect(struct input_dev *dev, void *data, struct ff_effect packet->data[7] = 0x00; packet->data[8] = strong / 512; /* left actuator */ packet->data[9] = weak / 512; /* right actuator */ - packet->data[10] = 0xFF; - packet->data[11] = 0x00; - packet->data[12] = 0x00; + packet->data[10] = 0xFF; /* on period */ + packet->data[11] = 0x00; /* off period */ + packet->data[12] = 0xFF; /* repeat count */ packet->len = 13; packet->pending = true; break;
Unlike previous Xbox pads, the Xbox One pad doesn't have "sticky" rumble packets. The duration is encoded into the command and expiration is handled by the pad firmware. ff-memless needs pseudo-sticky behavior for rumble effects to behave properly for long duration effects. We already specify the maximum rumble on duration in the command packets, but it's still only good for about 2.5 seconds of rumble. This is easily reproducable running fftest's sine vibration test. It turns out there's a repeat count encoded in the rumble command. We can abuse that to get the pseudo-sticky behavior needed for rumble to behave as expected for effects with long duration. By my math, this change should allow a single ff_effect to rumble for 10 minutes straight, which should be more than enough for most needs. Signed-off-by: Cameron Gutman <aicommander@gmail.com> --- drivers/input/joystick/xpad.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-)