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std::chrono cleanup: always use steady_clock
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19 changed files with 96 additions and 97 deletions
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@ -492,7 +492,7 @@ void xinput_pad_handler::apply_pad_data(const std::shared_ptr<PadDevice>& device
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dev->smallVibrate = speed_small;
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// XBox One Controller can't handle faster vibration updates than ~10ms. Elite is even worse. So I'll use 20ms to be on the safe side. No lag was noticable.
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if (dev->newVibrateData && (std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - dev->last_vibration) > 20ms))
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if (dev->newVibrateData && steady_clock::now() - dev->last_vibration > 20ms)
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{
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XINPUT_VIBRATION vibrate;
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vibrate.wLeftMotorSpeed = speed_large * 257;
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@ -501,7 +501,7 @@ void xinput_pad_handler::apply_pad_data(const std::shared_ptr<PadDevice>& device
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if ((*xinputSetState)(padnum, &vibrate) == ERROR_SUCCESS)
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{
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dev->newVibrateData = false;
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dev->last_vibration = std::chrono::high_resolution_clock::now();
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dev->last_vibration = steady_clock::now();
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}
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}
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}
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