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-rw-r--r--src/input_common/sdl/sdl_impl.cpp15
1 files changed, 0 insertions, 15 deletions
diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index a2a83cdc9..a9f7e5103 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -81,18 +81,6 @@ public:
}
bool RumblePlay(u16 amp_low, u16 amp_high) {
- using std::chrono::duration_cast;
- using std::chrono::milliseconds;
- using std::chrono::steady_clock;
-
- // Block non-zero vibrations less than 10ms apart from each other.
- if ((amp_low != 0 || amp_high != 0) &&
- duration_cast<milliseconds>(steady_clock::now() - last_vibration) < milliseconds(10)) {
- return false;
- }
-
- last_vibration = steady_clock::now();
-
if (sdl_controller) {
return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
} else if (sdl_joystick) {
@@ -171,9 +159,6 @@ private:
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
- // This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart.
- std::chrono::steady_clock::time_point last_vibration;
-
// Motion is initialized without PID values as motion input is not aviable for SDL2
MotionInput motion{0.0f, 0.0f, 0.0f};
};