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SDL_haptic.h
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/*
SDL - Simple DirectMedia Layer
Copyright (C) 2008 Edgar Simo
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
/**
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* \file SDL_haptic.h
*
* \brief The SDL Haptic subsystem allows you to control haptic (force feedback)
* devices.
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*
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* The basic usage is as follows:
* - Initialize the Subsystem (::SDL_INIT_HAPTIC).
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* - Open a Haptic Device.
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* - SDL_HapticOpen() to open from index.
* - SDL_HapticOpenFromJoystick() to open from an existing joystick.
* - Create an effect (::SDL_HapticEffect).
* - Upload the effect with SDL_HapticNewEffect().
* - Run the effect with SDL_HapticRunEffect().
* - (optional) Free the effect with SDL_HapticDestroyEffect().
* - Close the haptic device with SDL_HapticClose().
*
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* \par Simple rumble example:
* \code
* SDL_Haptic *haptic;
*
* // Open the device
* haptic = SDL_HapticOpen( 0 );
* if (haptic == NULL)
* return -1;
*
* // Initialize simple rumble
* if (SDL_HapticRumbleInit( haptic ) != 0)
* return -1;
*
* // Play effect at 50% strength for 2 seconds
* if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
* return -1;
* SDL_Delay( 2000 );
*
* // Clean up
* SDL_HapticClose( haptic );
* \endcode
*
* \par Complete example:
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* \code
* int test_haptic( SDL_Joystick * joystick ) {
* SDL_Haptic *haptic;
* SDL_HapticEffect effect;
* int effect_id;
*
* // Open the device
* haptic = SDL_HapticOpenFromJoystick( joystick );
* if (haptic == NULL) return -1; // Most likely joystick isn't haptic
*
* // See if it can do sine waves
* if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
* SDL_HapticClose(haptic); // No sine effect
* return -1;
* }
*
* // Create the effect
* memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
* effect.type = SDL_HAPTIC_SINE;
* effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
* effect.periodic.direction.dir[0] = 18000; // Force comes from south
* effect.periodic.period = 1000; // 1000 ms
* effect.periodic.magnitude = 20000; // 20000/32767 strength
* effect.periodic.length = 5000; // 5 seconds long
* effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
* effect.periodic.fade_length = 1000; // Takes 1 second to fade away
*
* // Upload the effect
* effect_id = SDL_HapticNewEffect( haptic, &effect );
*
* // Test the effect
* SDL_HapticRunEffect( haptic, effect_id, 1 );
* SDL_Delay( 5000); // Wait for the effect to finish
*
* // We destroy the effect, although closing the device also does this
* SDL_HapticDestroyEffect( haptic, effect_id );
*
* // Close the device
* SDL_HapticClose(haptic);
*
* return 0; // Success
* }
* \endcode
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*
* You can also find out more information on my blog:
* http://bobbens.dyndns.org/journal/2010/sdl_haptic/
*
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* \author Edgar Simo Serra
*/
#ifndef _SDL_haptic_h
#define _SDL_haptic_h
#include "SDL_stdinc.h"
#include "SDL_error.h"
#include "SDL_joystick.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
/* *INDENT-OFF* */
extern "C" {
/* *INDENT-ON* */
#endif /* __cplusplus */
/**
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* \typedef SDL_Haptic
*
* \brief The haptic structure used to identify an SDL haptic.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticOpenFromJoystick
* \sa SDL_HapticClose
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*/
struct _SDL_Haptic;
typedef struct _SDL_Haptic SDL_Haptic;
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/**
* \name Haptic features
*
* Different haptic features a device can have.
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*/
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/*@{*/
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/**
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* \name Haptic effects
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*/
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/*@{*/
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/**
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* \brief Constant effect supported.
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*
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* Constant haptic effect.
*
* \sa SDL_HapticCondition
*/
#define SDL_HAPTIC_CONSTANT (1<<0)
/**
* \brief Sine wave effect supported.
*
* Periodic haptic effect that simulates sine waves.
*
* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SINE (1<<1)
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/**
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* \brief Square wave effect supported.
*
* Periodic haptic effect that simulates square waves.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SQUARE (1<<2)
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/**
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* \brief Triangle wave effect supported.
*
* Periodic haptic effect that simulates triangular waves.
*
* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_TRIANGLE (1<<3)
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/**
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* \brief Sawtoothup wave effect supported.
*
* Periodic haptic effect that simulates saw tooth up waves.
*
* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHUP (1<<4)
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/**
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* \brief Sawtoothdown wave effect supported.
*
* Periodic haptic effect that simulates saw tooth down waves.
*
* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
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/**
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* \brief Ramp effect supported.
*
* Ramp haptic effect.
*
* \sa SDL_HapticRamp
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*/
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#define SDL_HAPTIC_RAMP (1<<6)
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/**
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* \brief Spring effect supported - uses axes position.
*
* Condition haptic effect that simulates a spring. Effect is based on the
* axes position.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_SPRING (1<<7)
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/**
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* \brief Damper effect supported - uses axes velocity.
*
* Condition haptic effect that simulates dampening. Effect is based on the
* axes velocity.
*
* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_DAMPER (1<<8)
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/**
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* \brief Inertia effect supported - uses axes acceleration.
*
* Condition haptic effect that simulates inertia. Effect is based on the axes
* acceleration.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_INERTIA (1<<9)
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/**
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* \brief Friction effect supported - uses axes movement.
*
* Condition haptic effect that simulates friction. Effect is based on the
* axes movement.
*
* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_FRICTION (1<<10)
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/**
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* \brief Custom effect is supported.
*
* User defined custom haptic effect.
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*/
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#define SDL_HAPTIC_CUSTOM (1<<11)
/*@}*//*Haptic effects*/
/* These last few are features the device has, not effects */
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/**
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* \brief Device can set global gain.
*
* Device supports setting the global gain.
*
* \sa SDL_HapticSetGain
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*/
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#define SDL_HAPTIC_GAIN (1<<12)
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/**
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* \brief Device can set autocenter.
*
* Device supports setting autocenter.
*
* \sa SDL_HapticSetAutocenter
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*/
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#define SDL_HAPTIC_AUTOCENTER (1<<13)
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/**
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* \brief Device can be queried for effect status.
*
* Device can be queried for effect status.
*
* \sa SDL_HapticGetEffectStatus
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*/
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#define SDL_HAPTIC_STATUS (1<<14)
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/**
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* \brief Device can be paused.
*
* \sa SDL_HapticPause
* \sa SDL_HapticUnpause
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*/
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#define SDL_HAPTIC_PAUSE (1<<15)
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/**
* \name Direction encodings
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*/
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/*@{*/
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/**
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* \brief Uses polar coordinates for the direction.
*
* \sa SDL_HapticDirection
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*/
#define SDL_HAPTIC_POLAR 0
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/**
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* \brief Uses cartesian coordinates for the direction.
*
* \sa SDL_HapticDirection
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*/
#define SDL_HAPTIC_CARTESIAN 1
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/**
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* \brief Uses spherical coordinates for the direction.
*
* \sa SDL_HapticDirection
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*/
#define SDL_HAPTIC_SPHERICAL 2
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/*@}*//*Direction encodings*/
/*@}*//*Haptic features*/
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/*
* Misc defines.
*/
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/**
* \brief Used to play a device an infinite number of times.
*
* \sa SDL_HapticRunEffect
*/
#define SDL_HAPTIC_INFINITY 4294967295U
/**
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* \brief Structure that represents a haptic direction.
*
* Directions can be specified by:
* - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
* - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
* - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
*
* Cardinal directions of the haptic device are relative to the positioning
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* of the device. North is considered to be away from the user.
*
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* The following diagram represents the cardinal directions:
* \verbatim
.--.
|__| .-------.
|=.| |.-----.|
|--| || ||
| | |'-----'|
|__|~')_____('
[ COMPUTER ]
North (0,-1)
^
|
|
(1,0) West <----[ HAPTIC ]----> East (-1,0)
|
|
v
South (0,1)
[ USER ]
\|||/
(o o)
---ooO-(_)-Ooo---
\endverbatim
*
* If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
* degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses
* the first \c dir parameter. The cardinal directions would be:
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* - North: 0 (0 degrees)
* - East: 9000 (90 degrees)
* - South: 18000 (180 degrees)
* - West: 27000 (270 degrees)
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*
* If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
* (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
* the first three \c dir parameters. The cardinal directions would be:
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* - North: 0,-1, 0
* - East: -1, 0, 0
* - South: 0, 1, 0
* - West: 1, 0, 0
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*
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* The Z axis represents the height of the effect if supported, otherwise
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* it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
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* can use any multiple you want, only the direction matters.
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*
* If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
* The first two \c dir parameters are used. The \c dir parameters are as
* follows (all values are in hundredths of degrees):
* - Degrees from (1, 0) rotated towards (0, 1).
* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
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*
*
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* Example of force coming from the south with all encodings (force coming
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* from the south means the user will have to pull the stick to counteract):
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* \code
* SDL_HapticDirection direction;
*
* // Cartesian directions
* direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
* direction.dir[0] = 0; // X position
* direction.dir[1] = 1; // Y position
* // Assuming the device has 2 axes, we don't need to specify third parameter.
*
* // Polar directions
* direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
* direction.dir[0] = 18000; // Polar only uses first parameter
*
* // Spherical coordinates
* direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
* direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
* \endcode
*
* \sa SDL_HAPTIC_POLAR
* \sa SDL_HAPTIC_CARTESIAN
* \sa SDL_HAPTIC_SPHERICAL
* \sa SDL_HapticEffect
* \sa SDL_HapticNumAxes
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*/
typedef struct SDL_HapticDirection
{
Uint8 type; /**< The type of encoding. */
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Sint32 dir[3]; /**< The encoded direction. */
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} SDL_HapticDirection;
/**
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* \brief A structure containing a template for a Constant effect.
*
* The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.
*
* A constant effect applies a constant force in the specified direction
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* to the joystick.
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*
* \sa SDL_HAPTIC_CONSTANT
* \sa SDL_HapticEffect
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*/
typedef struct SDL_HapticConstant
{
/* Header */
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Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */
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SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Constant */
Sint16 level; /**< Strength of the constant effect. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticConstant;
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/**
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* \brief A structure containing a template for a Periodic effect.
*
* The struct handles the following effects:
* - ::SDL_HAPTIC_SINE
* - ::SDL_HAPTIC_SQUARE
* - ::SDL_HAPTIC_TRIANGLE
* - ::SDL_HAPTIC_SAWTOOTHUP
* - ::SDL_HAPTIC_SAWTOOTHDOWN
*
* A periodic effect consists in a wave-shaped effect that repeats itself
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* over time. The type determines the shape of the wave and the parameters
* determine the dimensions of the wave.
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*
* Phase is given by hundredth of a cyle meaning that giving the phase a value
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* of 9000 will displace it 25% of it's period. Here are sample values:
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* - 0: No phase displacement.
* - 9000: Displaced 25% of it's period.
* - 18000: Displaced 50% of it's period.
* - 27000: Displaced 75% of it's period.
* - 36000: Displaced 100% of it's period, same as 0, but 0 is preffered.
*
* Examples:
* \verbatim
SDL_HAPTIC_SINE
__ __ __ __
/ \ / \ / \ /
/ \__/ \__/ \__/
SDL_HAPTIC_SQUARE
__ __ __ __ __
| | | | | | | | | |
| |__| |__| |__| |__| |
SDL_HAPTIC_TRIANGLE
/\ /\ /\ /\ /\
/ \ / \ / \ / \ /
/ \/ \/ \/ \/
SDL_HAPTIC_SAWTOOTHUP
/| /| /| /| /| /| /|
/ | / | / | / | / | / | / |
/ |/ |/ |/ |/ |/ |/ |
SDL_HAPTIC_SAWTOOTHDOWN
\ |\ |\ |\ |\ |\ |\ |
\ | \ | \ | \ | \ | \ | \ |
\| \| \| \| \| \| \|
\endverbatim
*
* \sa SDL_HAPTIC_SINE
* \sa SDL_HAPTIC_SQUARE
* \sa SDL_HAPTIC_TRIANGLE
* \sa SDL_HAPTIC_SAWTOOTHUP
* \sa SDL_HAPTIC_SAWTOOTHDOWN
* \sa SDL_HapticEffect
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*/
typedef struct SDL_HapticPeriodic
{
/* Header */
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Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_SQUARE,
::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
::SDL_HAPTIC_SAWTOOTHDOWN */
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SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Periodic */
Uint16 period; /**< Period of the wave. */
Sint16 magnitude; /**< Peak value. */
Sint16 offset; /**< Mean value of the wave. */
Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticPeriodic;
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/**
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* \brief A structure containing a template for a Condition effect.
*
* The struct handles the following effects:
* - ::SDL_HAPTIC_SPRING: Effect based on axes position.
* - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
* - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
* - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
*
* Direction is handled by condition internals instead of a direction member.
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* The condition effect specific members have three parameters. The first
* refers to the X axis, the second refers to the Y axis and the third
* refers to the Z axis. The right terms refer to the positive side of the
* axis and the left terms refer to the negative side of the axis. Please
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* refer to the ::SDL_HapticDirection diagram for which side is positive and
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* which is negative.
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*
* \sa SDL_HapticDirection
* \sa SDL_HAPTIC_SPRING
* \sa SDL_HAPTIC_DAMPER
* \sa SDL_HAPTIC_INERTIA
* \sa SDL_HAPTIC_FRICTION
* \sa SDL_HapticEffect
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*/
typedef struct SDL_HapticCondition
{
/* Header */
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Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
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SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Condition */
Uint16 right_sat[3]; /**< Level when joystick is to the positive side. */
Uint16 left_sat[3]; /**< Level when joystick is to the negative side. */
Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */
Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */
Uint16 deadband[3]; /**< Size of the dead zone. */
Sint16 center[3]; /**< Position of the dead zone. */
} SDL_HapticCondition;
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/**
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* \brief A structure containing a template for a Ramp effect.
*
* This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
*
* The ramp effect starts at start strength and ends at end strength.
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* It augments in linear fashion. If you use attack and fade with a ramp
* they effects get added to the ramp effect making the effect become
* quadratic instead of linear.
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*
* \sa SDL_HAPTIC_RAMP
* \sa SDL_HapticEffect
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*/
typedef struct SDL_HapticRamp
{
/* Header */
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Uint16 type; /**< ::SDL_HAPTIC_RAMP */
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SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Ramp */
Sint16 start; /**< Beginning strength level. */
Sint16 end; /**< Ending strength level. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticRamp;
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/**
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* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
*
* A custom force feedback effect is much like a periodic effect, where the
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* application can define it's exact shape. You will have to allocate the
* data yourself. Data should consist of channels * samples Uint16 samples.
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*
* If channels is one, the effect is rotated using the defined direction.
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* Otherwise it uses the samples in data for the different axes.
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*
* \sa SDL_HAPTIC_CUSTOM
* \sa SDL_HapticEffect
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*/
typedef struct SDL_HapticCustom
{
/* Header */
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Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */
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SDL_HapticDirection direction; /**< Direction of the effect. */
/* Replay */
Uint32 length; /**< Duration of the effect. */
Uint16 delay; /**< Delay before starting the effect. */
/* Trigger */
Uint16 button; /**< Button that triggers the effect. */
Uint16 interval; /**< How soon it can be triggered again after button. */
/* Custom */
Uint8 channels; /**< Axes to use, minimum of one. */
Uint16 period; /**< Sample periods. */
Uint16 samples; /**< Amount of samples. */
Uint16 *data; /**< Should contain channels*samples items. */
/* Envelope */
Uint16 attack_length; /**< Duration of the attack. */
Uint16 attack_level; /**< Level at the start of the attack. */
Uint16 fade_length; /**< Duration of the fade. */
Uint16 fade_level; /**< Level at the end of the fade. */
} SDL_HapticCustom;
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/**
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* \brief The generic template for any haptic effect.
*
* All values max at 32767 (0x7FFF). Signed values also can be negative.
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* Time values unless specified otherwise are in milliseconds.
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*
* You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
* value. Neither delay, interval, attack_length nor fade_length support
* ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
*
* Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
* ::SDL_HAPTIC_INFINITY.
*
* Button triggers may not be supported on all devices, it is advised to not
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* use them if possible. Buttons start at index 1 instead of index 0 like
* they joystick.
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*
* If both attack_length and fade_level are 0, the envelope is not used,
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* otherwise both values are used.
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*
* Common parts:
* \code
* // Replay - All effects have this
* Uint32 length; // Duration of effect (ms).
* Uint16 delay; // Delay before starting effect.
*
* // Trigger - All effects have this
* Uint16 button; // Button that triggers effect.
* Uint16 interval; // How soon before effect can be triggered again.
*
* // Envelope - All effects except condition effects have this
* Uint16 attack_length; // Duration of the attack (ms).
* Uint16 attack_level; // Level at the start of the attack.
* Uint16 fade_length; // Duration of the fade out (ms).
* Uint16 fade_level; // Level at the end of the fade.
* \endcode
*
*
* Here we have an example of a constant effect evolution in time:
* \verbatim
Strength
^
|
| effect level --> _________________
| / \
| / \
| / \
| / \
| attack_level --> | \
| | | <--- fade_level
|
+--------------------------------------------------> Time
[--] [---]
attack_length fade_length
[------------------][-----------------------]
delay length
\endverbatim
*
* Note either the attack_level or the fade_level may be above the actual
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* effect level.
*
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* \sa SDL_HapticConstant
* \sa SDL_HapticPeriodic
* \sa SDL_HapticCondition
* \sa SDL_HapticRamp
* \sa SDL_HapticCustom
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*/
typedef union SDL_HapticEffect
{
/* Common for all force feedback effects */
Uint16 type; /**< Effect type. */
SDL_HapticConstant constant; /**< Constant effect. */
SDL_HapticPeriodic periodic; /**< Periodic effect. */
SDL_HapticCondition condition; /**< Condition effect. */
SDL_HapticRamp ramp; /**< Ramp effect. */
SDL_HapticCustom custom; /**< Custom effect. */
} SDL_HapticEffect;
/* Function prototypes */
/**
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* \brief Count the number of joysticks attached to the system.
*
* \return Number of haptic devices detected on the system.
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*/
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
/**
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* \brief Get the implementation dependent name of a Haptic device.
*
* This can be called before any joysticks are opened.
* If no name can be found, this function returns NULL.
*
* \param device_index Index of the device to get it's name.
* \return Name of the device or NULL on error.
*
* \sa SDL_NumHaptics
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*/
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
/**
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* \brief Opens a Haptic device for usage.
*
* The index passed as an argument refers to the N'th Haptic device on this
* system.
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*
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* When opening a haptic device, it's gain will be set to maximum and
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* autocenter will be disabled. To modify these values use
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* SDL_HapticSetGain() and SDL_HapticSetAutocenter().
*
* \param device_index Index of the device to open.
* \return Device identifier or NULL on error.
*
* \sa SDL_HapticIndex
* \sa SDL_HapticOpenFromMouse
* \sa SDL_HapticOpenFromJoystick
* \sa SDL_HapticClose
* \sa SDL_HapticSetGain
* \sa SDL_HapticSetAutocenter
* \sa SDL_HapticPause
* \sa SDL_HapticStopAll
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*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
/**
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* \brief Checks if the haptic device at index has been opened.
*
* \param device_index Index to check to see if it has been opened.
* \return 1 if it has been opened or 0 if it hasn't.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticIndex
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*/
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
/**
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* \brief Gets the index of a haptic device.
*
* \param haptic Haptic device to get the index of.
* \return The index of the haptic device or -1 on error.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticOpened
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*/
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
/**
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* \brief Gets whether or not the current mouse has haptic capabilities.
*
* \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
*
* \sa SDL_HapticOpenFromMouse
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*/
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
/**
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* \brief Tries to open a haptic device from the current mouse.
*
* \return The haptic device identifier or NULL on error.
*
* \sa SDL_MouseIsHaptic
* \sa SDL_HapticOpen
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*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
/**
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* \brief Checks to see if a joystick has haptic features.
*
* \param joystick Joystick to test for haptic capabilities.
* \return 1 if the joystick is haptic, 0 if it isn't
* or -1 if an error ocurred.
*
* \sa SDL_HapticOpenFromJoystick
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*/
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
/**
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* \brief Opens a Haptic device for usage from a Joystick device.
*
* You must still close the haptic device seperately. It will not be closed
* with the joystick.
*
* When opening from a joystick you should first close the haptic device before
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* closing the joystick device. If not, on some implementations the haptic
* device will also get unallocated and you'll be unable to use force feedback
* on that device.
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*
* \param joystick Joystick to create a haptic device from.
* \return A valid haptic device identifier on success or NULL on error.
*
* \sa SDL_HapticOpen
* \sa SDL_HapticClose
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*/
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
joystick);
/**
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* \brief Closes a Haptic device previously opened with SDL_HapticOpen().
*
* \param haptic Haptic device to close.
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*/
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
/**
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* \brief Returns the number of effects a haptic device can store.
*
* On some platforms this isn't fully supported, and therefore is an
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* aproximation. Always check to see if your created effect was actually
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* created and do not rely solely on SDL_HapticNumEffects().
*
* \param haptic The haptic device to query effect max.
* \return The number of effects the haptic device can store or
* -1 on error.
*
* \sa SDL_HapticNumEffectsPlaying
* \sa SDL_HapticQuery
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*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
/**
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* \brief Returns the number of effects a haptic device can play at the same
* time.
*
* This is not supported on all platforms, but will always return a value.
* Added here for the sake of completness.
*
* \param haptic The haptic device to query maximum playing effects.
* \return The number of effects the haptic device can play at the same time
* or -1 on error.
*
* \sa SDL_HapticNumEffects
* \sa SDL_HapticQuery
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*/
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
/**
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* \brief Gets the haptic devices supported features in bitwise matter.
*
* Example:
* \code
* if (SDL_HapticQueryEffects(haptic) & SDL_HAPTIC_CONSTANT) {
* printf("We have constant haptic effect!");
* }
* \endcode
*
* \param haptic The haptic device to query.
* \return Haptic features in bitwise manner (OR'd).
*
* \sa SDL_HapticNumEffects
* \sa SDL_HapticEffectSupported
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*/
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
/**
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* \brief Gets the number of haptic axes the device has.
*
* \sa SDL_HapticDirection
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*/
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
/**
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* \brief Checks to see if effect is supported by haptic.
*
* \param haptic Haptic device to check on.
* \param effect Effect to check to see if it is supported.
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* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
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*
* \sa SDL_HapticQuery
* \sa SDL_HapticNewEffect
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*/
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
SDL_HapticEffect *
effect);
/**
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* \brief Creates a new haptic effect on the device.
*
* \param haptic Haptic device to create the effect on.
* \param effect Properties of the effect to create.
* \return The id of the effect on success or -1 on error.
*
* \sa SDL_HapticUpdateEffect
* \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect
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*/
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
SDL_HapticEffect * effect);
/**
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* \brief Updates the properties of an effect.
*
* Can be used dynamically, although behaviour when dynamically changing
* direction may be strange. Specifically the effect may reupload itself
* and start playing from the start. You cannot change the type either when
* running SDL_HapticUpdateEffect().
*
* \param haptic Haptic device that has the effect.
* \param effect Effect to update.
* \param data New effect properties to use.
* \return The id of the effect on success or -1 on error.
*
* \sa SDL_HapticNewEffect
* \sa SDL_HapticRunEffect
* \sa SDL_HapticDestroyEffect
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*/
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
int effect,
SDL_HapticEffect * data);