include/SDL_haptic.h
author Ryan C. Gordon <icculus@icculus.org>
Sat, 10 Aug 2013 13:38:09 -0400
changeset 7621 5caa5fb3deb6
parent 7620 c99a31e02b7a
child 7630 c711a2f14814
permissions -rw-r--r--
Replaced SDL_HAPTIC_SQUARE with SDL_HAPTIC_LEFTRIGHT.

We needed a bit, so we're hoping no one needs this effect, especially when
it's fairly close to SDL_HAPTIC_SINE, we hope.

SDL_HAPTIC_LEFTRIGHT maps to XInput's functionality, so this removes the SINE
code for the XInput driver to keep things clean.

This also makes the simplified Rumble API use SDL_HAPTIC_LEFTRIGHT if
SDL_HAPTIC_SINE isn't available, to keep XInput working.

When we break the ABI, and can extend the supported capabilities field from
a Uint16, we'll add SDL_HAPTIC_SQUARE back in.

This patch is based on work by Ethan Lee.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 /**
    23  *  \file SDL_haptic.h
    24  *
    25  *  \brief The SDL Haptic subsystem allows you to control haptic (force feedback)
    26  *         devices.
    27  *
    28  *  The basic usage is as follows:
    29  *   - Initialize the Subsystem (::SDL_INIT_HAPTIC).
    30  *   - Open a Haptic Device.
    31  *    - SDL_HapticOpen() to open from index.
    32  *    - SDL_HapticOpenFromJoystick() to open from an existing joystick.
    33  *   - Create an effect (::SDL_HapticEffect).
    34  *   - Upload the effect with SDL_HapticNewEffect().
    35  *   - Run the effect with SDL_HapticRunEffect().
    36  *   - (optional) Free the effect with SDL_HapticDestroyEffect().
    37  *   - Close the haptic device with SDL_HapticClose().
    38  *
    39  * \par Simple rumble example:
    40  * \code
    41  *    SDL_Haptic *haptic;
    42  *
    43  *    // Open the device
    44  *    haptic = SDL_HapticOpen( 0 );
    45  *    if (haptic == NULL)
    46  *       return -1;
    47  *
    48  *    // Initialize simple rumble
    49  *    if (SDL_HapticRumbleInit( haptic ) != 0)
    50  *       return -1;
    51  *
    52  *    // Play effect at 50% strength for 2 seconds
    53  *    if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
    54  *       return -1;
    55  *    SDL_Delay( 2000 );
    56  *
    57  *    // Clean up
    58  *    SDL_HapticClose( haptic );
    59  * \endcode
    60  *
    61  * \par Complete example:
    62  * \code
    63  * int test_haptic( SDL_Joystick * joystick ) {
    64  *    SDL_Haptic *haptic;
    65  *    SDL_HapticEffect effect;
    66  *    int effect_id;
    67  *
    68  *    // Open the device
    69  *    haptic = SDL_HapticOpenFromJoystick( joystick );
    70  *    if (haptic == NULL) return -1; // Most likely joystick isn't haptic
    71  *
    72  *    // See if it can do sine waves
    73  *    if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
    74  *       SDL_HapticClose(haptic); // No sine effect
    75  *       return -1;
    76  *    }
    77  *
    78  *    // Create the effect
    79  *    memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
    80  *    effect.type = SDL_HAPTIC_SINE;
    81  *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
    82  *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
    83  *    effect.periodic.period = 1000; // 1000 ms
    84  *    effect.periodic.magnitude = 20000; // 20000/32767 strength
    85  *    effect.periodic.length = 5000; // 5 seconds long
    86  *    effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
    87  *    effect.periodic.fade_length = 1000; // Takes 1 second to fade away
    88  *
    89  *    // Upload the effect
    90  *    effect_id = SDL_HapticNewEffect( haptic, &effect );
    91  *
    92  *    // Test the effect
    93  *    SDL_HapticRunEffect( haptic, effect_id, 1 );
    94  *    SDL_Delay( 5000); // Wait for the effect to finish
    95  *
    96  *    // We destroy the effect, although closing the device also does this
    97  *    SDL_HapticDestroyEffect( haptic, effect_id );
    98  *
    99  *    // Close the device
   100  *    SDL_HapticClose(haptic);
   101  *
   102  *    return 0; // Success
   103  * }
   104  * \endcode
   105  *
   106  * You can also find out more information on my blog:
   107  * http://bobbens.dyndns.org/journal/2010/sdl_haptic/
   108  *
   109  * \author Edgar Simo Serra
   110  */
   111 
   112 #ifndef _SDL_haptic_h
   113 #define _SDL_haptic_h
   114 
   115 #include "SDL_stdinc.h"
   116 #include "SDL_error.h"
   117 #include "SDL_joystick.h"
   118 
   119 #include "begin_code.h"
   120 /* Set up for C function definitions, even when using C++ */
   121 #ifdef __cplusplus
   122 extern "C" {
   123 #endif /* __cplusplus */
   124 
   125 /**
   126  *  \typedef SDL_Haptic
   127  *
   128  *  \brief The haptic structure used to identify an SDL haptic.
   129  *
   130  *  \sa SDL_HapticOpen
   131  *  \sa SDL_HapticOpenFromJoystick
   132  *  \sa SDL_HapticClose
   133  */
   134 struct _SDL_Haptic;
   135 typedef struct _SDL_Haptic SDL_Haptic;
   136 
   137 
   138 /**
   139  *  \name Haptic features
   140  *
   141  *  Different haptic features a device can have.
   142  */
   143 /*@{*/
   144 
   145 /**
   146  *  \name Haptic effects
   147  */
   148 /*@{*/
   149 
   150 /**
   151  *  \brief Constant effect supported.
   152  *
   153  *  Constant haptic effect.
   154  *
   155  *  \sa SDL_HapticCondition
   156  */
   157 #define SDL_HAPTIC_CONSTANT   (1<<0)
   158 
   159 /**
   160  *  \brief Sine wave effect supported.
   161  *
   162  *  Periodic haptic effect that simulates sine waves.
   163  *
   164  *  \sa SDL_HapticPeriodic
   165  */
   166 #define SDL_HAPTIC_SINE       (1<<1)
   167 
   168 /**
   169  *  \brief Left/Right effect supported.
   170  *
   171  *  Haptic effect for direct control over high/low frequency motors.
   172  *
   173  *  \sa SDL_HapticLeftRight
   174  * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
   175  *          we ran out of bits, and this is important for XInput devices.
   176  */
   177 #define SDL_HAPTIC_LEFTRIGHT     (1<<2)
   178 
   179 /* !!! FIXME: put this back when we have more bits in 2.1 */
   180 /*#define SDL_HAPTIC_SQUARE     (1<<2)*/
   181 
   182 /**
   183  *  \brief Triangle wave effect supported.
   184  *
   185  *  Periodic haptic effect that simulates triangular waves.
   186  *
   187  *  \sa SDL_HapticPeriodic
   188  */
   189 #define SDL_HAPTIC_TRIANGLE   (1<<3)
   190 
   191 /**
   192  *  \brief Sawtoothup wave effect supported.
   193  *
   194  *  Periodic haptic effect that simulates saw tooth up waves.
   195  *
   196  *  \sa SDL_HapticPeriodic
   197  */
   198 #define SDL_HAPTIC_SAWTOOTHUP (1<<4)
   199 
   200 /**
   201  *  \brief Sawtoothdown wave effect supported.
   202  *
   203  *  Periodic haptic effect that simulates saw tooth down waves.
   204  *
   205  *  \sa SDL_HapticPeriodic
   206  */
   207 #define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
   208 
   209 /**
   210  *  \brief Ramp effect supported.
   211  *
   212  *  Ramp haptic effect.
   213  *
   214  *  \sa SDL_HapticRamp
   215  */
   216 #define SDL_HAPTIC_RAMP       (1<<6)
   217 
   218 /**
   219  *  \brief Spring effect supported - uses axes position.
   220  *
   221  *  Condition haptic effect that simulates a spring.  Effect is based on the
   222  *  axes position.
   223  *
   224  *  \sa SDL_HapticCondition
   225  */
   226 #define SDL_HAPTIC_SPRING     (1<<7)
   227 
   228 /**
   229  *  \brief Damper effect supported - uses axes velocity.
   230  *
   231  *  Condition haptic effect that simulates dampening.  Effect is based on the
   232  *  axes velocity.
   233  *
   234  *  \sa SDL_HapticCondition
   235  */
   236 #define SDL_HAPTIC_DAMPER     (1<<8)
   237 
   238 /**
   239  *  \brief Inertia effect supported - uses axes acceleration.
   240  *
   241  *  Condition haptic effect that simulates inertia.  Effect is based on the axes
   242  *  acceleration.
   243  *
   244  *  \sa SDL_HapticCondition
   245  */
   246 #define SDL_HAPTIC_INERTIA    (1<<9)
   247 
   248 /**
   249  *  \brief Friction effect supported - uses axes movement.
   250  *
   251  *  Condition haptic effect that simulates friction.  Effect is based on the
   252  *  axes movement.
   253  *
   254  *  \sa SDL_HapticCondition
   255  */
   256 #define SDL_HAPTIC_FRICTION   (1<<10)
   257 
   258 /**
   259  *  \brief Custom effect is supported.
   260  *
   261  *  User defined custom haptic effect.
   262  */
   263 #define SDL_HAPTIC_CUSTOM     (1<<11)
   264 
   265 /*@}*//*Haptic effects*/
   266 
   267 /* These last few are features the device has, not effects */
   268 
   269 /**
   270  *  \brief Device can set global gain.
   271  *
   272  *  Device supports setting the global gain.
   273  *
   274  *  \sa SDL_HapticSetGain
   275  */
   276 #define SDL_HAPTIC_GAIN       (1<<12)
   277 
   278 /**
   279  *  \brief Device can set autocenter.
   280  *
   281  *  Device supports setting autocenter.
   282  *
   283  *  \sa SDL_HapticSetAutocenter
   284  */
   285 #define SDL_HAPTIC_AUTOCENTER (1<<13)
   286 
   287 /**
   288  *  \brief Device can be queried for effect status.
   289  *
   290  *  Device can be queried for effect status.
   291  *
   292  *  \sa SDL_HapticGetEffectStatus
   293  */
   294 #define SDL_HAPTIC_STATUS     (1<<14)
   295 
   296 /**
   297  *  \brief Device can be paused.
   298  *
   299  *  \sa SDL_HapticPause
   300  *  \sa SDL_HapticUnpause
   301  */
   302 #define SDL_HAPTIC_PAUSE      (1<<15)
   303 
   304 
   305 /**
   306  * \name Direction encodings
   307  */
   308 /*@{*/
   309 
   310 /**
   311  *  \brief Uses polar coordinates for the direction.
   312  *
   313  *  \sa SDL_HapticDirection
   314  */
   315 #define SDL_HAPTIC_POLAR      0
   316 
   317 /**
   318  *  \brief Uses cartesian coordinates for the direction.
   319  *
   320  *  \sa SDL_HapticDirection
   321  */
   322 #define SDL_HAPTIC_CARTESIAN  1
   323 
   324 /**
   325  *  \brief Uses spherical coordinates for the direction.
   326  *
   327  *  \sa SDL_HapticDirection
   328  */
   329 #define SDL_HAPTIC_SPHERICAL  2
   330 
   331 /*@}*//*Direction encodings*/
   332 
   333 /*@}*//*Haptic features*/
   334 
   335 /*
   336  * Misc defines.
   337  */
   338 
   339 /**
   340  * \brief Used to play a device an infinite number of times.
   341  *
   342  * \sa SDL_HapticRunEffect
   343  */
   344 #define SDL_HAPTIC_INFINITY   4294967295U
   345 
   346 
   347 /**
   348  *  \brief Structure that represents a haptic direction.
   349  *
   350  *  Directions can be specified by:
   351  *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
   352  *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
   353  *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
   354  *
   355  *  Cardinal directions of the haptic device are relative to the positioning
   356  *  of the device.  North is considered to be away from the user.
   357  *
   358  *  The following diagram represents the cardinal directions:
   359  *  \verbatim
   360                  .--.
   361                  |__| .-------.
   362                  |=.| |.-----.|
   363                  |--| ||     ||
   364                  |  | |'-----'|
   365                  |__|~')_____('
   366                    [ COMPUTER ]
   367 
   368 
   369                      North (0,-1)
   370                          ^
   371                          |
   372                          |
   373     (1,0)  West <----[ HAPTIC ]----> East (-1,0)
   374                          |
   375                          |
   376                          v
   377                       South (0,1)
   378 
   379 
   380                       [ USER ]
   381                         \|||/
   382                         (o o)
   383                   ---ooO-(_)-Ooo---
   384     \endverbatim
   385  *
   386  *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
   387  *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
   388  *  the first \c dir parameter.  The cardinal directions would be:
   389  *   - North: 0 (0 degrees)
   390  *   - East: 9000 (90 degrees)
   391  *   - South: 18000 (180 degrees)
   392  *   - West: 27000 (270 degrees)
   393  *
   394  *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
   395  *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
   396  *  the first three \c dir parameters.  The cardinal directions would be:
   397  *   - North:  0,-1, 0
   398  *   - East:  -1, 0, 0
   399  *   - South:  0, 1, 0
   400  *   - West:   1, 0, 0
   401  *
   402  *  The Z axis represents the height of the effect if supported, otherwise
   403  *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
   404  *  can use any multiple you want, only the direction matters.
   405  *
   406  *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
   407  *  The first two \c dir parameters are used.  The \c dir parameters are as
   408  *  follows (all values are in hundredths of degrees):
   409  *   - Degrees from (1, 0) rotated towards (0, 1).
   410  *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
   411  *
   412  *
   413  *  Example of force coming from the south with all encodings (force coming
   414  *  from the south means the user will have to pull the stick to counteract):
   415  *  \code
   416  *  SDL_HapticDirection direction;
   417  *
   418  *  // Cartesian directions
   419  *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
   420  *  direction.dir[0] = 0; // X position
   421  *  direction.dir[1] = 1; // Y position
   422  *  // Assuming the device has 2 axes, we don't need to specify third parameter.
   423  *
   424  *  // Polar directions
   425  *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
   426  *  direction.dir[0] = 18000; // Polar only uses first parameter
   427  *
   428  *  // Spherical coordinates
   429  *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
   430  *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
   431  *  \endcode
   432  *
   433  *  \sa SDL_HAPTIC_POLAR
   434  *  \sa SDL_HAPTIC_CARTESIAN
   435  *  \sa SDL_HAPTIC_SPHERICAL
   436  *  \sa SDL_HapticEffect
   437  *  \sa SDL_HapticNumAxes
   438  */
   439 typedef struct SDL_HapticDirection
   440 {
   441     Uint8 type;         /**< The type of encoding. */
   442     Sint32 dir[3];      /**< The encoded direction. */
   443 } SDL_HapticDirection;
   444 
   445 
   446 /**
   447  *  \brief A structure containing a template for a Constant effect.
   448  *
   449  *  The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.
   450  *
   451  *  A constant effect applies a constant force in the specified direction
   452  *  to the joystick.
   453  *
   454  *  \sa SDL_HAPTIC_CONSTANT
   455  *  \sa SDL_HapticEffect
   456  */
   457 typedef struct SDL_HapticConstant
   458 {
   459     /* Header */
   460     Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
   461     SDL_HapticDirection direction;  /**< Direction of the effect. */
   462 
   463     /* Replay */
   464     Uint32 length;          /**< Duration of the effect. */
   465     Uint16 delay;           /**< Delay before starting the effect. */
   466 
   467     /* Trigger */
   468     Uint16 button;          /**< Button that triggers the effect. */
   469     Uint16 interval;        /**< How soon it can be triggered again after button. */
   470 
   471     /* Constant */
   472     Sint16 level;           /**< Strength of the constant effect. */
   473 
   474     /* Envelope */
   475     Uint16 attack_length;   /**< Duration of the attack. */
   476     Uint16 attack_level;    /**< Level at the start of the attack. */
   477     Uint16 fade_length;     /**< Duration of the fade. */
   478     Uint16 fade_level;      /**< Level at the end of the fade. */
   479 } SDL_HapticConstant;
   480 
   481 /**
   482  *  \brief A structure containing a template for a Periodic effect.
   483  *
   484  *  The struct handles the following effects:
   485  *   - ::SDL_HAPTIC_SINE
   486  *   - ::SDL_HAPTIC_SQUARE
   487  *   - ::SDL_HAPTIC_TRIANGLE
   488  *   - ::SDL_HAPTIC_SAWTOOTHUP
   489  *   - ::SDL_HAPTIC_SAWTOOTHDOWN
   490  *
   491  *  A periodic effect consists in a wave-shaped effect that repeats itself
   492  *  over time.  The type determines the shape of the wave and the parameters
   493  *  determine the dimensions of the wave.
   494  *
   495  *  Phase is given by hundredth of a cycle meaning that giving the phase a value
   496  *  of 9000 will displace it 25% of its period.  Here are sample values:
   497  *   -     0: No phase displacement.
   498  *   -  9000: Displaced 25% of its period.
   499  *   - 18000: Displaced 50% of its period.
   500  *   - 27000: Displaced 75% of its period.
   501  *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
   502  *
   503  *  Examples:
   504  *  \verbatim
   505     SDL_HAPTIC_SINE
   506       __      __      __      __
   507      /  \    /  \    /  \    /
   508     /    \__/    \__/    \__/
   509 
   510     SDL_HAPTIC_SQUARE
   511      __    __    __    __    __
   512     |  |  |  |  |  |  |  |  |  |
   513     |  |__|  |__|  |__|  |__|  |
   514 
   515     SDL_HAPTIC_TRIANGLE
   516       /\    /\    /\    /\    /\
   517      /  \  /  \  /  \  /  \  /
   518     /    \/    \/    \/    \/
   519 
   520     SDL_HAPTIC_SAWTOOTHUP
   521       /|  /|  /|  /|  /|  /|  /|
   522      / | / | / | / | / | / | / |
   523     /  |/  |/  |/  |/  |/  |/  |
   524 
   525     SDL_HAPTIC_SAWTOOTHDOWN
   526     \  |\  |\  |\  |\  |\  |\  |
   527      \ | \ | \ | \ | \ | \ | \ |
   528       \|  \|  \|  \|  \|  \|  \|
   529     \endverbatim
   530  *
   531  *  \sa SDL_HAPTIC_SINE
   532  *  \sa SDL_HAPTIC_SQUARE
   533  *  \sa SDL_HAPTIC_TRIANGLE
   534  *  \sa SDL_HAPTIC_SAWTOOTHUP
   535  *  \sa SDL_HAPTIC_SAWTOOTHDOWN
   536  *  \sa SDL_HapticEffect
   537  */
   538 typedef struct SDL_HapticPeriodic
   539 {
   540     /* Header */
   541     Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_SQUARE,
   542                              ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
   543                              ::SDL_HAPTIC_SAWTOOTHDOWN */
   544     SDL_HapticDirection direction;  /**< Direction of the effect. */
   545 
   546     /* Replay */
   547     Uint32 length;      /**< Duration of the effect. */
   548     Uint16 delay;       /**< Delay before starting the effect. */
   549 
   550     /* Trigger */
   551     Uint16 button;      /**< Button that triggers the effect. */
   552     Uint16 interval;    /**< How soon it can be triggered again after button. */
   553 
   554     /* Periodic */
   555     Uint16 period;      /**< Period of the wave. */
   556     Sint16 magnitude;   /**< Peak value. */
   557     Sint16 offset;      /**< Mean value of the wave. */
   558     Uint16 phase;       /**< Horizontal shift given by hundredth of a cycle. */
   559 
   560     /* Envelope */
   561     Uint16 attack_length;   /**< Duration of the attack. */
   562     Uint16 attack_level;    /**< Level at the start of the attack. */
   563     Uint16 fade_length; /**< Duration of the fade. */
   564     Uint16 fade_level;  /**< Level at the end of the fade. */
   565 } SDL_HapticPeriodic;
   566 
   567 /**
   568  *  \brief A structure containing a template for a Condition effect.
   569  *
   570  *  The struct handles the following effects:
   571  *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
   572  *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
   573  *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
   574  *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
   575  *
   576  *  Direction is handled by condition internals instead of a direction member.
   577  *  The condition effect specific members have three parameters.  The first
   578  *  refers to the X axis, the second refers to the Y axis and the third
   579  *  refers to the Z axis.  The right terms refer to the positive side of the
   580  *  axis and the left terms refer to the negative side of the axis.  Please
   581  *  refer to the ::SDL_HapticDirection diagram for which side is positive and
   582  *  which is negative.
   583  *
   584  *  \sa SDL_HapticDirection
   585  *  \sa SDL_HAPTIC_SPRING
   586  *  \sa SDL_HAPTIC_DAMPER
   587  *  \sa SDL_HAPTIC_INERTIA
   588  *  \sa SDL_HAPTIC_FRICTION
   589  *  \sa SDL_HapticEffect
   590  */
   591 typedef struct SDL_HapticCondition
   592 {
   593     /* Header */
   594     Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
   595                                  ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
   596     SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */
   597 
   598     /* Replay */
   599     Uint32 length;          /**< Duration of the effect. */
   600     Uint16 delay;           /**< Delay before starting the effect. */
   601 
   602     /* Trigger */
   603     Uint16 button;          /**< Button that triggers the effect. */
   604     Uint16 interval;        /**< How soon it can be triggered again after button. */
   605 
   606     /* Condition */
   607     Uint16 right_sat[3];    /**< Level when joystick is to the positive side. */
   608     Uint16 left_sat[3];     /**< Level when joystick is to the negative side. */
   609     Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
   610     Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
   611     Uint16 deadband[3];     /**< Size of the dead zone. */
   612     Sint16 center[3];       /**< Position of the dead zone. */
   613 } SDL_HapticCondition;
   614 
   615 /**
   616  *  \brief A structure containing a template for a Ramp effect.
   617  *
   618  *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
   619  *
   620  *  The ramp effect starts at start strength and ends at end strength.
   621  *  It augments in linear fashion.  If you use attack and fade with a ramp
   622  *  the effects get added to the ramp effect making the effect become
   623  *  quadratic instead of linear.
   624  *
   625  *  \sa SDL_HAPTIC_RAMP
   626  *  \sa SDL_HapticEffect
   627  */
   628 typedef struct SDL_HapticRamp
   629 {
   630     /* Header */
   631     Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
   632     SDL_HapticDirection direction;  /**< Direction of the effect. */
   633 
   634     /* Replay */
   635     Uint32 length;          /**< Duration of the effect. */
   636     Uint16 delay;           /**< Delay before starting the effect. */
   637 
   638     /* Trigger */
   639     Uint16 button;          /**< Button that triggers the effect. */
   640     Uint16 interval;        /**< How soon it can be triggered again after button. */
   641 
   642     /* Ramp */
   643     Sint16 start;           /**< Beginning strength level. */
   644     Sint16 end;             /**< Ending strength level. */
   645 
   646     /* Envelope */
   647     Uint16 attack_length;   /**< Duration of the attack. */
   648     Uint16 attack_level;    /**< Level at the start of the attack. */
   649     Uint16 fade_length;     /**< Duration of the fade. */
   650     Uint16 fade_level;      /**< Level at the end of the fade. */
   651 } SDL_HapticRamp;
   652 
   653 /**
   654  * \brief A structure containing a template for a Left/Right effect.
   655  *
   656  * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
   657  *
   658  * The Left/Right effect is used to explicitly control the large and small
   659  * motors, commonly found in modern game controllers. One motor is high
   660  * frequency, the other is low frequency.
   661  *
   662  * \sa SDL_HAPTIC_LEFTRIGHT
   663  * \sa SDL_HapticEffect
   664  */
   665 typedef struct SDL_HapticLeftRight
   666 {
   667     /* Header */
   668     Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
   669 
   670     /* Replay */
   671     Uint32 length;          /**< Duration of the effect. */
   672 
   673     /* Rumble */
   674     Uint16 large_magnitude; /**< Control of the large controller motor. */
   675     Uint16 small_magnitude; /**< Control of the small controller motor. */
   676 } SDL_HapticLeftRight;
   677 
   678 /**
   679  *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
   680  *
   681  *  A custom force feedback effect is much like a periodic effect, where the
   682  *  application can define its exact shape.  You will have to allocate the
   683  *  data yourself.  Data should consist of channels * samples Uint16 samples.
   684  *
   685  *  If channels is one, the effect is rotated using the defined direction.
   686  *  Otherwise it uses the samples in data for the different axes.
   687  *
   688  *  \sa SDL_HAPTIC_CUSTOM
   689  *  \sa SDL_HapticEffect
   690  */
   691 typedef struct SDL_HapticCustom
   692 {
   693     /* Header */
   694     Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
   695     SDL_HapticDirection direction;  /**< Direction of the effect. */
   696 
   697     /* Replay */
   698     Uint32 length;          /**< Duration of the effect. */
   699     Uint16 delay;           /**< Delay before starting the effect. */
   700 
   701     /* Trigger */
   702     Uint16 button;          /**< Button that triggers the effect. */
   703     Uint16 interval;        /**< How soon it can be triggered again after button. */
   704 
   705     /* Custom */
   706     Uint8 channels;         /**< Axes to use, minimum of one. */
   707     Uint16 period;          /**< Sample periods. */
   708     Uint16 samples;         /**< Amount of samples. */
   709     Uint16 *data;           /**< Should contain channels*samples items. */
   710 
   711     /* Envelope */
   712     Uint16 attack_length;   /**< Duration of the attack. */
   713     Uint16 attack_level;    /**< Level at the start of the attack. */
   714     Uint16 fade_length;     /**< Duration of the fade. */
   715     Uint16 fade_level;      /**< Level at the end of the fade. */
   716 } SDL_HapticCustom;
   717 
   718 /**
   719  *  \brief The generic template for any haptic effect.
   720  *
   721  *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
   722  *  Time values unless specified otherwise are in milliseconds.
   723  *
   724  *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
   725  *  value.  Neither delay, interval, attack_length nor fade_length support
   726  *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
   727  *
   728  *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
   729  *  ::SDL_HAPTIC_INFINITY.
   730  *
   731  *  Button triggers may not be supported on all devices, it is advised to not
   732  *  use them if possible.  Buttons start at index 1 instead of index 0 like
   733  *  the joystick.
   734  *
   735  *  If both attack_length and fade_level are 0, the envelope is not used,
   736  *  otherwise both values are used.
   737  *
   738  *  Common parts:
   739  *  \code
   740  *  // Replay - All effects have this
   741  *  Uint32 length;        // Duration of effect (ms).
   742  *  Uint16 delay;         // Delay before starting effect.
   743  *
   744  *  // Trigger - All effects have this
   745  *  Uint16 button;        // Button that triggers effect.
   746  *  Uint16 interval;      // How soon before effect can be triggered again.
   747  *
   748  *  // Envelope - All effects except condition effects have this
   749  *  Uint16 attack_length; // Duration of the attack (ms).
   750  *  Uint16 attack_level;  // Level at the start of the attack.
   751  *  Uint16 fade_length;   // Duration of the fade out (ms).
   752  *  Uint16 fade_level;    // Level at the end of the fade.
   753  *  \endcode
   754  *
   755  *
   756  *  Here we have an example of a constant effect evolution in time:
   757  *  \verbatim
   758     Strength
   759     ^
   760     |
   761     |    effect level -->  _________________
   762     |                     /                 \
   763     |                    /                   \
   764     |                   /                     \
   765     |                  /                       \
   766     | attack_level --> |                        \
   767     |                  |                        |  <---  fade_level
   768     |
   769     +--------------------------------------------------> Time
   770                        [--]                 [---]
   771                        attack_length        fade_length
   772 
   773     [------------------][-----------------------]
   774     delay               length
   775     \endverbatim
   776  *
   777  *  Note either the attack_level or the fade_level may be above the actual
   778  *  effect level.
   779  *
   780  *  \sa SDL_HapticConstant
   781  *  \sa SDL_HapticPeriodic
   782  *  \sa SDL_HapticCondition
   783  *  \sa SDL_HapticRamp
   784  *  \sa SDL_HapticLeftRight
   785  *  \sa SDL_HapticCustom
   786  */
   787 typedef union SDL_HapticEffect
   788 {
   789     /* Common for all force feedback effects */
   790     Uint16 type;                    /**< Effect type. */
   791     SDL_HapticConstant constant;    /**< Constant effect. */
   792     SDL_HapticPeriodic periodic;    /**< Periodic effect. */
   793     SDL_HapticCondition condition;  /**< Condition effect. */
   794     SDL_HapticRamp ramp;            /**< Ramp effect. */
   795     SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
   796     SDL_HapticCustom custom;        /**< Custom effect. */
   797 } SDL_HapticEffect;
   798 
   799 
   800 /* Function prototypes */
   801 /**
   802  *  \brief Count the number of haptic devices attached to the system.
   803  *
   804  *  \return Number of haptic devices detected on the system.
   805  */
   806 extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
   807 
   808 /**
   809  *  \brief Get the implementation dependent name of a Haptic device.
   810  *
   811  *  This can be called before any joysticks are opened.
   812  *  If no name can be found, this function returns NULL.
   813  *
   814  *  \param device_index Index of the device to get its name.
   815  *  \return Name of the device or NULL on error.
   816  *
   817  *  \sa SDL_NumHaptics
   818  */
   819 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
   820 
   821 /**
   822  *  \brief Opens a Haptic device for usage.
   823  *
   824  *  The index passed as an argument refers to the N'th Haptic device on this
   825  *  system.
   826  *
   827  *  When opening a haptic device, its gain will be set to maximum and
   828  *  autocenter will be disabled.  To modify these values use
   829  *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
   830  *
   831  *  \param device_index Index of the device to open.
   832  *  \return Device identifier or NULL on error.
   833  *
   834  *  \sa SDL_HapticIndex
   835  *  \sa SDL_HapticOpenFromMouse
   836  *  \sa SDL_HapticOpenFromJoystick
   837  *  \sa SDL_HapticClose
   838  *  \sa SDL_HapticSetGain
   839  *  \sa SDL_HapticSetAutocenter
   840  *  \sa SDL_HapticPause
   841  *  \sa SDL_HapticStopAll
   842  */
   843 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
   844 
   845 /**
   846  *  \brief Checks if the haptic device at index has been opened.
   847  *
   848  *  \param device_index Index to check to see if it has been opened.
   849  *  \return 1 if it has been opened or 0 if it hasn't.
   850  *
   851  *  \sa SDL_HapticOpen
   852  *  \sa SDL_HapticIndex
   853  */
   854 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
   855 
   856 /**
   857  *  \brief Gets the index of a haptic device.
   858  *
   859  *  \param haptic Haptic device to get the index of.
   860  *  \return The index of the haptic device or -1 on error.
   861  *
   862  *  \sa SDL_HapticOpen
   863  *  \sa SDL_HapticOpened
   864  */
   865 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
   866 
   867 /**
   868  *  \brief Gets whether or not the current mouse has haptic capabilities.
   869  *
   870  *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
   871  *
   872  *  \sa SDL_HapticOpenFromMouse
   873  */
   874 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
   875 
   876 /**
   877  *  \brief Tries to open a haptic device from the current mouse.
   878  *
   879  *  \return The haptic device identifier or NULL on error.
   880  *
   881  *  \sa SDL_MouseIsHaptic
   882  *  \sa SDL_HapticOpen
   883  */
   884 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
   885 
   886 /**
   887  *  \brief Checks to see if a joystick has haptic features.
   888  *
   889  *  \param joystick Joystick to test for haptic capabilities.
   890  *  \return 1 if the joystick is haptic, 0 if it isn't
   891  *          or -1 if an error ocurred.
   892  *
   893  *  \sa SDL_HapticOpenFromJoystick
   894  */
   895 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
   896 
   897 /**
   898  *  \brief Opens a Haptic device for usage from a Joystick device.
   899  *
   900  *  You must still close the haptic device seperately.  It will not be closed
   901  *  with the joystick.
   902  *
   903  *  When opening from a joystick you should first close the haptic device before
   904  *  closing the joystick device.  If not, on some implementations the haptic
   905  *  device will also get unallocated and you'll be unable to use force feedback
   906  *  on that device.
   907  *
   908  *  \param joystick Joystick to create a haptic device from.
   909  *  \return A valid haptic device identifier on success or NULL on error.
   910  *
   911  *  \sa SDL_HapticOpen
   912  *  \sa SDL_HapticClose
   913  */
   914 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
   915                                                                joystick);
   916 
   917 /**
   918  *  \brief Closes a Haptic device previously opened with SDL_HapticOpen().
   919  *
   920  *  \param haptic Haptic device to close.
   921  */
   922 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
   923 
   924 /**
   925  *  \brief Returns the number of effects a haptic device can store.
   926  *
   927  *  On some platforms this isn't fully supported, and therefore is an
   928  *  approximation.  Always check to see if your created effect was actually
   929  *  created and do not rely solely on SDL_HapticNumEffects().
   930  *
   931  *  \param haptic The haptic device to query effect max.
   932  *  \return The number of effects the haptic device can store or
   933  *          -1 on error.
   934  *
   935  *  \sa SDL_HapticNumEffectsPlaying
   936  *  \sa SDL_HapticQuery
   937  */
   938 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
   939 
   940 /**
   941  *  \brief Returns the number of effects a haptic device can play at the same
   942  *         time.
   943  *
   944  *  This is not supported on all platforms, but will always return a value.
   945  *  Added here for the sake of completeness.
   946  *
   947  *  \param haptic The haptic device to query maximum playing effects.
   948  *  \return The number of effects the haptic device can play at the same time
   949  *          or -1 on error.
   950  *
   951  *  \sa SDL_HapticNumEffects
   952  *  \sa SDL_HapticQuery
   953  */
   954 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
   955 
   956 /**
   957  *  \brief Gets the haptic devices supported features in bitwise matter.
   958  *
   959  *  Example:
   960  *  \code
   961  *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
   962  *      printf("We have constant haptic effect!");
   963  *  }
   964  *  \endcode
   965  *
   966  *  \param haptic The haptic device to query.
   967  *  \return Haptic features in bitwise manner (OR'd).
   968  *
   969  *  \sa SDL_HapticNumEffects
   970  *  \sa SDL_HapticEffectSupported
   971  */
   972 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
   973 
   974 
   975 /**
   976  *  \brief Gets the number of haptic axes the device has.
   977  *
   978  *  \sa SDL_HapticDirection
   979  */
   980 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
   981 
   982 /**
   983  *  \brief Checks to see if effect is supported by haptic.
   984  *
   985  *  \param haptic Haptic device to check on.
   986  *  \param effect Effect to check to see if it is supported.
   987  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
   988  *
   989  *  \sa SDL_HapticQuery
   990  *  \sa SDL_HapticNewEffect
   991  */
   992 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
   993                                                       SDL_HapticEffect *
   994                                                       effect);
   995 
   996 /**
   997  *  \brief Creates a new haptic effect on the device.
   998  *
   999  *  \param haptic Haptic device to create the effect on.
  1000  *  \param effect Properties of the effect to create.
  1001  *  \return The id of the effect on success or -1 on error.
  1002  *
  1003  *  \sa SDL_HapticUpdateEffect
  1004  *  \sa SDL_HapticRunEffect
  1005  *  \sa SDL_HapticDestroyEffect
  1006  */
  1007 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
  1008                                                 SDL_HapticEffect * effect);
  1009 
  1010 /**
  1011  *  \brief Updates the properties of an effect.
  1012  *
  1013  *  Can be used dynamically, although behaviour when dynamically changing
  1014  *  direction may be strange.  Specifically the effect may reupload itself
  1015  *  and start playing from the start.  You cannot change the type either when
  1016  *  running SDL_HapticUpdateEffect().
  1017  *
  1018  *  \param haptic Haptic device that has the effect.
  1019  *  \param effect Effect to update.
  1020  *  \param data New effect properties to use.
  1021  *  \return 0 on success or -1 on error.
  1022  *
  1023  *  \sa SDL_HapticNewEffect
  1024  *  \sa SDL_HapticRunEffect
  1025  *  \sa SDL_HapticDestroyEffect
  1026  */
  1027 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
  1028                                                    int effect,
  1029                                                    SDL_HapticEffect * data);
  1030 
  1031 /**
  1032  *  \brief Runs the haptic effect on its associated haptic device.
  1033  *
  1034  *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
  1035  *  repeating the envelope (attack and fade) every time.  If you only want the
  1036  *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
  1037  *  parameter.
  1038  *
  1039  *  \param haptic Haptic device to run the effect on.
  1040  *  \param effect Identifier of the haptic effect to run.
  1041  *  \param iterations Number of iterations to run the effect. Use
  1042  *         ::SDL_HAPTIC_INFINITY for infinity.
  1043  *  \return 0 on success or -1 on error.
  1044  *
  1045  *  \sa SDL_HapticStopEffect
  1046  *  \sa SDL_HapticDestroyEffect
  1047  *  \sa SDL_HapticGetEffectStatus
  1048  */
  1049 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
  1050                                                 int effect,
  1051                                                 Uint32 iterations);
  1052 
  1053 /**
  1054  *  \brief Stops the haptic effect on its associated haptic device.
  1055  *
  1056  *  \param haptic Haptic device to stop the effect on.
  1057  *  \param effect Identifier of the effect to stop.
  1058  *  \return 0 on success or -1 on error.
  1059  *
  1060  *  \sa SDL_HapticRunEffect
  1061  *  \sa SDL_HapticDestroyEffect
  1062  */
  1063 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
  1064                                                  int effect);
  1065 
  1066 /**
  1067  *  \brief Destroys a haptic effect on the device.
  1068  *
  1069  *  This will stop the effect if it's running.  Effects are automatically
  1070  *  destroyed when the device is closed.
  1071  *
  1072  *  \param haptic Device to destroy the effect on.
  1073  *  \param effect Identifier of the effect to destroy.
  1074  *
  1075  *  \sa SDL_HapticNewEffect
  1076  */
  1077 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
  1078                                                      int effect);
  1079 
  1080 /**
  1081  *  \brief Gets the status of the current effect on the haptic device.
  1082  *
  1083  *  Device must support the ::SDL_HAPTIC_STATUS feature.
  1084  *
  1085  *  \param haptic Haptic device to query the effect status on.
  1086  *  \param effect Identifier of the effect to query its status.
  1087  *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
  1088  *
  1089  *  \sa SDL_HapticRunEffect
  1090  *  \sa SDL_HapticStopEffect
  1091  */
  1092 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
  1093                                                       int effect);
  1094 
  1095 /**
  1096  *  \brief Sets the global gain of the device.
  1097  *
  1098  *  Device must support the ::SDL_HAPTIC_GAIN feature.
  1099  *
  1100  *  The user may specify the maximum gain by setting the environment variable
  1101  *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
  1102  *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
  1103  *  maximum.
  1104  *
  1105  *  \param haptic Haptic device to set the gain on.
  1106  *  \param gain Value to set the gain to, should be between 0 and 100.
  1107  *  \return 0 on success or -1 on error.
  1108  *
  1109  *  \sa SDL_HapticQuery
  1110  */
  1111 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
  1112 
  1113 /**
  1114  *  \brief Sets the global autocenter of the device.
  1115  *
  1116  *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
  1117  *  autocentering.
  1118  *
  1119  *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
  1120  *
  1121  *  \param haptic Haptic device to set autocentering on.
  1122  *  \param autocenter Value to set autocenter to, 0 disables autocentering.
  1123  *  \return 0 on success or -1 on error.
  1124  *
  1125  *  \sa SDL_HapticQuery
  1126  */
  1127 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
  1128                                                     int autocenter);
  1129 
  1130 /**
  1131  *  \brief Pauses a haptic device.
  1132  *
  1133  *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
  1134  *  SDL_HapticUnpause() to resume playback.
  1135  *
  1136  *  Do not modify the effects nor add new ones while the device is paused.
  1137  *  That can cause all sorts of weird errors.
  1138  *
  1139  *  \param haptic Haptic device to pause.
  1140  *  \return 0 on success or -1 on error.
  1141  *
  1142  *  \sa SDL_HapticUnpause
  1143  */
  1144 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
  1145 
  1146 /**
  1147  *  \brief Unpauses a haptic device.
  1148  *
  1149  *  Call to unpause after SDL_HapticPause().
  1150  *
  1151  *  \param haptic Haptic device to pause.
  1152  *  \return 0 on success or -1 on error.
  1153  *
  1154  *  \sa SDL_HapticPause
  1155  */
  1156 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
  1157 
  1158 /**
  1159  *  \brief Stops all the currently playing effects on a haptic device.
  1160  *
  1161  *  \param haptic Haptic device to stop.
  1162  *  \return 0 on success or -1 on error.
  1163  */
  1164 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
  1165 
  1166 /**
  1167  *  \brief Checks to see if rumble is supported on a haptic device.
  1168  *
  1169  *  \param haptic Haptic device to check to see if it supports rumble.
  1170  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
  1171  *
  1172  *  \sa SDL_HapticRumbleInit
  1173  *  \sa SDL_HapticRumblePlay
  1174  *  \sa SDL_HapticRumbleStop
  1175  */
  1176 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
  1177 
  1178 /**
  1179  *  \brief Initializes the haptic device for simple rumble playback.
  1180  *
  1181  *  \param haptic Haptic device to initialize for simple rumble playback.
  1182  *  \return 0 on success or -1 on error.
  1183  *
  1184  *  \sa SDL_HapticOpen
  1185  *  \sa SDL_HapticRumbleSupported
  1186  *  \sa SDL_HapticRumblePlay
  1187  *  \sa SDL_HapticRumbleStop
  1188  */
  1189 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
  1190 
  1191 /**
  1192  *  \brief Runs simple rumble on a haptic device
  1193  *
  1194  *  \param haptic Haptic device to play rumble effect on.
  1195  *  \param strength Strength of the rumble to play as a 0-1 float value.
  1196  *  \param length Length of the rumble to play in milliseconds.
  1197  *  \return 0 on success or -1 on error.
  1198  *
  1199  *  \sa SDL_HapticRumbleSupported
  1200  *  \sa SDL_HapticRumbleInit
  1201  *  \sa SDL_HapticRumbleStop
  1202  */
  1203 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
  1204 
  1205 /**
  1206  *  \brief Stops the simple rumble on a haptic device.
  1207  *
  1208  *  \param haptic Haptic to stop the rumble on.
  1209  *  \return 0 on success or -1 on error.
  1210  *
  1211  *  \sa SDL_HapticRumbleSupported
  1212  *  \sa SDL_HapticRumbleInit
  1213  *  \sa SDL_HapticRumblePlay
  1214  */
  1215 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
  1216 
  1217 /* Ends C function definitions when using C++ */
  1218 #ifdef __cplusplus
  1219 }
  1220 #endif
  1221 #include "close_code.h"
  1222 
  1223 #endif /* _SDL_haptic_h */
  1224 
  1225 /* vi: set ts=4 sw=4 expandtab: */