include/SDL_haptic.h
author Sam Lantinga <slouken@libsdl.org>
Tue, 23 Oct 2018 12:40:25 -0700
changeset 12354 7846ac86d46e
parent 12271 44a639b5f1af
permissions -rw-r--r--
Fixed reinitializing the SDL joystick subsystem on Android
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2018 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 
   107 #ifndef SDL_haptic_h_
   108 #define SDL_haptic_h_
   109 
   110 #include "SDL_stdinc.h"
   111 #include "SDL_error.h"
   112 #include "SDL_joystick.h"
   113 
   114 #include "begin_code.h"
   115 /* Set up for C function definitions, even when using C++ */
   116 #ifdef __cplusplus
   117 extern "C" {
   118 #endif /* __cplusplus */
   119 
   120 /* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
   121  *
   122  * At the moment the magnitude variables are mixed between signed/unsigned, and
   123  * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
   124  *
   125  * Some platforms may have higher precision than that (Linux FF, Windows XInput)
   126  * so we should fix the inconsistency in favor of higher possible precision,
   127  * adjusting for platforms that use different scales.
   128  * -flibit
   129  */
   130 
   131 /**
   132  *  \typedef SDL_Haptic
   133  *
   134  *  \brief The haptic structure used to identify an SDL haptic.
   135  *
   136  *  \sa SDL_HapticOpen
   137  *  \sa SDL_HapticOpenFromJoystick
   138  *  \sa SDL_HapticClose
   139  */
   140 struct _SDL_Haptic;
   141 typedef struct _SDL_Haptic SDL_Haptic;
   142 
   143 
   144 /**
   145  *  \name Haptic features
   146  *
   147  *  Different haptic features a device can have.
   148  */
   149 /* @{ */
   150 
   151 /**
   152  *  \name Haptic effects
   153  */
   154 /* @{ */
   155 
   156 /**
   157  *  \brief Constant effect supported.
   158  *
   159  *  Constant haptic effect.
   160  *
   161  *  \sa SDL_HapticCondition
   162  */
   163 #define SDL_HAPTIC_CONSTANT   (1u<<0)
   164 
   165 /**
   166  *  \brief Sine wave effect supported.
   167  *
   168  *  Periodic haptic effect that simulates sine waves.
   169  *
   170  *  \sa SDL_HapticPeriodic
   171  */
   172 #define SDL_HAPTIC_SINE       (1u<<1)
   173 
   174 /**
   175  *  \brief Left/Right effect supported.
   176  *
   177  *  Haptic effect for direct control over high/low frequency motors.
   178  *
   179  *  \sa SDL_HapticLeftRight
   180  * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
   181  *          we ran out of bits, and this is important for XInput devices.
   182  */
   183 #define SDL_HAPTIC_LEFTRIGHT     (1u<<2)
   184 
   185 /* !!! FIXME: put this back when we have more bits in 2.1 */
   186 /* #define SDL_HAPTIC_SQUARE     (1<<2) */
   187 
   188 /**
   189  *  \brief Triangle wave effect supported.
   190  *
   191  *  Periodic haptic effect that simulates triangular waves.
   192  *
   193  *  \sa SDL_HapticPeriodic
   194  */
   195 #define SDL_HAPTIC_TRIANGLE   (1u<<3)
   196 
   197 /**
   198  *  \brief Sawtoothup wave effect supported.
   199  *
   200  *  Periodic haptic effect that simulates saw tooth up waves.
   201  *
   202  *  \sa SDL_HapticPeriodic
   203  */
   204 #define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
   205 
   206 /**
   207  *  \brief Sawtoothdown wave effect supported.
   208  *
   209  *  Periodic haptic effect that simulates saw tooth down waves.
   210  *
   211  *  \sa SDL_HapticPeriodic
   212  */
   213 #define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
   214 
   215 /**
   216  *  \brief Ramp effect supported.
   217  *
   218  *  Ramp haptic effect.
   219  *
   220  *  \sa SDL_HapticRamp
   221  */
   222 #define SDL_HAPTIC_RAMP       (1u<<6)
   223 
   224 /**
   225  *  \brief Spring effect supported - uses axes position.
   226  *
   227  *  Condition haptic effect that simulates a spring.  Effect is based on the
   228  *  axes position.
   229  *
   230  *  \sa SDL_HapticCondition
   231  */
   232 #define SDL_HAPTIC_SPRING     (1u<<7)
   233 
   234 /**
   235  *  \brief Damper effect supported - uses axes velocity.
   236  *
   237  *  Condition haptic effect that simulates dampening.  Effect is based on the
   238  *  axes velocity.
   239  *
   240  *  \sa SDL_HapticCondition
   241  */
   242 #define SDL_HAPTIC_DAMPER     (1u<<8)
   243 
   244 /**
   245  *  \brief Inertia effect supported - uses axes acceleration.
   246  *
   247  *  Condition haptic effect that simulates inertia.  Effect is based on the axes
   248  *  acceleration.
   249  *
   250  *  \sa SDL_HapticCondition
   251  */
   252 #define SDL_HAPTIC_INERTIA    (1u<<9)
   253 
   254 /**
   255  *  \brief Friction effect supported - uses axes movement.
   256  *
   257  *  Condition haptic effect that simulates friction.  Effect is based on the
   258  *  axes movement.
   259  *
   260  *  \sa SDL_HapticCondition
   261  */
   262 #define SDL_HAPTIC_FRICTION   (1u<<10)
   263 
   264 /**
   265  *  \brief Custom effect is supported.
   266  *
   267  *  User defined custom haptic effect.
   268  */
   269 #define SDL_HAPTIC_CUSTOM     (1u<<11)
   270 
   271 /* @} *//* Haptic effects */
   272 
   273 /* These last few are features the device has, not effects */
   274 
   275 /**
   276  *  \brief Device can set global gain.
   277  *
   278  *  Device supports setting the global gain.
   279  *
   280  *  \sa SDL_HapticSetGain
   281  */
   282 #define SDL_HAPTIC_GAIN       (1u<<12)
   283 
   284 /**
   285  *  \brief Device can set autocenter.
   286  *
   287  *  Device supports setting autocenter.
   288  *
   289  *  \sa SDL_HapticSetAutocenter
   290  */
   291 #define SDL_HAPTIC_AUTOCENTER (1u<<13)
   292 
   293 /**
   294  *  \brief Device can be queried for effect status.
   295  *
   296  *  Device supports querying effect status.
   297  *
   298  *  \sa SDL_HapticGetEffectStatus
   299  */
   300 #define SDL_HAPTIC_STATUS     (1u<<14)
   301 
   302 /**
   303  *  \brief Device can be paused.
   304  *
   305  *  Devices supports being paused.
   306  *
   307  *  \sa SDL_HapticPause
   308  *  \sa SDL_HapticUnpause
   309  */
   310 #define SDL_HAPTIC_PAUSE      (1u<<15)
   311 
   312 
   313 /**
   314  * \name Direction encodings
   315  */
   316 /* @{ */
   317 
   318 /**
   319  *  \brief Uses polar coordinates for the direction.
   320  *
   321  *  \sa SDL_HapticDirection
   322  */
   323 #define SDL_HAPTIC_POLAR      0
   324 
   325 /**
   326  *  \brief Uses cartesian coordinates for the direction.
   327  *
   328  *  \sa SDL_HapticDirection
   329  */
   330 #define SDL_HAPTIC_CARTESIAN  1
   331 
   332 /**
   333  *  \brief Uses spherical coordinates for the direction.
   334  *
   335  *  \sa SDL_HapticDirection
   336  */
   337 #define SDL_HAPTIC_SPHERICAL  2
   338 
   339 /* @} *//* Direction encodings */
   340 
   341 /* @} *//* Haptic features */
   342 
   343 /*
   344  * Misc defines.
   345  */
   346 
   347 /**
   348  * \brief Used to play a device an infinite number of times.
   349  *
   350  * \sa SDL_HapticRunEffect
   351  */
   352 #define SDL_HAPTIC_INFINITY   4294967295U
   353 
   354 
   355 /**
   356  *  \brief Structure that represents a haptic direction.
   357  *
   358  *  This is the direction where the force comes from,
   359  *  instead of the direction in which the force is exerted.
   360  *
   361  *  Directions can be specified by:
   362  *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
   363  *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
   364  *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
   365  *
   366  *  Cardinal directions of the haptic device are relative to the positioning
   367  *  of the device.  North is considered to be away from the user.
   368  *
   369  *  The following diagram represents the cardinal directions:
   370  *  \verbatim
   371                  .--.
   372                  |__| .-------.
   373                  |=.| |.-----.|
   374                  |--| ||     ||
   375                  |  | |'-----'|
   376                  |__|~')_____('
   377                    [ COMPUTER ]
   378 
   379 
   380                      North (0,-1)
   381                          ^
   382                          |
   383                          |
   384    (-1,0)  West <----[ HAPTIC ]----> East (1,0)
   385                          |
   386                          |
   387                          v
   388                       South (0,1)
   389 
   390 
   391                       [ USER ]
   392                         \|||/
   393                         (o o)
   394                   ---ooO-(_)-Ooo---
   395     \endverbatim
   396  *
   397  *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
   398  *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
   399  *  the first \c dir parameter.  The cardinal directions would be:
   400  *   - North: 0 (0 degrees)
   401  *   - East: 9000 (90 degrees)
   402  *   - South: 18000 (180 degrees)
   403  *   - West: 27000 (270 degrees)
   404  *
   405  *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
   406  *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
   407  *  the first three \c dir parameters.  The cardinal directions would be:
   408  *   - North:  0,-1, 0
   409  *   - East:   1, 0, 0
   410  *   - South:  0, 1, 0
   411  *   - West:  -1, 0, 0
   412  *
   413  *  The Z axis represents the height of the effect if supported, otherwise
   414  *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
   415  *  can use any multiple you want, only the direction matters.
   416  *
   417  *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
   418  *  The first two \c dir parameters are used.  The \c dir parameters are as
   419  *  follows (all values are in hundredths of degrees):
   420  *   - Degrees from (1, 0) rotated towards (0, 1).
   421  *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
   422  *
   423  *
   424  *  Example of force coming from the south with all encodings (force coming
   425  *  from the south means the user will have to pull the stick to counteract):
   426  *  \code
   427  *  SDL_HapticDirection direction;
   428  *
   429  *  // Cartesian directions
   430  *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
   431  *  direction.dir[0] = 0; // X position
   432  *  direction.dir[1] = 1; // Y position
   433  *  // Assuming the device has 2 axes, we don't need to specify third parameter.
   434  *
   435  *  // Polar directions
   436  *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
   437  *  direction.dir[0] = 18000; // Polar only uses first parameter
   438  *
   439  *  // Spherical coordinates
   440  *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
   441  *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
   442  *  \endcode
   443  *
   444  *  \sa SDL_HAPTIC_POLAR
   445  *  \sa SDL_HAPTIC_CARTESIAN
   446  *  \sa SDL_HAPTIC_SPHERICAL
   447  *  \sa SDL_HapticEffect
   448  *  \sa SDL_HapticNumAxes
   449  */
   450 typedef struct SDL_HapticDirection
   451 {
   452     Uint8 type;         /**< The type of encoding. */
   453     Sint32 dir[3];      /**< The encoded direction. */
   454 } SDL_HapticDirection;
   455 
   456 
   457 /**
   458  *  \brief A structure containing a template for a Constant effect.
   459  *
   460  *  This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
   461  *
   462  *  A constant effect applies a constant force in the specified direction
   463  *  to the joystick.
   464  *
   465  *  \sa SDL_HAPTIC_CONSTANT
   466  *  \sa SDL_HapticEffect
   467  */
   468 typedef struct SDL_HapticConstant
   469 {
   470     /* Header */
   471     Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
   472     SDL_HapticDirection direction;  /**< Direction of the effect. */
   473 
   474     /* Replay */
   475     Uint32 length;          /**< Duration of the effect. */
   476     Uint16 delay;           /**< Delay before starting the effect. */
   477 
   478     /* Trigger */
   479     Uint16 button;          /**< Button that triggers the effect. */
   480     Uint16 interval;        /**< How soon it can be triggered again after button. */
   481 
   482     /* Constant */
   483     Sint16 level;           /**< Strength of the constant effect. */
   484 
   485     /* Envelope */
   486     Uint16 attack_length;   /**< Duration of the attack. */
   487     Uint16 attack_level;    /**< Level at the start of the attack. */
   488     Uint16 fade_length;     /**< Duration of the fade. */
   489     Uint16 fade_level;      /**< Level at the end of the fade. */
   490 } SDL_HapticConstant;
   491 
   492 /**
   493  *  \brief A structure containing a template for a Periodic effect.
   494  *
   495  *  The struct handles the following effects:
   496  *   - ::SDL_HAPTIC_SINE
   497  *   - ::SDL_HAPTIC_LEFTRIGHT
   498  *   - ::SDL_HAPTIC_TRIANGLE
   499  *   - ::SDL_HAPTIC_SAWTOOTHUP
   500  *   - ::SDL_HAPTIC_SAWTOOTHDOWN
   501  *
   502  *  A periodic effect consists in a wave-shaped effect that repeats itself
   503  *  over time.  The type determines the shape of the wave and the parameters
   504  *  determine the dimensions of the wave.
   505  *
   506  *  Phase is given by hundredth of a degree meaning that giving the phase a value
   507  *  of 9000 will displace it 25% of its period.  Here are sample values:
   508  *   -     0: No phase displacement.
   509  *   -  9000: Displaced 25% of its period.
   510  *   - 18000: Displaced 50% of its period.
   511  *   - 27000: Displaced 75% of its period.
   512  *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
   513  *
   514  *  Examples:
   515  *  \verbatim
   516     SDL_HAPTIC_SINE
   517       __      __      __      __
   518      /  \    /  \    /  \    /
   519     /    \__/    \__/    \__/
   520 
   521     SDL_HAPTIC_SQUARE
   522      __    __    __    __    __
   523     |  |  |  |  |  |  |  |  |  |
   524     |  |__|  |__|  |__|  |__|  |
   525 
   526     SDL_HAPTIC_TRIANGLE
   527       /\    /\    /\    /\    /\
   528      /  \  /  \  /  \  /  \  /
   529     /    \/    \/    \/    \/
   530 
   531     SDL_HAPTIC_SAWTOOTHUP
   532       /|  /|  /|  /|  /|  /|  /|
   533      / | / | / | / | / | / | / |
   534     /  |/  |/  |/  |/  |/  |/  |
   535 
   536     SDL_HAPTIC_SAWTOOTHDOWN
   537     \  |\  |\  |\  |\  |\  |\  |
   538      \ | \ | \ | \ | \ | \ | \ |
   539       \|  \|  \|  \|  \|  \|  \|
   540     \endverbatim
   541  *
   542  *  \sa SDL_HAPTIC_SINE
   543  *  \sa SDL_HAPTIC_LEFTRIGHT
   544  *  \sa SDL_HAPTIC_TRIANGLE
   545  *  \sa SDL_HAPTIC_SAWTOOTHUP
   546  *  \sa SDL_HAPTIC_SAWTOOTHDOWN
   547  *  \sa SDL_HapticEffect
   548  */
   549 typedef struct SDL_HapticPeriodic
   550 {
   551     /* Header */
   552     Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
   553                              ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
   554                              ::SDL_HAPTIC_SAWTOOTHDOWN */
   555     SDL_HapticDirection direction;  /**< Direction of the effect. */
   556 
   557     /* Replay */
   558     Uint32 length;      /**< Duration of the effect. */
   559     Uint16 delay;       /**< Delay before starting the effect. */
   560 
   561     /* Trigger */
   562     Uint16 button;      /**< Button that triggers the effect. */
   563     Uint16 interval;    /**< How soon it can be triggered again after button. */
   564 
   565     /* Periodic */
   566     Uint16 period;      /**< Period of the wave. */
   567     Sint16 magnitude;   /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
   568     Sint16 offset;      /**< Mean value of the wave. */
   569     Uint16 phase;       /**< Positive phase shift given by hundredth of a degree. */
   570 
   571     /* Envelope */
   572     Uint16 attack_length;   /**< Duration of the attack. */
   573     Uint16 attack_level;    /**< Level at the start of the attack. */
   574     Uint16 fade_length; /**< Duration of the fade. */
   575     Uint16 fade_level;  /**< Level at the end of the fade. */
   576 } SDL_HapticPeriodic;
   577 
   578 /**
   579  *  \brief A structure containing a template for a Condition effect.
   580  *
   581  *  The struct handles the following effects:
   582  *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
   583  *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
   584  *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
   585  *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
   586  *
   587  *  Direction is handled by condition internals instead of a direction member.
   588  *  The condition effect specific members have three parameters.  The first
   589  *  refers to the X axis, the second refers to the Y axis and the third
   590  *  refers to the Z axis.  The right terms refer to the positive side of the
   591  *  axis and the left terms refer to the negative side of the axis.  Please
   592  *  refer to the ::SDL_HapticDirection diagram for which side is positive and
   593  *  which is negative.
   594  *
   595  *  \sa SDL_HapticDirection
   596  *  \sa SDL_HAPTIC_SPRING
   597  *  \sa SDL_HAPTIC_DAMPER
   598  *  \sa SDL_HAPTIC_INERTIA
   599  *  \sa SDL_HAPTIC_FRICTION
   600  *  \sa SDL_HapticEffect
   601  */
   602 typedef struct SDL_HapticCondition
   603 {
   604     /* Header */
   605     Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
   606                                  ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
   607     SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */
   608 
   609     /* Replay */
   610     Uint32 length;          /**< Duration of the effect. */
   611     Uint16 delay;           /**< Delay before starting the effect. */
   612 
   613     /* Trigger */
   614     Uint16 button;          /**< Button that triggers the effect. */
   615     Uint16 interval;        /**< How soon it can be triggered again after button. */
   616 
   617     /* Condition */
   618     Uint16 right_sat[3];    /**< Level when joystick is to the positive side; max 0xFFFF. */
   619     Uint16 left_sat[3];     /**< Level when joystick is to the negative side; max 0xFFFF. */
   620     Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
   621     Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
   622     Uint16 deadband[3];     /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
   623     Sint16 center[3];       /**< Position of the dead zone. */
   624 } SDL_HapticCondition;
   625 
   626 /**
   627  *  \brief A structure containing a template for a Ramp effect.
   628  *
   629  *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
   630  *
   631  *  The ramp effect starts at start strength and ends at end strength.
   632  *  It augments in linear fashion.  If you use attack and fade with a ramp
   633  *  the effects get added to the ramp effect making the effect become
   634  *  quadratic instead of linear.
   635  *
   636  *  \sa SDL_HAPTIC_RAMP
   637  *  \sa SDL_HapticEffect
   638  */
   639 typedef struct SDL_HapticRamp
   640 {
   641     /* Header */
   642     Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
   643     SDL_HapticDirection direction;  /**< Direction of the effect. */
   644 
   645     /* Replay */
   646     Uint32 length;          /**< Duration of the effect. */
   647     Uint16 delay;           /**< Delay before starting the effect. */
   648 
   649     /* Trigger */
   650     Uint16 button;          /**< Button that triggers the effect. */
   651     Uint16 interval;        /**< How soon it can be triggered again after button. */
   652 
   653     /* Ramp */
   654     Sint16 start;           /**< Beginning strength level. */
   655     Sint16 end;             /**< Ending strength level. */
   656 
   657     /* Envelope */
   658     Uint16 attack_length;   /**< Duration of the attack. */
   659     Uint16 attack_level;    /**< Level at the start of the attack. */
   660     Uint16 fade_length;     /**< Duration of the fade. */
   661     Uint16 fade_level;      /**< Level at the end of the fade. */
   662 } SDL_HapticRamp;
   663 
   664 /**
   665  * \brief A structure containing a template for a Left/Right effect.
   666  *
   667  * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
   668  *
   669  * The Left/Right effect is used to explicitly control the large and small
   670  * motors, commonly found in modern game controllers. The small (right) motor
   671  * is high frequency, and the large (left) motor is low frequency.
   672  *
   673  * \sa SDL_HAPTIC_LEFTRIGHT
   674  * \sa SDL_HapticEffect
   675  */
   676 typedef struct SDL_HapticLeftRight
   677 {
   678     /* Header */
   679     Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
   680 
   681     /* Replay */
   682     Uint32 length;          /**< Duration of the effect in milliseconds. */
   683 
   684     /* Rumble */
   685     Uint16 large_magnitude; /**< Control of the large controller motor. */
   686     Uint16 small_magnitude; /**< Control of the small controller motor. */
   687 } SDL_HapticLeftRight;
   688 
   689 /**
   690  *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
   691  *
   692  *  This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
   693  *
   694  *  A custom force feedback effect is much like a periodic effect, where the
   695  *  application can define its exact shape.  You will have to allocate the
   696  *  data yourself.  Data should consist of channels * samples Uint16 samples.
   697  *
   698  *  If channels is one, the effect is rotated using the defined direction.
   699  *  Otherwise it uses the samples in data for the different axes.
   700  *
   701  *  \sa SDL_HAPTIC_CUSTOM
   702  *  \sa SDL_HapticEffect
   703  */
   704 typedef struct SDL_HapticCustom
   705 {
   706     /* Header */
   707     Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
   708     SDL_HapticDirection direction;  /**< Direction of the effect. */
   709 
   710     /* Replay */
   711     Uint32 length;          /**< Duration of the effect. */
   712     Uint16 delay;           /**< Delay before starting the effect. */
   713 
   714     /* Trigger */
   715     Uint16 button;          /**< Button that triggers the effect. */
   716     Uint16 interval;        /**< How soon it can be triggered again after button. */
   717 
   718     /* Custom */
   719     Uint8 channels;         /**< Axes to use, minimum of one. */
   720     Uint16 period;          /**< Sample periods. */
   721     Uint16 samples;         /**< Amount of samples. */
   722     Uint16 *data;           /**< Should contain channels*samples items. */
   723 
   724     /* Envelope */
   725     Uint16 attack_length;   /**< Duration of the attack. */
   726     Uint16 attack_level;    /**< Level at the start of the attack. */
   727     Uint16 fade_length;     /**< Duration of the fade. */
   728     Uint16 fade_level;      /**< Level at the end of the fade. */
   729 } SDL_HapticCustom;
   730 
   731 /**
   732  *  \brief The generic template for any haptic effect.
   733  *
   734  *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
   735  *  Time values unless specified otherwise are in milliseconds.
   736  *
   737  *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
   738  *  value.  Neither delay, interval, attack_length nor fade_length support
   739  *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
   740  *
   741  *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
   742  *  ::SDL_HAPTIC_INFINITY.
   743  *
   744  *  Button triggers may not be supported on all devices, it is advised to not
   745  *  use them if possible.  Buttons start at index 1 instead of index 0 like
   746  *  the joystick.
   747  *
   748  *  If both attack_length and fade_level are 0, the envelope is not used,
   749  *  otherwise both values are used.
   750  *
   751  *  Common parts:
   752  *  \code
   753  *  // Replay - All effects have this
   754  *  Uint32 length;        // Duration of effect (ms).
   755  *  Uint16 delay;         // Delay before starting effect.
   756  *
   757  *  // Trigger - All effects have this
   758  *  Uint16 button;        // Button that triggers effect.
   759  *  Uint16 interval;      // How soon before effect can be triggered again.
   760  *
   761  *  // Envelope - All effects except condition effects have this
   762  *  Uint16 attack_length; // Duration of the attack (ms).
   763  *  Uint16 attack_level;  // Level at the start of the attack.
   764  *  Uint16 fade_length;   // Duration of the fade out (ms).
   765  *  Uint16 fade_level;    // Level at the end of the fade.
   766  *  \endcode
   767  *
   768  *
   769  *  Here we have an example of a constant effect evolution in time:
   770  *  \verbatim
   771     Strength
   772     ^
   773     |
   774     |    effect level -->  _________________
   775     |                     /                 \
   776     |                    /                   \
   777     |                   /                     \
   778     |                  /                       \
   779     | attack_level --> |                        \
   780     |                  |                        |  <---  fade_level
   781     |
   782     +--------------------------------------------------> Time
   783                        [--]                 [---]
   784                        attack_length        fade_length
   785 
   786     [------------------][-----------------------]
   787     delay               length
   788     \endverbatim
   789  *
   790  *  Note either the attack_level or the fade_level may be above the actual
   791  *  effect level.
   792  *
   793  *  \sa SDL_HapticConstant
   794  *  \sa SDL_HapticPeriodic
   795  *  \sa SDL_HapticCondition
   796  *  \sa SDL_HapticRamp
   797  *  \sa SDL_HapticLeftRight
   798  *  \sa SDL_HapticCustom
   799  */
   800 typedef union SDL_HapticEffect
   801 {
   802     /* Common for all force feedback effects */
   803     Uint16 type;                    /**< Effect type. */
   804     SDL_HapticConstant constant;    /**< Constant effect. */
   805     SDL_HapticPeriodic periodic;    /**< Periodic effect. */
   806     SDL_HapticCondition condition;  /**< Condition effect. */
   807     SDL_HapticRamp ramp;            /**< Ramp effect. */
   808     SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
   809     SDL_HapticCustom custom;        /**< Custom effect. */
   810 } SDL_HapticEffect;
   811 
   812 
   813 /* Function prototypes */
   814 /**
   815  *  \brief Count the number of haptic devices attached to the system.
   816  *
   817  *  \return Number of haptic devices detected on the system.
   818  */
   819 extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
   820 
   821 /**
   822  *  \brief Get the implementation dependent name of a haptic device.
   823  *
   824  *  This can be called before any joysticks are opened.
   825  *  If no name can be found, this function returns NULL.
   826  *
   827  *  \param device_index Index of the device to get its name.
   828  *  \return Name of the device or NULL on error.
   829  *
   830  *  \sa SDL_NumHaptics
   831  */
   832 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
   833 
   834 /**
   835  *  \brief Opens a haptic device for use.
   836  *
   837  *  The index passed as an argument refers to the N'th haptic device on this
   838  *  system.
   839  *
   840  *  When opening a haptic device, its gain will be set to maximum and
   841  *  autocenter will be disabled.  To modify these values use
   842  *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
   843  *
   844  *  \param device_index Index of the device to open.
   845  *  \return Device identifier or NULL on error.
   846  *
   847  *  \sa SDL_HapticIndex
   848  *  \sa SDL_HapticOpenFromMouse
   849  *  \sa SDL_HapticOpenFromJoystick
   850  *  \sa SDL_HapticClose
   851  *  \sa SDL_HapticSetGain
   852  *  \sa SDL_HapticSetAutocenter
   853  *  \sa SDL_HapticPause
   854  *  \sa SDL_HapticStopAll
   855  */
   856 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
   857 
   858 /**
   859  *  \brief Checks if the haptic device at index has been opened.
   860  *
   861  *  \param device_index Index to check to see if it has been opened.
   862  *  \return 1 if it has been opened or 0 if it hasn't.
   863  *
   864  *  \sa SDL_HapticOpen
   865  *  \sa SDL_HapticIndex
   866  */
   867 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
   868 
   869 /**
   870  *  \brief Gets the index of a haptic device.
   871  *
   872  *  \param haptic Haptic device to get the index of.
   873  *  \return The index of the haptic device or -1 on error.
   874  *
   875  *  \sa SDL_HapticOpen
   876  *  \sa SDL_HapticOpened
   877  */
   878 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
   879 
   880 /**
   881  *  \brief Gets whether or not the current mouse has haptic capabilities.
   882  *
   883  *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
   884  *
   885  *  \sa SDL_HapticOpenFromMouse
   886  */
   887 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
   888 
   889 /**
   890  *  \brief Tries to open a haptic device from the current mouse.
   891  *
   892  *  \return The haptic device identifier or NULL on error.
   893  *
   894  *  \sa SDL_MouseIsHaptic
   895  *  \sa SDL_HapticOpen
   896  */
   897 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
   898 
   899 /**
   900  *  \brief Checks to see if a joystick has haptic features.
   901  *
   902  *  \param joystick Joystick to test for haptic capabilities.
   903  *  \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
   904  *          or -1 if an error occurred.
   905  *
   906  *  \sa SDL_HapticOpenFromJoystick
   907  */
   908 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
   909 
   910 /**
   911  *  \brief Opens a haptic device for use from a joystick device.
   912  *
   913  *  You must still close the haptic device separately.  It will not be closed
   914  *  with the joystick.
   915  *
   916  *  When opening from a joystick you should first close the haptic device before
   917  *  closing the joystick device.  If not, on some implementations the haptic
   918  *  device will also get unallocated and you'll be unable to use force feedback
   919  *  on that device.
   920  *
   921  *  \param joystick Joystick to create a haptic device from.
   922  *  \return A valid haptic device identifier on success or NULL on error.
   923  *
   924  *  \sa SDL_HapticOpen
   925  *  \sa SDL_HapticClose
   926  */
   927 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
   928                                                                joystick);
   929 
   930 /**
   931  *  \brief Closes a haptic device previously opened with SDL_HapticOpen().
   932  *
   933  *  \param haptic Haptic device to close.
   934  */
   935 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
   936 
   937 /**
   938  *  \brief Returns the number of effects a haptic device can store.
   939  *
   940  *  On some platforms this isn't fully supported, and therefore is an
   941  *  approximation.  Always check to see if your created effect was actually
   942  *  created and do not rely solely on SDL_HapticNumEffects().
   943  *
   944  *  \param haptic The haptic device to query effect max.
   945  *  \return The number of effects the haptic device can store or
   946  *          -1 on error.
   947  *
   948  *  \sa SDL_HapticNumEffectsPlaying
   949  *  \sa SDL_HapticQuery
   950  */
   951 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
   952 
   953 /**
   954  *  \brief Returns the number of effects a haptic device can play at the same
   955  *         time.
   956  *
   957  *  This is not supported on all platforms, but will always return a value.
   958  *  Added here for the sake of completeness.
   959  *
   960  *  \param haptic The haptic device to query maximum playing effects.
   961  *  \return The number of effects the haptic device can play at the same time
   962  *          or -1 on error.
   963  *
   964  *  \sa SDL_HapticNumEffects
   965  *  \sa SDL_HapticQuery
   966  */
   967 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
   968 
   969 /**
   970  *  \brief Gets the haptic device's supported features in bitwise manner.
   971  *
   972  *  Example:
   973  *  \code
   974  *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
   975  *      printf("We have constant haptic effect!\n");
   976  *  }
   977  *  \endcode
   978  *
   979  *  \param haptic The haptic device to query.
   980  *  \return Haptic features in bitwise manner (OR'd).
   981  *
   982  *  \sa SDL_HapticNumEffects
   983  *  \sa SDL_HapticEffectSupported
   984  */
   985 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
   986 
   987 
   988 /**
   989  *  \brief Gets the number of haptic axes the device has.
   990  *
   991  *  \sa SDL_HapticDirection
   992  */
   993 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
   994 
   995 /**
   996  *  \brief Checks to see if effect is supported by haptic.
   997  *
   998  *  \param haptic Haptic device to check on.
   999  *  \param effect Effect to check to see if it is supported.
  1000  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
  1001  *
  1002  *  \sa SDL_HapticQuery
  1003  *  \sa SDL_HapticNewEffect
  1004  */
  1005 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
  1006                                                       SDL_HapticEffect *
  1007                                                       effect);
  1008 
  1009 /**
  1010  *  \brief Creates a new haptic effect on the device.
  1011  *
  1012  *  \param haptic Haptic device to create the effect on.
  1013  *  \param effect Properties of the effect to create.
  1014  *  \return The identifier of the effect on success or -1 on error.
  1015  *
  1016  *  \sa SDL_HapticUpdateEffect
  1017  *  \sa SDL_HapticRunEffect
  1018  *  \sa SDL_HapticDestroyEffect
  1019  */
  1020 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
  1021                                                 SDL_HapticEffect * effect);
  1022 
  1023 /**
  1024  *  \brief Updates the properties of an effect.
  1025  *
  1026  *  Can be used dynamically, although behavior when dynamically changing
  1027  *  direction may be strange.  Specifically the effect may reupload itself
  1028  *  and start playing from the start.  You cannot change the type either when
  1029  *  running SDL_HapticUpdateEffect().
  1030  *
  1031  *  \param haptic Haptic device that has the effect.
  1032  *  \param effect Identifier of the effect to update.
  1033  *  \param data New effect properties to use.
  1034  *  \return 0 on success or -1 on error.
  1035  *
  1036  *  \sa SDL_HapticNewEffect
  1037  *  \sa SDL_HapticRunEffect
  1038  *  \sa SDL_HapticDestroyEffect
  1039  */
  1040 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
  1041                                                    int effect,
  1042                                                    SDL_HapticEffect * data);
  1043 
  1044 /**
  1045  *  \brief Runs the haptic effect on its associated haptic device.
  1046  *
  1047  *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
  1048  *  repeating the envelope (attack and fade) every time.  If you only want the
  1049  *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
  1050  *  parameter.
  1051  *
  1052  *  \param haptic Haptic device to run the effect on.
  1053  *  \param effect Identifier of the haptic effect to run.
  1054  *  \param iterations Number of iterations to run the effect. Use
  1055  *         ::SDL_HAPTIC_INFINITY for infinity.
  1056  *  \return 0 on success or -1 on error.
  1057  *
  1058  *  \sa SDL_HapticStopEffect
  1059  *  \sa SDL_HapticDestroyEffect
  1060  *  \sa SDL_HapticGetEffectStatus
  1061  */
  1062 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
  1063                                                 int effect,
  1064                                                 Uint32 iterations);
  1065 
  1066 /**
  1067  *  \brief Stops the haptic effect on its associated haptic device.
  1068  *
  1069  *  \param haptic Haptic device to stop the effect on.
  1070  *  \param effect Identifier of the effect to stop.
  1071  *  \return 0 on success or -1 on error.
  1072  *
  1073  *  \sa SDL_HapticRunEffect
  1074  *  \sa SDL_HapticDestroyEffect
  1075  */
  1076 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
  1077                                                  int effect);
  1078 
  1079 /**
  1080  *  \brief Destroys a haptic effect on the device.
  1081  *
  1082  *  This will stop the effect if it's running.  Effects are automatically
  1083  *  destroyed when the device is closed.
  1084  *
  1085  *  \param haptic Device to destroy the effect on.
  1086  *  \param effect Identifier of the effect to destroy.
  1087  *
  1088  *  \sa SDL_HapticNewEffect
  1089  */
  1090 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
  1091                                                      int effect);
  1092 
  1093 /**
  1094  *  \brief Gets the status of the current effect on the haptic device.
  1095  *
  1096  *  Device must support the ::SDL_HAPTIC_STATUS feature.
  1097  *
  1098  *  \param haptic Haptic device to query the effect status on.
  1099  *  \param effect Identifier of the effect to query its status.
  1100  *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
  1101  *
  1102  *  \sa SDL_HapticRunEffect
  1103  *  \sa SDL_HapticStopEffect
  1104  */
  1105 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
  1106                                                       int effect);
  1107 
  1108 /**
  1109  *  \brief Sets the global gain of the device.
  1110  *
  1111  *  Device must support the ::SDL_HAPTIC_GAIN feature.
  1112  *
  1113  *  The user may specify the maximum gain by setting the environment variable
  1114  *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
  1115  *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
  1116  *  maximum.
  1117  *
  1118  *  \param haptic Haptic device to set the gain on.
  1119  *  \param gain Value to set the gain to, should be between 0 and 100.
  1120  *  \return 0 on success or -1 on error.
  1121  *
  1122  *  \sa SDL_HapticQuery
  1123  */
  1124 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
  1125 
  1126 /**
  1127  *  \brief Sets the global autocenter of the device.
  1128  *
  1129  *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
  1130  *  autocentering.
  1131  *
  1132  *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
  1133  *
  1134  *  \param haptic Haptic device to set autocentering on.
  1135  *  \param autocenter Value to set autocenter to, 0 disables autocentering.
  1136  *  \return 0 on success or -1 on error.
  1137  *
  1138  *  \sa SDL_HapticQuery
  1139  */
  1140 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
  1141                                                     int autocenter);
  1142 
  1143 /**
  1144  *  \brief Pauses a haptic device.
  1145  *
  1146  *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
  1147  *  SDL_HapticUnpause() to resume playback.
  1148  *
  1149  *  Do not modify the effects nor add new ones while the device is paused.
  1150  *  That can cause all sorts of weird errors.
  1151  *
  1152  *  \param haptic Haptic device to pause.
  1153  *  \return 0 on success or -1 on error.
  1154  *
  1155  *  \sa SDL_HapticUnpause
  1156  */
  1157 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
  1158 
  1159 /**
  1160  *  \brief Unpauses a haptic device.
  1161  *
  1162  *  Call to unpause after SDL_HapticPause().
  1163  *
  1164  *  \param haptic Haptic device to unpause.
  1165  *  \return 0 on success or -1 on error.
  1166  *
  1167  *  \sa SDL_HapticPause
  1168  */
  1169 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
  1170 
  1171 /**
  1172  *  \brief Stops all the currently playing effects on a haptic device.
  1173  *
  1174  *  \param haptic Haptic device to stop.
  1175  *  \return 0 on success or -1 on error.
  1176  */
  1177 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
  1178 
  1179 /**
  1180  *  \brief Checks to see if rumble is supported on a haptic device.
  1181  *
  1182  *  \param haptic Haptic device to check to see if it supports rumble.
  1183  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
  1184  *
  1185  *  \sa SDL_HapticRumbleInit
  1186  *  \sa SDL_HapticRumblePlay
  1187  *  \sa SDL_HapticRumbleStop
  1188  */
  1189 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
  1190 
  1191 /**
  1192  *  \brief Initializes the haptic device for simple rumble playback.
  1193  *
  1194  *  \param haptic Haptic device to initialize for simple rumble playback.
  1195  *  \return 0 on success or -1 on error.
  1196  *
  1197  *  \sa SDL_HapticOpen
  1198  *  \sa SDL_HapticRumbleSupported
  1199  *  \sa SDL_HapticRumblePlay
  1200  *  \sa SDL_HapticRumbleStop
  1201  */
  1202 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
  1203 
  1204 /**
  1205  *  \brief Runs simple rumble on a haptic device
  1206  *
  1207  *  \param haptic Haptic device to play rumble effect on.
  1208  *  \param strength Strength of the rumble to play as a 0-1 float value.
  1209  *  \param length Length of the rumble to play in milliseconds.
  1210  *  \return 0 on success or -1 on error.
  1211  *
  1212  *  \sa SDL_HapticRumbleSupported
  1213  *  \sa SDL_HapticRumbleInit
  1214  *  \sa SDL_HapticRumbleStop
  1215  */
  1216 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
  1217 
  1218 /**
  1219  *  \brief Stops the simple rumble on a haptic device.
  1220  *
  1221  *  \param haptic Haptic to stop the rumble on.
  1222  *  \return 0 on success or -1 on error.
  1223  *
  1224  *  \sa SDL_HapticRumbleSupported
  1225  *  \sa SDL_HapticRumbleInit
  1226  *  \sa SDL_HapticRumblePlay
  1227  */
  1228 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
  1229 
  1230 /* Ends C function definitions when using C++ */
  1231 #ifdef __cplusplus
  1232 }
  1233 #endif
  1234 #include "close_code.h"
  1235 
  1236 #endif /* SDL_haptic_h_ */
  1237 
  1238 /* vi: set ts=4 sw=4 expandtab: */