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