mirror of
https://github.com/RetroDECK/Duckstation.git
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1239 lines
38 KiB
C
1239 lines
38 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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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.
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*
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* The basic usage is as follows:
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* - Initialize the subsystem (::SDL_INIT_HAPTIC).
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* - Open a haptic device.
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* - SDL_HapticOpen() to open from index.
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* - SDL_HapticOpenFromJoystick() to open from an existing joystick.
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* - Create an effect (::SDL_HapticEffect).
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* - Upload the effect with SDL_HapticNewEffect().
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* - Run the effect with SDL_HapticRunEffect().
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* - (optional) Free the effect with SDL_HapticDestroyEffect().
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* - Close the haptic device with SDL_HapticClose().
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*
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* \par Simple rumble example:
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* \code
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* SDL_Haptic *haptic;
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*
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* // Open the device
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* haptic = SDL_HapticOpen( 0 );
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* if (haptic == NULL)
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* return -1;
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*
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* // Initialize simple rumble
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* if (SDL_HapticRumbleInit( haptic ) != 0)
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* return -1;
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*
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* // Play effect at 50% strength for 2 seconds
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* if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
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* return -1;
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* SDL_Delay( 2000 );
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*
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* // Clean up
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* SDL_HapticClose( haptic );
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* \endcode
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*
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* \par Complete example:
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* \code
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* int test_haptic( SDL_Joystick * joystick ) {
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* SDL_Haptic *haptic;
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* SDL_HapticEffect effect;
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* int effect_id;
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*
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* // Open the device
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* haptic = SDL_HapticOpenFromJoystick( joystick );
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* if (haptic == NULL) return -1; // Most likely joystick isn't haptic
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*
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* // 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
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* return -1;
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* }
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*
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* // Create the effect
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* memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
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* 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
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* effect.periodic.magnitude = 20000; // 20000/32767 strength
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* effect.periodic.length = 5000; // 5 seconds long
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* effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
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* effect.periodic.fade_length = 1000; // Takes 1 second to fade away
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*
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* // Upload the effect
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* effect_id = SDL_HapticNewEffect( haptic, &effect );
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*
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* // 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
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*
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* // We destroy the effect, although closing the device also does this
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* SDL_HapticDestroyEffect( haptic, effect_id );
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*
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* // Close the device
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* SDL_HapticClose(haptic);
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*
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* return 0; // Success
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* }
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* \endcode
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*/
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#ifndef SDL_haptic_h_
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#define SDL_haptic_h_
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_joystick.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif /* __cplusplus */
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/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
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*
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* At the moment the magnitude variables are mixed between signed/unsigned, and
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* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
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*
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* Some platforms may have higher precision than that (Linux FF, Windows XInput)
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* so we should fix the inconsistency in favor of higher possible precision,
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* adjusting for platforms that use different scales.
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* -flibit
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*/
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/**
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* \typedef SDL_Haptic
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*
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* \brief The haptic structure used to identify an SDL haptic.
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*
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* \sa SDL_HapticOpen
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* \sa SDL_HapticOpenFromJoystick
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* \sa SDL_HapticClose
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*/
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struct _SDL_Haptic;
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typedef struct _SDL_Haptic SDL_Haptic;
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/**
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* \name Haptic features
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*
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* Different haptic features a device can have.
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*/
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/* @{ */
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/**
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* \name Haptic effects
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*/
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/* @{ */
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/**
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* \brief Constant effect supported.
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*
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* Constant haptic effect.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_CONSTANT (1u<<0)
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/**
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* \brief Sine wave effect supported.
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*
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* Periodic haptic effect that simulates sine waves.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SINE (1u<<1)
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/**
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* \brief Left/Right effect supported.
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*
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* Haptic effect for direct control over high/low frequency motors.
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*
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* \sa SDL_HapticLeftRight
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* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
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* we ran out of bits, and this is important for XInput devices.
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*/
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#define SDL_HAPTIC_LEFTRIGHT (1u<<2)
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/* !!! FIXME: put this back when we have more bits in 2.1 */
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/* #define SDL_HAPTIC_SQUARE (1<<2) */
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/**
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* \brief Triangle wave effect supported.
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*
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* Periodic haptic effect that simulates triangular waves.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_TRIANGLE (1u<<3)
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/**
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* \brief Sawtoothup wave effect supported.
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*
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* Periodic haptic effect that simulates saw tooth up waves.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
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/**
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* \brief Sawtoothdown wave effect supported.
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*
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* Periodic haptic effect that simulates saw tooth down waves.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
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/**
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* \brief Ramp effect supported.
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*
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* Ramp haptic effect.
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*
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* \sa SDL_HapticRamp
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*/
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#define SDL_HAPTIC_RAMP (1u<<6)
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/**
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* \brief Spring effect supported - uses axes position.
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*
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* Condition haptic effect that simulates a spring. Effect is based on the
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* axes position.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_SPRING (1u<<7)
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/**
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* \brief Damper effect supported - uses axes velocity.
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*
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* Condition haptic effect that simulates dampening. Effect is based on the
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* axes velocity.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_DAMPER (1u<<8)
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/**
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* \brief Inertia effect supported - uses axes acceleration.
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*
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* Condition haptic effect that simulates inertia. Effect is based on the axes
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* acceleration.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_INERTIA (1u<<9)
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/**
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* \brief Friction effect supported - uses axes movement.
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*
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* Condition haptic effect that simulates friction. Effect is based on the
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* axes movement.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_FRICTION (1u<<10)
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/**
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* \brief Custom effect is supported.
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*
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* User defined custom haptic effect.
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*/
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#define SDL_HAPTIC_CUSTOM (1u<<11)
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/* @} *//* Haptic effects */
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/* These last few are features the device has, not effects */
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/**
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* \brief Device can set global gain.
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*
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* Device supports setting the global gain.
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*
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* \sa SDL_HapticSetGain
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*/
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#define SDL_HAPTIC_GAIN (1u<<12)
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/**
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* \brief Device can set autocenter.
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*
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* Device supports setting autocenter.
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*
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* \sa SDL_HapticSetAutocenter
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*/
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#define SDL_HAPTIC_AUTOCENTER (1u<<13)
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/**
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* \brief Device can be queried for effect status.
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*
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* Device supports querying effect status.
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*
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* \sa SDL_HapticGetEffectStatus
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*/
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#define SDL_HAPTIC_STATUS (1u<<14)
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/**
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* \brief Device can be paused.
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*
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* Devices supports being paused.
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*
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* \sa SDL_HapticPause
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* \sa SDL_HapticUnpause
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*/
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#define SDL_HAPTIC_PAUSE (1u<<15)
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/**
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* \name Direction encodings
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*/
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/* @{ */
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/**
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* \brief Uses polar coordinates for the direction.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_POLAR 0
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/**
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* \brief Uses cartesian coordinates for the direction.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_CARTESIAN 1
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/**
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* \brief Uses spherical coordinates for the direction.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_SPHERICAL 2
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/* @} *//* Direction encodings */
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/* @} *//* Haptic features */
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/*
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* Misc defines.
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*/
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/**
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* \brief Used to play a device an infinite number of times.
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*
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* \sa SDL_HapticRunEffect
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*/
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#define SDL_HAPTIC_INFINITY 4294967295U
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/**
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* \brief Structure that represents a haptic direction.
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*
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* This is the direction where the force comes from,
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* instead of the direction in which the force is exerted.
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*
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* Directions can be specified by:
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* - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
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* - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
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* - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
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*
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* Cardinal directions of the haptic device are relative to the positioning
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* of the device. North is considered to be away from the user.
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*
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* The following diagram represents the cardinal directions:
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* \verbatim
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.--.
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|__| .-------.
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|=.| |.-----.|
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|--| || ||
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| | |'-----'|
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|__|~')_____('
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[ COMPUTER ]
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North (0,-1)
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^
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(-1,0) West <----[ HAPTIC ]----> East (1,0)
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v
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South (0,1)
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[ USER ]
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\|||/
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(o o)
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---ooO-(_)-Ooo---
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\endverbatim
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*
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* 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
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* the first \c 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
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* (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses
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* the first three \c dir parameters. The cardinal directions would be:
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* - North: 0,-1, 0
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* - East: 1, 0, 0
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* - South: 0, 1, 0
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* - West: -1, 0, 0
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*
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* The Z axis represents the height of the effect if supported, otherwise
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* it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you
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* can use any multiple you want, only the direction matters.
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*
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* If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
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* The first two \c dir parameters are used. The \c dir parameters are as
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* follows (all values are in hundredths of degrees):
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* - Degrees from (1, 0) rotated towards (0, 1).
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* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
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*
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*
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* Example of force coming from the south with all encodings (force coming
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* from the south means the user will have to pull the stick to counteract):
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* \code
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* SDL_HapticDirection direction;
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*
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* // Cartesian directions
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* direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
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* direction.dir[0] = 0; // X position
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* direction.dir[1] = 1; // Y position
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* // Assuming the device has 2 axes, we don't need to specify third parameter.
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*
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* // 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
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*
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* // Spherical coordinates
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* direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
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* direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
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* \endcode
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*
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* \sa SDL_HAPTIC_POLAR
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* \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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*/
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typedef struct SDL_HapticDirection
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{
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Uint8 type; /**< The type of encoding. */
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Sint32 dir[3]; /**< The encoded direction. */
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} SDL_HapticDirection;
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/**
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* \brief A structure containing a template for a Constant effect.
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*
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* This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
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*
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* A constant effect applies a constant force in the specified direction
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* to the joystick.
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*
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* \sa SDL_HAPTIC_CONSTANT
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* \sa SDL_HapticEffect
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*/
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typedef struct SDL_HapticConstant
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{
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/* 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. */
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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. */
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Uint16 attack_level; /**< Level at the start of the attack. */
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Uint16 fade_length; /**< Duration of the fade. */
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Uint16 fade_level; /**< Level at the end of the fade. */
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} SDL_HapticConstant;
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/**
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* \brief A structure containing a template for a Periodic effect.
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*
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* The struct handles the following effects:
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* - ::SDL_HAPTIC_SINE
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* - ::SDL_HAPTIC_LEFTRIGHT
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* - ::SDL_HAPTIC_TRIANGLE
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* - ::SDL_HAPTIC_SAWTOOTHUP
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* - ::SDL_HAPTIC_SAWTOOTHDOWN
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*
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* A periodic effect consists in a wave-shaped effect that repeats itself
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* over time. The type determines the shape of the wave and the parameters
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* determine the dimensions of the wave.
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*
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* Phase is given by hundredth of a degree meaning that giving the phase a value
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* of 9000 will displace it 25% of its period. Here are sample values:
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* - 0: No phase displacement.
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* - 9000: Displaced 25% of its period.
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* - 18000: Displaced 50% of its period.
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* - 27000: Displaced 75% of its period.
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* - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
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*
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* Examples:
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* \verbatim
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SDL_HAPTIC_SINE
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__ __ __ __
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/ \ / \ / \ /
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/ \__/ \__/ \__/
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SDL_HAPTIC_SQUARE
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__ __ __ __ __
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| | | | | | | | | |
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| |__| |__| |__| |__| |
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SDL_HAPTIC_TRIANGLE
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/\ /\ /\ /\ /\
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/ \ / \ / \ / \ /
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/ \/ \/ \/ \/
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SDL_HAPTIC_SAWTOOTHUP
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/| /| /| /| /| /| /|
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/ | / | / | / | / | / | / |
|
|
/ |/ |/ |/ |/ |/ |/ |
|
|
|
|
SDL_HAPTIC_SAWTOOTHDOWN
|
|
\ |\ |\ |\ |\ |\ |\ |
|
|
\ | \ | \ | \ | \ | \ | \ |
|
|
\| \| \| \| \| \| \|
|
|
\endverbatim
|
|
*
|
|
* \sa SDL_HAPTIC_SINE
|
|
* \sa SDL_HAPTIC_LEFTRIGHT
|
|
* \sa SDL_HAPTIC_TRIANGLE
|
|
* \sa SDL_HAPTIC_SAWTOOTHUP
|
|
* \sa SDL_HAPTIC_SAWTOOTHDOWN
|
|
* \sa SDL_HapticEffect
|
|
*/
|
|
typedef struct SDL_HapticPeriodic
|
|
{
|
|
/* Header */
|
|
Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
|
|
::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
|
|
::SDL_HAPTIC_SAWTOOTHDOWN */
|
|
SDL_HapticDirection direction; /**< Direction of the effect. */
|
|
|
|
/* Replay */
|
|
Uint32 length; /**< Duration of the effect. */
|
|
Uint16 delay; /**< Delay before starting the effect. */
|
|
|
|
/* Trigger */
|
|
Uint16 button; /**< Button that triggers the effect. */
|
|
Uint16 interval; /**< How soon it can be triggered again after button. */
|
|
|
|
/* Periodic */
|
|
Uint16 period; /**< Period of the wave. */
|
|
Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
|
|
Sint16 offset; /**< Mean value of the wave. */
|
|
Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */
|
|
|
|
/* Envelope */
|
|
Uint16 attack_length; /**< Duration of the attack. */
|
|
Uint16 attack_level; /**< Level at the start of the attack. */
|
|
Uint16 fade_length; /**< Duration of the fade. */
|
|
Uint16 fade_level; /**< Level at the end of the fade. */
|
|
} SDL_HapticPeriodic;
|
|
|
|
/**
|
|
* \brief A structure containing a template for a Condition effect.
|
|
*
|
|
* The struct handles the following effects:
|
|
* - ::SDL_HAPTIC_SPRING: Effect based on axes position.
|
|
* - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
|
|
* - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
|
|
* - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
|
|
*
|
|
* Direction is handled by condition internals instead of a direction member.
|
|
* 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.
|
|
*
|
|
* \sa SDL_HapticDirection
|
|
* \sa SDL_HAPTIC_SPRING
|
|
* \sa SDL_HAPTIC_DAMPER
|
|
* \sa SDL_HAPTIC_INERTIA
|
|
* \sa SDL_HAPTIC_FRICTION
|
|
* \sa SDL_HapticEffect
|
|
*/
|
|
typedef struct SDL_HapticCondition
|
|
{
|
|
/* Header */
|
|
Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
|
|
::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
|
|
SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */
|
|
|
|
/* Replay */
|
|
Uint32 length; /**< Duration of the effect. */
|
|
Uint16 delay; /**< Delay before starting the effect. */
|
|
|
|
/* Trigger */
|
|
Uint16 button; /**< Button that triggers the effect. */
|
|
Uint16 interval; /**< How soon it can be triggered again after button. */
|
|
|
|
/* Condition */
|
|
Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */
|
|
Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */
|
|
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; max 0xFFFF: whole axis-range when 0-centered. */
|
|
Sint16 center[3]; /**< Position of the dead zone. */
|
|
} SDL_HapticCondition;
|
|
|
|
/**
|
|
* \brief A structure containing a template for a Ramp effect.
|
|
*
|
|
* This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
|
|
*
|
|
* The ramp effect starts at start strength and ends at end strength.
|
|
* It augments in linear fashion. If you use attack and fade with a ramp
|
|
* the effects get added to the ramp effect making the effect become
|
|
* quadratic instead of linear.
|
|
*
|
|
* \sa SDL_HAPTIC_RAMP
|
|
* \sa SDL_HapticEffect
|
|
*/
|
|
typedef struct SDL_HapticRamp
|
|
{
|
|
/* Header */
|
|
Uint16 type; /**< ::SDL_HAPTIC_RAMP */
|
|
SDL_HapticDirection direction; /**< Direction of the effect. */
|
|
|
|
/* Replay */
|
|
Uint32 length; /**< Duration of the effect. */
|
|
Uint16 delay; /**< Delay before starting the effect. */
|
|
|
|
/* Trigger */
|
|
Uint16 button; /**< Button that triggers the effect. */
|
|
Uint16 interval; /**< How soon it can be triggered again after button. */
|
|
|
|
/* Ramp */
|
|
Sint16 start; /**< Beginning strength level. */
|
|
Sint16 end; /**< Ending strength level. */
|
|
|
|
/* Envelope */
|
|
Uint16 attack_length; /**< Duration of the attack. */
|
|
Uint16 attack_level; /**< Level at the start of the attack. */
|
|
Uint16 fade_length; /**< Duration of the fade. */
|
|
Uint16 fade_level; /**< Level at the end of the fade. */
|
|
} SDL_HapticRamp;
|
|
|
|
/**
|
|
* \brief A structure containing a template for a Left/Right effect.
|
|
*
|
|
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
|
|
*
|
|
* The Left/Right effect is used to explicitly control the large and small
|
|
* motors, commonly found in modern game controllers. The small (right) motor
|
|
* is high frequency, and the large (left) motor is low frequency.
|
|
*
|
|
* \sa SDL_HAPTIC_LEFTRIGHT
|
|
* \sa SDL_HapticEffect
|
|
*/
|
|
typedef struct SDL_HapticLeftRight
|
|
{
|
|
/* Header */
|
|
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */
|
|
|
|
/* Replay */
|
|
Uint32 length; /**< Duration of the effect in milliseconds. */
|
|
|
|
/* Rumble */
|
|
Uint16 large_magnitude; /**< Control of the large controller motor. */
|
|
Uint16 small_magnitude; /**< Control of the small controller motor. */
|
|
} SDL_HapticLeftRight;
|
|
|
|
/**
|
|
* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
|
|
*
|
|
* This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
|
|
*
|
|
* A custom force feedback effect is much like a periodic effect, where the
|
|
* application can define its 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;
|
|
|
|
/**
|
|
* \brief The generic template for any haptic effect.
|
|
*
|
|
* All values max at 32767 (0x7FFF). Signed values also can be negative.
|
|
* Time values unless specified otherwise are in milliseconds.
|
|
*
|
|
* You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
|
|
* value. Neither delay, interval, attack_length nor fade_length support
|
|
* ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends.
|
|
*
|
|
* Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
|
|
* ::SDL_HAPTIC_INFINITY.
|
|
*
|
|
* Button triggers may not be supported on all devices, it is advised to not
|
|
* use them if possible. Buttons start at index 1 instead of index 0 like
|
|
* the joystick.
|
|
*
|
|
* If both attack_length and fade_level are 0, the envelope is not used,
|
|
* otherwise both values are used.
|
|
*
|
|
* Common parts:
|
|
* \code
|
|
* // Replay - All effects have this
|
|
* Uint32 length; // Duration of effect (ms).
|
|
* Uint16 delay; // Delay before starting effect.
|
|
*
|
|
* // Trigger - All effects have this
|
|
* Uint16 button; // Button that triggers effect.
|
|
* Uint16 interval; // How soon before effect can be triggered again.
|
|
*
|
|
* // Envelope - All effects except condition effects have this
|
|
* Uint16 attack_length; // Duration of the attack (ms).
|
|
* Uint16 attack_level; // Level at the start of the attack.
|
|
* Uint16 fade_length; // Duration of the fade out (ms).
|
|
* Uint16 fade_level; // Level at the end of the fade.
|
|
* \endcode
|
|
*
|
|
*
|
|
* Here we have an example of a constant effect evolution in time:
|
|
* \verbatim
|
|
Strength
|
|
^
|
|
|
|
|
| effect level --> _________________
|
|
| / \
|
|
| / \
|
|
| / \
|
|
| / \
|
|
| attack_level --> | \
|
|
| | | <--- fade_level
|
|
|
|
|
+--------------------------------------------------> Time
|
|
[--] [---]
|
|
attack_length fade_length
|
|
|
|
[------------------][-----------------------]
|
|
delay length
|
|
\endverbatim
|
|
*
|
|
* Note either the attack_level or the fade_level may be above the actual
|
|
* effect level.
|
|
*
|
|
* \sa SDL_HapticConstant
|
|
* \sa SDL_HapticPeriodic
|
|
* \sa SDL_HapticCondition
|
|
* \sa SDL_HapticRamp
|
|
* \sa SDL_HapticLeftRight
|
|
* \sa SDL_HapticCustom
|
|
*/
|
|
typedef union SDL_HapticEffect
|
|
{
|
|
/* Common for all force feedback effects */
|
|
Uint16 type; /**< Effect type. */
|
|
SDL_HapticConstant constant; /**< Constant effect. */
|
|
SDL_HapticPeriodic periodic; /**< Periodic effect. */
|
|
SDL_HapticCondition condition; /**< Condition effect. */
|
|
SDL_HapticRamp ramp; /**< Ramp effect. */
|
|
SDL_HapticLeftRight leftright; /**< Left/Right effect. */
|
|
SDL_HapticCustom custom; /**< Custom effect. */
|
|
} SDL_HapticEffect;
|
|
|
|
|
|
/* Function prototypes */
|
|
/**
|
|
* \brief Count the number of haptic devices attached to the system.
|
|
*
|
|
* \return Number of haptic devices detected on the system.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
|
|
|
|
/**
|
|
* \brief Get the implementation dependent name of a haptic device.
|
|
*
|
|
* This can be called before any joysticks are opened.
|
|
* If no name can be found, this function returns NULL.
|
|
*
|
|
* \param device_index Index of the device to get its name.
|
|
* \return Name of the device or NULL on error.
|
|
*
|
|
* \sa SDL_NumHaptics
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
|
|
|
|
/**
|
|
* \brief Opens a haptic device for use.
|
|
*
|
|
* The index passed as an argument refers to the N'th haptic device on this
|
|
* system.
|
|
*
|
|
* When opening a haptic device, its gain will be set to maximum and
|
|
* autocenter will be disabled. To modify these values use
|
|
* SDL_HapticSetGain() and SDL_HapticSetAutocenter().
|
|
*
|
|
* \param device_index Index of the device to open.
|
|
* \return Device identifier or NULL on error.
|
|
*
|
|
* \sa SDL_HapticIndex
|
|
* \sa SDL_HapticOpenFromMouse
|
|
* \sa SDL_HapticOpenFromJoystick
|
|
* \sa SDL_HapticClose
|
|
* \sa SDL_HapticSetGain
|
|
* \sa SDL_HapticSetAutocenter
|
|
* \sa SDL_HapticPause
|
|
* \sa SDL_HapticStopAll
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
|
|
|
|
/**
|
|
* \brief Gets the index of a haptic device.
|
|
*
|
|
* \param haptic Haptic device to get the index of.
|
|
* \return The index of the haptic device or -1 on error.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_HapticOpened
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(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
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
|
|
|
|
/**
|
|
* \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 occurred.
|
|
*
|
|
* \sa SDL_HapticOpenFromJoystick
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
|
|
|
|
/**
|
|
* \brief Opens a haptic device for use from a joystick device.
|
|
*
|
|
* You must still close the haptic device separately. It will not be closed
|
|
* with the joystick.
|
|
*
|
|
* 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.
|
|
*
|
|
* \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
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
|
|
joystick);
|
|
|
|
/**
|
|
* \brief Closes a haptic device previously opened with SDL_HapticOpen().
|
|
*
|
|
* \param haptic Haptic device to close.
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Returns the number of effects a haptic device can store.
|
|
*
|
|
* On some platforms this isn't fully supported, and therefore is an
|
|
* approximation. Always check to see if your created effect was actually
|
|
* created and do not rely solely on SDL_HapticNumEffects().
|
|
*
|
|
* \param haptic The haptic device to query effect max.
|
|
* \return The number of effects the haptic device can store or
|
|
* -1 on error.
|
|
*
|
|
* \sa SDL_HapticNumEffectsPlaying
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Returns the number of effects a haptic device can play at the same
|
|
* time.
|
|
*
|
|
* This is not supported on all platforms, but will always return a value.
|
|
* Added here for the sake of completeness.
|
|
*
|
|
* \param haptic The haptic device to query maximum playing effects.
|
|
* \return The number of effects the haptic device can play at the same time
|
|
* or -1 on error.
|
|
*
|
|
* \sa SDL_HapticNumEffects
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Gets the haptic device's supported features in bitwise manner.
|
|
*
|
|
* Example:
|
|
* \code
|
|
* if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
|
|
* printf("We have constant haptic effect!\n");
|
|
* }
|
|
* \endcode
|
|
*
|
|
* \param haptic The haptic device to query.
|
|
* \return Haptic features in bitwise manner (OR'd).
|
|
*
|
|
* \sa SDL_HapticNumEffects
|
|
* \sa SDL_HapticEffectSupported
|
|
*/
|
|
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(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);
|
|
|
|
/**
|
|
* \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
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
|
|
SDL_HapticEffect *
|
|
effect);
|
|
|
|
/**
|
|
* \brief Creates a new haptic effect on the device.
|
|
*
|
|
* \param haptic Haptic device to create the effect on.
|
|
* \param effect Properties of the effect to create.
|
|
* \return The identifier of the effect on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticUpdateEffect
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticDestroyEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
|
|
SDL_HapticEffect * effect);
|
|
|
|
/**
|
|
* \brief Updates the properties of an effect.
|
|
*
|
|
* Can be used dynamically, although behavior when dynamically changing
|
|
* direction may be strange. Specifically the effect may reupload itself
|
|
* and start playing from the start. You cannot change the type either when
|
|
* running SDL_HapticUpdateEffect().
|
|
*
|
|
* \param haptic Haptic device that has the effect.
|
|
* \param effect Identifier of the effect to update.
|
|
* \param data New effect properties to use.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticNewEffect
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticDestroyEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
|
|
int effect,
|
|
SDL_HapticEffect * data);
|
|
|
|
/**
|
|
* \brief Runs the haptic effect on its associated haptic device.
|
|
*
|
|
* 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.
|
|
*
|
|
* \param haptic Haptic device to run the effect on.
|
|
* \param effect Identifier of the haptic effect to run.
|
|
* \param iterations Number of iterations to run the effect. Use
|
|
* ::SDL_HAPTIC_INFINITY for infinity.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticStopEffect
|
|
* \sa SDL_HapticDestroyEffect
|
|
* \sa SDL_HapticGetEffectStatus
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
|
|
int effect,
|
|
Uint32 iterations);
|
|
|
|
/**
|
|
* \brief Stops the haptic effect on its associated haptic device.
|
|
*
|
|
* \param haptic Haptic device to stop the effect on.
|
|
* \param effect Identifier of the effect to stop.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticDestroyEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* \brief Destroys a haptic effect on the device.
|
|
*
|
|
* This will stop the effect if it's running. Effects are automatically
|
|
* destroyed when the device is closed.
|
|
*
|
|
* \param haptic Device to destroy the effect on.
|
|
* \param effect Identifier of the effect to destroy.
|
|
*
|
|
* \sa SDL_HapticNewEffect
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* \brief Gets the status of the current effect on the haptic device.
|
|
*
|
|
* Device must support the ::SDL_HAPTIC_STATUS feature.
|
|
*
|
|
* \param haptic Haptic device to query the effect status on.
|
|
* \param effect Identifier of the effect to query its status.
|
|
* \return 0 if it isn't playing, 1 if it is playing or -1 on error.
|
|
*
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticStopEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* \brief Sets the global gain of the device.
|
|
*
|
|
* Device must support the ::SDL_HAPTIC_GAIN feature.
|
|
*
|
|
* The user may specify the maximum gain by setting the environment variable
|
|
* SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to
|
|
* SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
|
|
* maximum.
|
|
*
|
|
* \param haptic Haptic device to set the gain on.
|
|
* \param gain Value to set the gain to, should be between 0 and 100.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
|
|
|
|
/**
|
|
* \brief Sets the global autocenter of the device.
|
|
*
|
|
* Autocenter should be between 0 and 100. Setting it to 0 will disable
|
|
* autocentering.
|
|
*
|
|
* Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
|
|
*
|
|
* \param haptic Haptic device to set autocentering on.
|
|
* \param autocenter Value to set autocenter to, 0 disables autocentering.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
|
|
int autocenter);
|
|
|
|
/**
|
|
* \brief Pauses a haptic device.
|
|
*
|
|
* Device must support the ::SDL_HAPTIC_PAUSE feature. Call
|
|
* SDL_HapticUnpause() to resume playback.
|
|
*
|
|
* Do not modify the effects nor add new ones while the device is paused.
|
|
* That can cause all sorts of weird errors.
|
|
*
|
|
* \param haptic Haptic device to pause.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticUnpause
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Unpauses a haptic device.
|
|
*
|
|
* Call to unpause after SDL_HapticPause().
|
|
*
|
|
* \param haptic Haptic device to unpause.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticPause
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Stops all the currently playing effects on a haptic device.
|
|
*
|
|
* \param haptic Haptic device to stop.
|
|
* \return 0 on success or -1 on error.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Checks to see if rumble is supported on a haptic device.
|
|
*
|
|
* \param haptic Haptic device to check to see if it supports rumble.
|
|
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
|
|
*
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumblePlay
|
|
* \sa SDL_HapticRumbleStop
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Initializes the haptic device for simple rumble playback.
|
|
*
|
|
* \param haptic Haptic device to initialize for simple rumble playback.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_HapticRumbleSupported
|
|
* \sa SDL_HapticRumblePlay
|
|
* \sa SDL_HapticRumbleStop
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* \brief Runs simple rumble on a haptic device
|
|
*
|
|
* \param haptic Haptic device to play rumble effect on.
|
|
* \param strength Strength of the rumble to play as a 0-1 float value.
|
|
* \param length Length of the rumble to play in milliseconds.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticRumbleSupported
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumbleStop
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
|
|
|
|
/**
|
|
* \brief Stops the simple rumble on a haptic device.
|
|
*
|
|
* \param haptic Haptic to stop the rumble on.
|
|
* \return 0 on success or -1 on error.
|
|
*
|
|
* \sa SDL_HapticRumbleSupported
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumblePlay
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include "close_code.h"
|
|
|
|
#endif /* SDL_haptic_h_ */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|