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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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| 
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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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| 
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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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| 
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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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| /**
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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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| 
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| #ifndef SDL_haptic_h_
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| #define SDL_haptic_h_
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| 
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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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| 
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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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| 
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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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| /**
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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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| 
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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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| /**
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|  *  \name Haptic effects
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|  */
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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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| /**
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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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| /**
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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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| 
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| /**
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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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| 
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| /* @} *//* Haptic effects */
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| 
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| /* These last few are features the device has, not effects */
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| 
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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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| /**
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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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| /**
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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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| /**
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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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| 
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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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| /**
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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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| /**
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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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| /**
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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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| 
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| /* @} *//* Direction encodings */
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| 
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| /* @} *//* Haptic features */
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| 
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| /*
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|  * Misc defines.
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|  */
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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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| /**
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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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|                    [ COMPUTER ]
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| 
 | |
| 
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|                      North (0,-1)
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|                          ^
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|                          |
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|                          |
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|    (-1,0)  West <----[ HAPTIC ]----> East (1,0)
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|                          |
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|                          |
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|                          v
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|                       South (0,1)
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| 
 | |
| 
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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:
 | |
|  *   - 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)
 | |
|  *
 | |
|  *  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
 | |
|  *   - East:   1, 0, 0
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|  *   - South:  0, 1, 0
 | |
|  *   - West:  -1, 0, 0
 | |
|  *
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|  *  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 \c dir parameters are used.  The \c dir parameters are as
 | |
|  *  follows (all values are in hundredths of degrees):
 | |
|  *   - Degrees from (1, 0) rotated towards (0, 1).
 | |
|  *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
 | |
|  *
 | |
|  *
 | |
|  *  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):
 | |
|  *  \code
 | |
|  *  SDL_HapticDirection direction;
 | |
|  *
 | |
|  *  // Cartesian directions
 | |
|  *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
 | |
|  *  direction.dir[0] = 0; // X position
 | |
|  *  direction.dir[1] = 1; // Y position
 | |
|  *  // Assuming the device has 2 axes, we don't need to specify third parameter.
 | |
|  *
 | |
|  *  // Polar directions
 | |
|  *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
 | |
|  *  direction.dir[0] = 18000; // Polar only uses first parameter
 | |
|  *
 | |
|  *  // Spherical coordinates
 | |
|  *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
 | |
|  *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
 | |
|  *  \endcode
 | |
|  *
 | |
|  *  \sa SDL_HAPTIC_POLAR
 | |
|  *  \sa SDL_HAPTIC_CARTESIAN
 | |
|  *  \sa SDL_HAPTIC_SPHERICAL
 | |
|  *  \sa SDL_HapticEffect
 | |
|  *  \sa SDL_HapticNumAxes
 | |
|  */
 | |
| typedef struct SDL_HapticDirection
 | |
| {
 | |
|     Uint8 type;         /**< The type of encoding. */
 | |
|     Sint32 dir[3];      /**< The encoded direction. */
 | |
| } SDL_HapticDirection;
 | |
| 
 | |
| 
 | |
| /**
 | |
|  *  \brief A structure containing a template for a Constant effect.
 | |
|  *
 | |
|  *  This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
 | |
|  *
 | |
|  *  A constant effect applies a constant force in the specified direction
 | |
|  *  to the joystick.
 | |
|  *
 | |
|  *  \sa SDL_HAPTIC_CONSTANT
 | |
|  *  \sa SDL_HapticEffect
 | |
|  */
 | |
| typedef struct SDL_HapticConstant
 | |
| {
 | |
|     /* Header */
 | |
|     Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
 | |
|     SDL_HapticDirection direction;  /**< Direction of the effect. */
 | |
| 
 | |
|     /* Replay */
 | |
|     Uint32 length;          /**< Duration of the effect. */
 | |
|     Uint16 delay;           /**< Delay before starting the effect. */
 | |
| 
 | |
|     /* Trigger */
 | |
|     Uint16 button;          /**< Button that triggers the effect. */
 | |
|     Uint16 interval;        /**< How soon it can be triggered again after button. */
 | |
| 
 | |
|     /* Constant */
 | |
|     Sint16 level;           /**< Strength of the constant effect. */
 | |
| 
 | |
|     /* Envelope */
 | |
|     Uint16 attack_length;   /**< Duration of the attack. */
 | |
|     Uint16 attack_level;    /**< Level at the start of the attack. */
 | |
|     Uint16 fade_length;     /**< Duration of the fade. */
 | |
|     Uint16 fade_level;      /**< Level at the end of the fade. */
 | |
| } SDL_HapticConstant;
 | |
| 
 | |
| /**
 | |
|  *  \brief A structure containing a template for a Periodic effect.
 | |
|  *
 | |
|  *  The struct handles the following effects:
 | |
|  *   - ::SDL_HAPTIC_SINE
 | |
|  *   - ::SDL_HAPTIC_LEFTRIGHT
 | |
|  *   - ::SDL_HAPTIC_TRIANGLE
 | |
|  *   - ::SDL_HAPTIC_SAWTOOTHUP
 | |
|  *   - ::SDL_HAPTIC_SAWTOOTHDOWN
 | |
|  *
 | |
|  *  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.
 | |
|  *
 | |
|  *  Phase is given by hundredth of a degree meaning that giving the phase a value
 | |
|  *  of 9000 will displace it 25% of its period.  Here are sample values:
 | |
|  *   -     0: No phase displacement.
 | |
|  *   -  9000: Displaced 25% of its period.
 | |
|  *   - 18000: Displaced 50% of its period.
 | |
|  *   - 27000: Displaced 75% of its period.
 | |
|  *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
 | |
|  *
 | |
|  *  Examples:
 | |
|  *  \verbatim
 | |
|     SDL_HAPTIC_SINE
 | |
|       __      __      __      __
 | |
|      /  \    /  \    /  \    /
 | |
|     /    \__/    \__/    \__/
 | |
| 
 | |
|     SDL_HAPTIC_SQUARE
 | |
|      __    __    __    __    __
 | |
|     |  |  |  |  |  |  |  |  |  |
 | |
|     |  |__|  |__|  |__|  |__|  |
 | |
| 
 | |
|     SDL_HAPTIC_TRIANGLE
 | |
|       /\    /\    /\    /\    /\
 | |
|      /  \  /  \  /  \  /  \  /
 | |
|     /    \/    \/    \/    \/
 | |
| 
 | |
|     SDL_HAPTIC_SAWTOOTHUP
 | |
|       /|  /|  /|  /|  /|  /|  /|
 | |
|      / | / | / | / | / | / | / |
 | |
|     /  |/  |/  |/  |/  |/  |/  |
 | |
| 
 | |
|     SDL_HAPTIC_SAWTOOTHDOWN
 | |
|     \  |\  |\  |\  |\  |\  |\  |
 | |
|      \ | \ | \ | \ | \ | \ | \ |
 | |
|       \|  \|  \|  \|  \|  \|  \|
 | |
|     \endverbatim
 | |
|  *
 | |
|  *  \sa SDL_HAPTIC_SINE
 | |
|  *  \sa SDL_HAPTIC_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: */
 | 
