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| | |
| | | /* |
| | | Simple DirectMedia Layer |
| | | Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> |
| | | |
| | | This software is provided 'as-is', without any express or implied |
| | | warranty. In no event will the authors be held liable for any damages |
| | | arising from the use of this software. |
| | | |
| | | Permission is granted to anyone to use this software for any purpose, |
| | | including commercial applications, and to alter it and redistribute it |
| | | freely, subject to the following restrictions: |
| | | |
| | | 1. The origin of this software must not be misrepresented; you must not |
| | | claim that you wrote the original software. If you use this software |
| | | in a product, an acknowledgment in the product documentation would be |
| | | appreciated but is not required. |
| | | 2. Altered source versions must be plainly marked as such, and must not be |
| | | misrepresented as being the original software. |
| | | 3. This notice may not be removed or altered from any source distribution. |
| | | */ |
| | | |
| | | /** |
| | | * \file SDL_haptic.h |
| | | * |
| | | * \brief The SDL Haptic subsystem allows you to control haptic (force feedback) |
| | | * devices. |
| | | * |
| | | * The basic usage is as follows: |
| | | * - Initialize the Subsystem (::SDL_INIT_HAPTIC). |
| | | * - Open a Haptic Device. |
| | | * - SDL_HapticOpen() to open from index. |
| | | * - SDL_HapticOpenFromJoystick() to open from an existing joystick. |
| | | * - Create an effect (::SDL_HapticEffect). |
| | | * - Upload the effect with SDL_HapticNewEffect(). |
| | | * - Run the effect with SDL_HapticRunEffect(). |
| | | * - (optional) Free the effect with SDL_HapticDestroyEffect(). |
| | | * - Close the haptic device with SDL_HapticClose(). |
| | | * |
| | | * \par Simple rumble example: |
| | | * \code |
| | | * SDL_Haptic *haptic; |
| | | * |
| | | * // Open the device |
| | | * haptic = SDL_HapticOpen( 0 ); |
| | | * if (haptic == NULL) |
| | | * return -1; |
| | | * |
| | | * // Initialize simple rumble |
| | | * if (SDL_HapticRumbleInit( haptic ) != 0) |
| | | * return -1; |
| | | * |
| | | * // Play effect at 50% strength for 2 seconds |
| | | * if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0) |
| | | * return -1; |
| | | * SDL_Delay( 2000 ); |
| | | * |
| | | * // Clean up |
| | | * SDL_HapticClose( haptic ); |
| | | * \endcode |
| | | * |
| | | * \par Complete example: |
| | | * \code |
| | | * int test_haptic( SDL_Joystick * joystick ) { |
| | | * SDL_Haptic *haptic; |
| | | * SDL_HapticEffect effect; |
| | | * int effect_id; |
| | | * |
| | | * // Open the device |
| | | * haptic = SDL_HapticOpenFromJoystick( joystick ); |
| | | * if (haptic == NULL) return -1; // Most likely joystick isn't haptic |
| | | * |
| | | * // See if it can do sine waves |
| | | * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) { |
| | | * SDL_HapticClose(haptic); // No sine effect |
| | | * return -1; |
| | | * } |
| | | * |
| | | * // Create the effect |
| | | * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default |
| | | * effect.type = SDL_HAPTIC_SINE; |
| | | * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates |
| | | * effect.periodic.direction.dir[0] = 18000; // Force comes from south |
| | | * effect.periodic.period = 1000; // 1000 ms |
| | | * effect.periodic.magnitude = 20000; // 20000/32767 strength |
| | | * effect.periodic.length = 5000; // 5 seconds long |
| | | * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength |
| | | * effect.periodic.fade_length = 1000; // Takes 1 second to fade away |
| | | * |
| | | * // Upload the effect |
| | | * effect_id = SDL_HapticNewEffect( haptic, &effect ); |
| | | * |
| | | * // Test the effect |
| | | * SDL_HapticRunEffect( haptic, effect_id, 1 ); |
| | | * SDL_Delay( 5000); // Wait for the effect to finish |
| | | * |
| | | * // We destroy the effect, although closing the device also does this |
| | | * SDL_HapticDestroyEffect( haptic, effect_id ); |
| | | * |
| | | * // Close the device |
| | | * SDL_HapticClose(haptic); |
| | | * |
| | | * return 0; // Success |
| | | * } |
| | | * \endcode |
| | | * |
| | | * You can also find out more information on my blog: |
| | | * http://bobbens.dyndns.org/journal/2010/sdl_haptic/ |
| | | * |
| | | * \author Edgar Simo Serra |
| | | */ |
| | | |
| | | #ifndef _SDL_haptic_h |
| | | #define _SDL_haptic_h |
| | | |
| | | #include "SDL_stdinc.h" |
| | | #include "SDL_error.h" |
| | | #include "SDL_joystick.h" |
| | | |
| | | #include "begin_code.h" |
| | | /* Set up for C function definitions, even when using C++ */ |
| | | #ifdef __cplusplus |
| | | extern "C" { |
| | | #endif /* __cplusplus */ |
| | | |
| | | /** |
| | | * \typedef SDL_Haptic |
| | | * |
| | | * \brief The haptic structure used to identify an SDL haptic. |
| | | * |
| | | * \sa SDL_HapticOpen |
| | | * \sa SDL_HapticOpenFromJoystick |
| | | * \sa SDL_HapticClose |
| | | */ |
| | | struct _SDL_Haptic; |
| | | typedef struct _SDL_Haptic SDL_Haptic; |
| | | |
| | | |
| | | /** |
| | | * \name Haptic features |
| | | * |
| | | * Different haptic features a device can have. |
| | | */ |
| | | /* @{ */ |
| | | |
| | | /** |
| | | * \name Haptic effects |
| | | */ |
| | | /* @{ */ |
| | | |
| | | /** |
| | | * \brief Constant effect supported. |
| | | * |
| | | * Constant haptic effect. |
| | | * |
| | | * \sa SDL_HapticCondition |
| | | */ |
| | | #define SDL_HAPTIC_CONSTANT (1<<0) |
| | | |
| | | /** |
| | | * \brief Sine wave effect supported. |
| | | * |
| | | * Periodic haptic effect that simulates sine waves. |
| | | * |
| | | * \sa SDL_HapticPeriodic |
| | | */ |
| | | #define SDL_HAPTIC_SINE (1<<1) |
| | | |
| | | /** |
| | | * \brief Left/Right effect supported. |
| | | * |
| | | * Haptic effect for direct control over high/low frequency motors. |
| | | * |
| | | * \sa SDL_HapticLeftRight |
| | | * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry, |
| | | * we ran out of bits, and this is important for XInput devices. |
| | | */ |
| | | #define SDL_HAPTIC_LEFTRIGHT (1<<2) |
| | | |
| | | /* !!! FIXME: put this back when we have more bits in 2.1 */ |
| | | /* #define SDL_HAPTIC_SQUARE (1<<2) */ |
| | | |
| | | /** |
| | | * \brief Triangle wave effect supported. |
| | | * |
| | | * Periodic haptic effect that simulates triangular waves. |
| | | * |
| | | * \sa SDL_HapticPeriodic |
| | | */ |
| | | #define SDL_HAPTIC_TRIANGLE (1<<3) |
| | | |
| | | /** |
| | | * \brief Sawtoothup wave effect supported. |
| | | * |
| | | * Periodic haptic effect that simulates saw tooth up waves. |
| | | * |
| | | * \sa SDL_HapticPeriodic |
| | | */ |
| | | #define SDL_HAPTIC_SAWTOOTHUP (1<<4) |
| | | |
| | | /** |
| | | * \brief Sawtoothdown wave effect supported. |
| | | * |
| | | * Periodic haptic effect that simulates saw tooth down waves. |
| | | * |
| | | * \sa SDL_HapticPeriodic |
| | | */ |
| | | #define SDL_HAPTIC_SAWTOOTHDOWN (1<<5) |
| | | |
| | | /** |
| | | * \brief Ramp effect supported. |
| | | * |
| | | * Ramp haptic effect. |
| | | * |
| | | * \sa SDL_HapticRamp |
| | | */ |
| | | #define SDL_HAPTIC_RAMP (1<<6) |
| | | |
| | | /** |
| | | * \brief Spring effect supported - uses axes position. |
| | | * |
| | | * Condition haptic effect that simulates a spring. Effect is based on the |
| | | * axes position. |
| | | * |
| | | * \sa SDL_HapticCondition |
| | | */ |
| | | #define SDL_HAPTIC_SPRING (1<<7) |
| | | |
| | | /** |
| | | * \brief Damper effect supported - uses axes velocity. |
| | | * |
| | | * Condition haptic effect that simulates dampening. Effect is based on the |
| | | * axes velocity. |
| | | * |
| | | * \sa SDL_HapticCondition |
| | | */ |
| | | #define SDL_HAPTIC_DAMPER (1<<8) |
| | | |
| | | /** |
| | | * \brief Inertia effect supported - uses axes acceleration. |
| | | * |
| | | * Condition haptic effect that simulates inertia. Effect is based on the axes |
| | | * acceleration. |
| | | * |
| | | * \sa SDL_HapticCondition |
| | | */ |
| | | #define SDL_HAPTIC_INERTIA (1<<9) |
| | | |
| | | /** |
| | | * \brief Friction effect supported - uses axes movement. |
| | | * |
| | | * Condition haptic effect that simulates friction. Effect is based on the |
| | | * axes movement. |
| | | * |
| | | * \sa SDL_HapticCondition |
| | | */ |
| | | #define SDL_HAPTIC_FRICTION (1<<10) |
| | | |
| | | /** |
| | | * \brief Custom effect is supported. |
| | | * |
| | | * User defined custom haptic effect. |
| | | */ |
| | | #define SDL_HAPTIC_CUSTOM (1<<11) |
| | | |
| | | /* @} *//* Haptic effects */ |
| | | |
| | | /* These last few are features the device has, not effects */ |
| | | |
| | | /** |
| | | * \brief Device can set global gain. |
| | | * |
| | | * Device supports setting the global gain. |
| | | * |
| | | * \sa SDL_HapticSetGain |
| | | */ |
| | | #define SDL_HAPTIC_GAIN (1<<12) |
| | | |
| | | /** |
| | | * \brief Device can set autocenter. |
| | | * |
| | | * Device supports setting autocenter. |
| | | * |
| | | * \sa SDL_HapticSetAutocenter |
| | | */ |
| | | #define SDL_HAPTIC_AUTOCENTER (1<<13) |
| | | |
| | | /** |
| | | * \brief Device can be queried for effect status. |
| | | * |
| | | * Device can be queried for effect status. |
| | | * |
| | | * \sa SDL_HapticGetEffectStatus |
| | | */ |
| | | #define SDL_HAPTIC_STATUS (1<<14) |
| | | |
| | | /** |
| | | * \brief Device can be paused. |
| | | * |
| | | * \sa SDL_HapticPause |
| | | * \sa SDL_HapticUnpause |
| | | */ |
| | | #define SDL_HAPTIC_PAUSE (1<<15) |
| | | |
| | | |
| | | /** |
| | | * \name Direction encodings |
| | | */ |
| | | /* @{ */ |
| | | |
| | | /** |
| | | * \brief Uses polar coordinates for the direction. |
| | | * |
| | | * \sa SDL_HapticDirection |
| | | */ |
| | | #define SDL_HAPTIC_POLAR 0 |
| | | |
| | | /** |
| | | * \brief Uses cartesian coordinates for the direction. |
| | | * |
| | | * \sa SDL_HapticDirection |
| | | */ |
| | | #define SDL_HAPTIC_CARTESIAN 1 |
| | | |
| | | /** |
| | | * \brief Uses spherical coordinates for the direction. |
| | | * |
| | | * \sa SDL_HapticDirection |
| | | */ |
| | | #define SDL_HAPTIC_SPHERICAL 2 |
| | | |
| | | /* @} *//* Direction encodings */ |
| | | |
| | | /* @} *//* Haptic features */ |
| | | |
| | | /* |
| | | * Misc defines. |
| | | */ |
| | | |
| | | /** |
| | | * \brief Used to play a device an infinite number of times. |
| | | * |
| | | * \sa SDL_HapticRunEffect |
| | | */ |
| | | #define SDL_HAPTIC_INFINITY 4294967295U |
| | | |
| | | |
| | | /** |
| | | * \brief Structure that represents a haptic direction. |
| | | * |
| | | * Directions can be specified by: |
| | | * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates. |
| | | * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. |
| | | * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. |
| | | * |
| | | * Cardinal directions of the haptic device are relative to the positioning |
| | | * of the device. North is considered to be away from the user. |
| | | * |
| | | * The following diagram represents the cardinal directions: |
| | | * \verbatim |
| | | .--. |
| | | |__| .-------. |
| | | |=.| |.-----.| |
| | | |--| || || |
| | | | | |'-----'| |
| | | |__|~')_____(' |
| | | [ COMPUTER ] |
| | | |
| | | |
| | | North (0,-1) |
| | | ^ |
| | | | |
| | | | |
| | | (1,0) West <----[ HAPTIC ]----> East (-1,0) |
| | | | |
| | | | |
| | | v |
| | | South (0,1) |
| | | |
| | | |
| | | [ USER ] |
| | | \|||/ |
| | | (o o) |
| | | ---ooO-(_)-Ooo--- |
| | | \endverbatim |
| | | * |
| | | * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a |
| | | * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses |
| | | * the first \c dir parameter. The cardinal directions would be: |
| | | * - North: 0 (0 degrees) |
| | | * - East: 9000 (90 degrees) |
| | | * - South: 18000 (180 degrees) |
| | | * - West: 27000 (270 degrees) |
| | | * |
| | | * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions |
| | | * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses |
| | | * the first three \c dir parameters. The cardinal directions would be: |
| | | * - North: 0,-1, 0 |
| | | * - East: -1, 0, 0 |
| | | * - South: 0, 1, 0 |
| | | * - West: 1, 0, 0 |
| | | * |
| | | * The Z axis represents the height of the effect if supported, otherwise |
| | | * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you |
| | | * can use any multiple you want, only the direction matters. |
| | | * |
| | | * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. |
| | | * The first two \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. |
| | | * |
| | | * The struct is exclusive to 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 cycle 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. */ |
| | | Sint16 offset; /**< Mean value of the wave. */ |
| | | Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */ |
| | | |
| | | /* 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. */ |
| | | Uint16 left_sat[3]; /**< Level when joystick is to the negative side. */ |
| | | Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ |
| | | Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ |
| | | Uint16 deadband[3]; /**< Size of the dead zone. */ |
| | | Sint16 center[3]; /**< Position of the dead zone. */ |
| | | } 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. One motor is high |
| | | * frequency, the other 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. */ |
| | | |
| | | /* 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. |
| | | * |
| | | * 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 usage. |
| | | * |
| | | * 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 1 if the joystick is haptic, 0 if it isn't |
| | | * or -1 if an error ocurred. |
| | | * |
| | | * \sa SDL_HapticOpenFromJoystick |
| | | */ |
| | | extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); |
| | | |
| | | /** |
| | | * \brief Opens a Haptic device for usage from a Joystick device. |
| | | * |
| | | * You must still close the haptic device seperately. 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 devices supported features in bitwise matter. |
| | | * |
| | | * Example: |
| | | * \code |
| | | * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { |
| | | * printf("We have constant haptic effect!"); |
| | | * } |
| | | * \endcode |
| | | * |
| | | * \param haptic The haptic device to query. |
| | | * \return Haptic features in bitwise manner (OR'd). |
| | | * |
| | | * \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 id 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 behaviour when dynamically changing |
| | | * direction may be strange. Specifically the effect may reupload itself |
| | | * and start playing from the start. You cannot change the type either when |
| | | * running SDL_HapticUpdateEffect(). |
| | | * |
| | | * \param haptic Haptic device that has the effect. |
| | | * \param effect 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 pause. |
| | | * \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: */ |