mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 18:25:36 +00:00
1342 lines
42 KiB
C
1342 lines
42 KiB
C
/*
|
|
Simple DirectMedia Layer
|
|
Copyright (C) 1997-2022 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
|
|
* SDL_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
|
|
*/
|
|
|
|
#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 */
|
|
|
|
/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
|
|
*
|
|
* At the moment the magnitude variables are mixed between signed/unsigned, and
|
|
* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
|
|
*
|
|
* Some platforms may have higher precision than that (Linux FF, Windows XInput)
|
|
* so we should fix the inconsistency in favor of higher possible precision,
|
|
* adjusting for platforms that use different scales.
|
|
* -flibit
|
|
*/
|
|
|
|
/**
|
|
* \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 (1u<<0)
|
|
|
|
/**
|
|
* \brief Sine wave effect supported.
|
|
*
|
|
* Periodic haptic effect that simulates sine waves.
|
|
*
|
|
* \sa SDL_HapticPeriodic
|
|
*/
|
|
#define SDL_HAPTIC_SINE (1u<<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 (1u<<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 (1u<<3)
|
|
|
|
/**
|
|
* \brief Sawtoothup wave effect supported.
|
|
*
|
|
* Periodic haptic effect that simulates saw tooth up waves.
|
|
*
|
|
* \sa SDL_HapticPeriodic
|
|
*/
|
|
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
|
|
|
|
/**
|
|
* \brief Sawtoothdown wave effect supported.
|
|
*
|
|
* Periodic haptic effect that simulates saw tooth down waves.
|
|
*
|
|
* \sa SDL_HapticPeriodic
|
|
*/
|
|
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
|
|
|
|
/**
|
|
* \brief Ramp effect supported.
|
|
*
|
|
* Ramp haptic effect.
|
|
*
|
|
* \sa SDL_HapticRamp
|
|
*/
|
|
#define SDL_HAPTIC_RAMP (1u<<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 (1u<<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 (1u<<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 (1u<<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 (1u<<10)
|
|
|
|
/**
|
|
* \brief Custom effect is supported.
|
|
*
|
|
* User defined custom haptic effect.
|
|
*/
|
|
#define SDL_HAPTIC_CUSTOM (1u<<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 (1u<<12)
|
|
|
|
/**
|
|
* \brief Device can set autocenter.
|
|
*
|
|
* Device supports setting autocenter.
|
|
*
|
|
* \sa SDL_HapticSetAutocenter
|
|
*/
|
|
#define SDL_HAPTIC_AUTOCENTER (1u<<13)
|
|
|
|
/**
|
|
* \brief Device can be queried for effect status.
|
|
*
|
|
* Device supports querying effect status.
|
|
*
|
|
* \sa SDL_HapticGetEffectStatus
|
|
*/
|
|
#define SDL_HAPTIC_STATUS (1u<<14)
|
|
|
|
/**
|
|
* \brief Device can be paused.
|
|
*
|
|
* Devices supports being paused.
|
|
*
|
|
* \sa SDL_HapticPause
|
|
* \sa SDL_HapticUnpause
|
|
*/
|
|
#define SDL_HAPTIC_PAUSE (1u<<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
|
|
|
|
/**
|
|
* \brief Use this value to play an effect on the steering wheel axis. This
|
|
* provides better compatibility across platforms and devices as SDL will guess
|
|
* the correct axis.
|
|
* \sa SDL_HapticDirection
|
|
*/
|
|
#define SDL_HAPTIC_STEERING_AXIS 3
|
|
|
|
/* @} *//* 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.
|
|
*
|
|
* This is the direction where the force comes from,
|
|
* instead of the direction in which the force is exerted.
|
|
*
|
|
* 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_HAPTIC_STEERING_AXIS
|
|
* \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 */
|
|
|
|
/**
|
|
* Count the number of haptic devices attached to the system.
|
|
*
|
|
* \returns the number of haptic devices detected on the system or a negative
|
|
* error code on failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticName
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
|
|
|
|
/**
|
|
* 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 query.
|
|
* \returns the name of the device or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_NumHaptics
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
|
|
|
|
/**
|
|
* Open 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
|
|
* \returns the device identifier or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticClose
|
|
* \sa SDL_HapticIndex
|
|
* \sa SDL_HapticOpenFromJoystick
|
|
* \sa SDL_HapticOpenFromMouse
|
|
* \sa SDL_HapticPause
|
|
* \sa SDL_HapticSetAutocenter
|
|
* \sa SDL_HapticSetGain
|
|
* \sa SDL_HapticStopAll
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
|
|
|
|
/**
|
|
* Check if the haptic device at the designated index has been opened.
|
|
*
|
|
* \param device_index the index of the device to query
|
|
* \returns 1 if it has been opened, 0 if it hasn't or on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticIndex
|
|
* \sa SDL_HapticOpen
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
|
|
|
|
/**
|
|
* Get the index of a haptic device.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query
|
|
* \returns the index of the specified haptic device or a negative error code
|
|
* on failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_HapticOpened
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Query whether or not the current mouse has haptic capabilities.
|
|
*
|
|
* \returns SDL_TRUE if the mouse is haptic or SDL_FALSE if it isn't.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpenFromMouse
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
|
|
|
|
/**
|
|
* Try to open a haptic device from the current mouse.
|
|
*
|
|
* \returns the haptic device identifier or NULL on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_MouseIsHaptic
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
|
|
|
|
/**
|
|
* Query if a joystick has haptic features.
|
|
*
|
|
* \param joystick the SDL_Joystick to test for haptic capabilities
|
|
* \returns SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't, or a
|
|
* negative error code on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpenFromJoystick
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
|
|
|
|
/**
|
|
* Open 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 opened 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 the SDL_Joystick to create a haptic device from
|
|
* \returns a valid haptic device identifier on success or NULL on failure;
|
|
* call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticClose
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_JoystickIsHaptic
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
|
|
joystick);
|
|
|
|
/**
|
|
* Close a haptic device previously opened with SDL_HapticOpen().
|
|
*
|
|
* \param haptic the SDL_Haptic device to close
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Get 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 SDL_Haptic device to query
|
|
* \returns the number of effects the haptic device can store or a negative
|
|
* error code on failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticNumEffectsPlaying
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Get 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.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query maximum playing effects
|
|
* \returns the number of effects the haptic device can play at the same time
|
|
* or a negative error code on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticNumEffects
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Get the haptic device's supported features in bitwise manner.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query
|
|
* \returns a list of supported haptic features in bitwise manner (OR'd), or 0
|
|
* on failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticEffectSupported
|
|
* \sa SDL_HapticNumEffects
|
|
*/
|
|
extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
|
|
|
|
|
|
/**
|
|
* Get the number of haptic axes the device has.
|
|
*
|
|
* The number of haptic axes might be useful if working with the
|
|
* SDL_HapticDirection effect.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query
|
|
* \returns the number of axes on success or a negative error code on failure;
|
|
* call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Check to see if an effect is supported by a haptic device.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query
|
|
* \param effect the desired effect to query
|
|
* \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
|
|
* negative error code on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticNewEffect
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
|
|
SDL_HapticEffect *
|
|
effect);
|
|
|
|
/**
|
|
* Create a new haptic effect on a specified device.
|
|
*
|
|
* \param haptic an SDL_Haptic device to create the effect on
|
|
* \param effect an SDL_HapticEffect structure containing the properties of
|
|
* the effect to create
|
|
* \returns the ID of the effect on success or a negative error code on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticDestroyEffect
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticUpdateEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
|
|
SDL_HapticEffect * effect);
|
|
|
|
/**
|
|
* Update the properties of an effect.
|
|
*
|
|
* Can be used dynamically, although behavior when dynamically changing
|
|
* direction may be strange. Specifically the effect may re-upload itself and
|
|
* start playing from the start. You also cannot change the type either when
|
|
* running SDL_HapticUpdateEffect().
|
|
*
|
|
* \param haptic the SDL_Haptic device that has the effect
|
|
* \param effect the identifier of the effect to update
|
|
* \param data an SDL_HapticEffect structure containing the new effect
|
|
* properties to use
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticDestroyEffect
|
|
* \sa SDL_HapticNewEffect
|
|
* \sa SDL_HapticRunEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
|
|
int effect,
|
|
SDL_HapticEffect * data);
|
|
|
|
/**
|
|
* Run the haptic effect on its associated haptic device.
|
|
*
|
|
* To repeat the effect over and over indefinitely, set `iterations` to
|
|
* `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make
|
|
* one instance of the effect last indefinitely (so the effect does not fade),
|
|
* set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY`
|
|
* instead.
|
|
*
|
|
* \param haptic the SDL_Haptic device to run the effect on
|
|
* \param effect the ID of the haptic effect to run
|
|
* \param iterations the number of iterations to run the effect; use
|
|
* `SDL_HAPTIC_INFINITY` to repeat forever
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticDestroyEffect
|
|
* \sa SDL_HapticGetEffectStatus
|
|
* \sa SDL_HapticStopEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
|
|
int effect,
|
|
Uint32 iterations);
|
|
|
|
/**
|
|
* Stop the haptic effect on its associated haptic device.
|
|
*
|
|
* *
|
|
*
|
|
* \param haptic the SDL_Haptic device to stop the effect on
|
|
* \param effect the ID of the haptic effect to stop
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticDestroyEffect
|
|
* \sa SDL_HapticRunEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* Destroy 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 the SDL_Haptic device to destroy the effect on
|
|
* \param effect the ID of the haptic effect to destroy
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticNewEffect
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* Get the status of the current effect on the specified haptic device.
|
|
*
|
|
* Device must support the SDL_HAPTIC_STATUS feature.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query for the effect status on
|
|
* \param effect the ID of the haptic effect to query its status
|
|
* \returns 0 if it isn't playing, 1 if it is playing, or a negative error
|
|
* code on failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticRunEffect
|
|
* \sa SDL_HapticStopEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
|
|
int effect);
|
|
|
|
/**
|
|
* Set the global gain of the specified haptic 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 the SDL_Haptic device to set the gain on
|
|
* \param gain value to set the gain to, should be between 0 and 100 (0 - 100)
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
|
|
|
|
/**
|
|
* Set 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 the SDL_Haptic device to set autocentering on
|
|
* \param autocenter value to set autocenter to (0-100)
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticQuery
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
|
|
int autocenter);
|
|
|
|
/**
|
|
* Pause 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 the SDL_Haptic device to pause
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticUnpause
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Unpause a haptic device.
|
|
*
|
|
* Call to unpause after SDL_HapticPause().
|
|
*
|
|
* \param haptic the SDL_Haptic device to unpause
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticPause
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Stop all the currently playing effects on a haptic device.
|
|
*
|
|
* \param haptic the SDL_Haptic device to stop
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Check whether rumble is supported on a haptic device.
|
|
*
|
|
* \param haptic haptic device to check for rumble support
|
|
* \returns SDL_TRUE if effect is supported, SDL_FALSE if it isn't, or a
|
|
* negative error code on failure; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumblePlay
|
|
* \sa SDL_HapticRumbleStop
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Initialize a haptic device for simple rumble playback.
|
|
*
|
|
* \param haptic the haptic device to initialize for simple rumble playback
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticOpen
|
|
* \sa SDL_HapticRumblePlay
|
|
* \sa SDL_HapticRumbleStop
|
|
* \sa SDL_HapticRumbleSupported
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
|
|
|
|
/**
|
|
* Run a simple rumble effect on a haptic device.
|
|
*
|
|
* \param haptic the haptic device to play the 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
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumbleStop
|
|
* \sa SDL_HapticRumbleSupported
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
|
|
|
|
/**
|
|
* Stop the simple rumble on a haptic device.
|
|
*
|
|
* \param haptic the haptic device to stop the rumble effect on
|
|
* \returns 0 on success or a negative error code on failure; call
|
|
* SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 2.0.0.
|
|
*
|
|
* \sa SDL_HapticRumbleInit
|
|
* \sa SDL_HapticRumblePlay
|
|
* \sa SDL_HapticRumbleSupported
|
|
*/
|
|
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: */
|