1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 */ 21 22 /** 23 * \file SDL_haptic.h 24 * 25 * \brief The SDL haptic subsystem allows you to control haptic (force feedback) 26 * devices. 27 * 28 * The basic usage is as follows: 29 * - Initialize the subsystem (::SDL_INIT_HAPTIC). 30 * - Open a haptic device. 31 * - SDL_HapticOpen() to open from index. 32 * - SDL_HapticOpenFromJoystick() to open from an existing joystick. 33 * - Create an effect (::SDL_HapticEffect). 34 * - Upload the effect with SDL_HapticNewEffect(). 35 * - Run the effect with SDL_HapticRunEffect(). 36 * - (optional) Free the effect with SDL_HapticDestroyEffect(). 37 * - Close the haptic device with SDL_HapticClose(). 38 * 39 * \par Simple rumble example: 40 * \code 41 * SDL_Haptic *haptic; 42 * 43 * // Open the device 44 * haptic = SDL_HapticOpen( 0 ); 45 * if (haptic == NULL) 46 * return -1; 47 * 48 * // Initialize simple rumble 49 * if (SDL_HapticRumbleInit( haptic ) != 0) 50 * return -1; 51 * 52 * // Play effect at 50% strength for 2 seconds 53 * if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0) 54 * return -1; 55 * SDL_Delay( 2000 ); 56 * 57 * // Clean up 58 * SDL_HapticClose( haptic ); 59 * \endcode 60 * 61 * \par Complete example: 62 * \code 63 * int test_haptic( SDL_Joystick * joystick ) { 64 * SDL_Haptic *haptic; 65 * SDL_HapticEffect effect; 66 * int effect_id; 67 * 68 * // Open the device 69 * haptic = SDL_HapticOpenFromJoystick( joystick ); 70 * if (haptic == NULL) return -1; // Most likely joystick isn't haptic 71 * 72 * // See if it can do sine waves 73 * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) { 74 * SDL_HapticClose(haptic); // No sine effect 75 * return -1; 76 * } 77 * 78 * // Create the effect 79 * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default 80 * effect.type = SDL_HAPTIC_SINE; 81 * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates 82 * effect.periodic.direction.dir[0] = 18000; // Force comes from south 83 * effect.periodic.period = 1000; // 1000 ms 84 * effect.periodic.magnitude = 20000; // 20000/32767 strength 85 * effect.periodic.length = 5000; // 5 seconds long 86 * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength 87 * effect.periodic.fade_length = 1000; // Takes 1 second to fade away 88 * 89 * // Upload the effect 90 * effect_id = SDL_HapticNewEffect( haptic, &effect ); 91 * 92 * // Test the effect 93 * SDL_HapticRunEffect( haptic, effect_id, 1 ); 94 * SDL_Delay( 5000); // Wait for the effect to finish 95 * 96 * // We destroy the effect, although closing the device also does this 97 * SDL_HapticDestroyEffect( haptic, effect_id ); 98 * 99 * // Close the device 100 * SDL_HapticClose(haptic); 101 * 102 * return 0; // Success 103 * } 104 * \endcode 105 */ 106 107 #ifndef SDL_haptic_h_ 108 #define SDL_haptic_h_ 109 110 #include "SDL_stdinc.h" 111 #include "SDL_error.h" 112 #include "SDL_joystick.h" 113 114 #include "begin_code.h" 115 /* Set up for C function definitions, even when using C++ */ 116 #ifdef __cplusplus 117 extern "C" { 118 #endif /* __cplusplus */ 119 120 /* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF). 121 * 122 * At the moment the magnitude variables are mixed between signed/unsigned, and 123 * it is also not made clear that ALL of those variables expect a max of 0x7FFF. 124 * 125 * Some platforms may have higher precision than that (Linux FF, Windows XInput) 126 * so we should fix the inconsistency in favor of higher possible precision, 127 * adjusting for platforms that use different scales. 128 * -flibit 129 */ 130 131 /** 132 * \typedef SDL_Haptic 133 * 134 * \brief The haptic structure used to identify an SDL haptic. 135 * 136 * \sa SDL_HapticOpen 137 * \sa SDL_HapticOpenFromJoystick 138 * \sa SDL_HapticClose 139 */ 140 struct _SDL_Haptic; 141 typedef struct _SDL_Haptic SDL_Haptic; 142 143 144 /** 145 * \name Haptic features 146 * 147 * Different haptic features a device can have. 148 */ 149 /* @{ */ 150 151 /** 152 * \name Haptic effects 153 */ 154 /* @{ */ 155 156 /** 157 * \brief Constant effect supported. 158 * 159 * Constant haptic effect. 160 * 161 * \sa SDL_HapticCondition 162 */ 163 #define SDL_HAPTIC_CONSTANT (1u<<0) 164 165 /** 166 * \brief Sine wave effect supported. 167 * 168 * Periodic haptic effect that simulates sine waves. 169 * 170 * \sa SDL_HapticPeriodic 171 */ 172 #define SDL_HAPTIC_SINE (1u<<1) 173 174 /** 175 * \brief Left/Right effect supported. 176 * 177 * Haptic effect for direct control over high/low frequency motors. 178 * 179 * \sa SDL_HapticLeftRight 180 * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry, 181 * we ran out of bits, and this is important for XInput devices. 182 */ 183 #define SDL_HAPTIC_LEFTRIGHT (1u<<2) 184 185 /* !!! FIXME: put this back when we have more bits in 2.1 */ 186 /* #define SDL_HAPTIC_SQUARE (1<<2) */ 187 188 /** 189 * \brief Triangle wave effect supported. 190 * 191 * Periodic haptic effect that simulates triangular waves. 192 * 193 * \sa SDL_HapticPeriodic 194 */ 195 #define SDL_HAPTIC_TRIANGLE (1u<<3) 196 197 /** 198 * \brief Sawtoothup wave effect supported. 199 * 200 * Periodic haptic effect that simulates saw tooth up waves. 201 * 202 * \sa SDL_HapticPeriodic 203 */ 204 #define SDL_HAPTIC_SAWTOOTHUP (1u<<4) 205 206 /** 207 * \brief Sawtoothdown wave effect supported. 208 * 209 * Periodic haptic effect that simulates saw tooth down waves. 210 * 211 * \sa SDL_HapticPeriodic 212 */ 213 #define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) 214 215 /** 216 * \brief Ramp effect supported. 217 * 218 * Ramp haptic effect. 219 * 220 * \sa SDL_HapticRamp 221 */ 222 #define SDL_HAPTIC_RAMP (1u<<6) 223 224 /** 225 * \brief Spring effect supported - uses axes position. 226 * 227 * Condition haptic effect that simulates a spring. Effect is based on the 228 * axes position. 229 * 230 * \sa SDL_HapticCondition 231 */ 232 #define SDL_HAPTIC_SPRING (1u<<7) 233 234 /** 235 * \brief Damper effect supported - uses axes velocity. 236 * 237 * Condition haptic effect that simulates dampening. Effect is based on the 238 * axes velocity. 239 * 240 * \sa SDL_HapticCondition 241 */ 242 #define SDL_HAPTIC_DAMPER (1u<<8) 243 244 /** 245 * \brief Inertia effect supported - uses axes acceleration. 246 * 247 * Condition haptic effect that simulates inertia. Effect is based on the axes 248 * acceleration. 249 * 250 * \sa SDL_HapticCondition 251 */ 252 #define SDL_HAPTIC_INERTIA (1u<<9) 253 254 /** 255 * \brief Friction effect supported - uses axes movement. 256 * 257 * Condition haptic effect that simulates friction. Effect is based on the 258 * axes movement. 259 * 260 * \sa SDL_HapticCondition 261 */ 262 #define SDL_HAPTIC_FRICTION (1u<<10) 263 264 /** 265 * \brief Custom effect is supported. 266 * 267 * User defined custom haptic effect. 268 */ 269 #define SDL_HAPTIC_CUSTOM (1u<<11) 270 271 /* @} *//* Haptic effects */ 272 273 /* These last few are features the device has, not effects */ 274 275 /** 276 * \brief Device can set global gain. 277 * 278 * Device supports setting the global gain. 279 * 280 * \sa SDL_HapticSetGain 281 */ 282 #define SDL_HAPTIC_GAIN (1u<<12) 283 284 /** 285 * \brief Device can set autocenter. 286 * 287 * Device supports setting autocenter. 288 * 289 * \sa SDL_HapticSetAutocenter 290 */ 291 #define SDL_HAPTIC_AUTOCENTER (1u<<13) 292 293 /** 294 * \brief Device can be queried for effect status. 295 * 296 * Device supports querying effect status. 297 * 298 * \sa SDL_HapticGetEffectStatus 299 */ 300 #define SDL_HAPTIC_STATUS (1u<<14) 301 302 /** 303 * \brief Device can be paused. 304 * 305 * Devices supports being paused. 306 * 307 * \sa SDL_HapticPause 308 * \sa SDL_HapticUnpause 309 */ 310 #define SDL_HAPTIC_PAUSE (1u<<15) 311 312 313 /** 314 * \name Direction encodings 315 */ 316 /* @{ */ 317 318 /** 319 * \brief Uses polar coordinates for the direction. 320 * 321 * \sa SDL_HapticDirection 322 */ 323 #define SDL_HAPTIC_POLAR 0 324 325 /** 326 * \brief Uses cartesian coordinates for the direction. 327 * 328 * \sa SDL_HapticDirection 329 */ 330 #define SDL_HAPTIC_CARTESIAN 1 331 332 /** 333 * \brief Uses spherical coordinates for the direction. 334 * 335 * \sa SDL_HapticDirection 336 */ 337 #define SDL_HAPTIC_SPHERICAL 2 338 339 /** 340 * \brief Use this value to play an effect on the steering wheel axis. This 341 * provides better compatibility across platforms and devices as SDL will guess 342 * the correct axis. 343 * \sa SDL_HapticDirection 344 */ 345 #define SDL_HAPTIC_STEERING_AXIS 3 346 347 /* @} *//* Direction encodings */ 348 349 /* @} *//* Haptic features */ 350 351 /* 352 * Misc defines. 353 */ 354 355 /** 356 * \brief Used to play a device an infinite number of times. 357 * 358 * \sa SDL_HapticRunEffect 359 */ 360 #define SDL_HAPTIC_INFINITY 4294967295U 361 362 363 /** 364 * \brief Structure that represents a haptic direction. 365 * 366 * This is the direction where the force comes from, 367 * instead of the direction in which the force is exerted. 368 * 369 * Directions can be specified by: 370 * - ::SDL_HAPTIC_POLAR : Specified by polar coordinates. 371 * - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. 372 * - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. 373 * 374 * Cardinal directions of the haptic device are relative to the positioning 375 * of the device. North is considered to be away from the user. 376 * 377 * The following diagram represents the cardinal directions: 378 * \verbatim 379 .--. 380 |__| .-------. 381 |=.| |.-----.| 382 |--| || || 383 | | |'-----'| 384 |__|~')_____(' 385 [ COMPUTER ] 386 387 388 North (0,-1) 389 ^ 390 | 391 | 392 (-1,0) West <----[ HAPTIC ]----> East (1,0) 393 | 394 | 395 v 396 South (0,1) 397 398 399 [ USER ] 400 \|||/ 401 (o o) 402 ---ooO-(_)-Ooo--- 403 \endverbatim 404 * 405 * If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a 406 * degree starting north and turning clockwise. ::SDL_HAPTIC_POLAR only uses 407 * the first \c dir parameter. The cardinal directions would be: 408 * - North: 0 (0 degrees) 409 * - East: 9000 (90 degrees) 410 * - South: 18000 (180 degrees) 411 * - West: 27000 (270 degrees) 412 * 413 * If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions 414 * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses 415 * the first three \c dir parameters. The cardinal directions would be: 416 * - North: 0,-1, 0 417 * - East: 1, 0, 0 418 * - South: 0, 1, 0 419 * - West: -1, 0, 0 420 * 421 * The Z axis represents the height of the effect if supported, otherwise 422 * it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you 423 * can use any multiple you want, only the direction matters. 424 * 425 * If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. 426 * The first two \c dir parameters are used. The \c dir parameters are as 427 * follows (all values are in hundredths of degrees): 428 * - Degrees from (1, 0) rotated towards (0, 1). 429 * - Degrees towards (0, 0, 1) (device needs at least 3 axes). 430 * 431 * 432 * Example of force coming from the south with all encodings (force coming 433 * from the south means the user will have to pull the stick to counteract): 434 * \code 435 * SDL_HapticDirection direction; 436 * 437 * // Cartesian directions 438 * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. 439 * direction.dir[0] = 0; // X position 440 * direction.dir[1] = 1; // Y position 441 * // Assuming the device has 2 axes, we don't need to specify third parameter. 442 * 443 * // Polar directions 444 * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. 445 * direction.dir[0] = 18000; // Polar only uses first parameter 446 * 447 * // Spherical coordinates 448 * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding 449 * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. 450 * \endcode 451 * 452 * \sa SDL_HAPTIC_POLAR 453 * \sa SDL_HAPTIC_CARTESIAN 454 * \sa SDL_HAPTIC_SPHERICAL 455 * \sa SDL_HAPTIC_STEERING_AXIS 456 * \sa SDL_HapticEffect 457 * \sa SDL_HapticNumAxes 458 */ 459 typedef struct SDL_HapticDirection 460 { 461 Uint8 type; /**< The type of encoding. */ 462 Sint32 dir[3]; /**< The encoded direction. */ 463 } SDL_HapticDirection; 464 465 466 /** 467 * \brief A structure containing a template for a Constant effect. 468 * 469 * This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect. 470 * 471 * A constant effect applies a constant force in the specified direction 472 * to the joystick. 473 * 474 * \sa SDL_HAPTIC_CONSTANT 475 * \sa SDL_HapticEffect 476 */ 477 typedef struct SDL_HapticConstant 478 { 479 /* Header */ 480 Uint16 type; /**< ::SDL_HAPTIC_CONSTANT */ 481 SDL_HapticDirection direction; /**< Direction of the effect. */ 482 483 /* Replay */ 484 Uint32 length; /**< Duration of the effect. */ 485 Uint16 delay; /**< Delay before starting the effect. */ 486 487 /* Trigger */ 488 Uint16 button; /**< Button that triggers the effect. */ 489 Uint16 interval; /**< How soon it can be triggered again after button. */ 490 491 /* Constant */ 492 Sint16 level; /**< Strength of the constant effect. */ 493 494 /* Envelope */ 495 Uint16 attack_length; /**< Duration of the attack. */ 496 Uint16 attack_level; /**< Level at the start of the attack. */ 497 Uint16 fade_length; /**< Duration of the fade. */ 498 Uint16 fade_level; /**< Level at the end of the fade. */ 499 } SDL_HapticConstant; 500 501 /** 502 * \brief A structure containing a template for a Periodic effect. 503 * 504 * The struct handles the following effects: 505 * - ::SDL_HAPTIC_SINE 506 * - ::SDL_HAPTIC_LEFTRIGHT 507 * - ::SDL_HAPTIC_TRIANGLE 508 * - ::SDL_HAPTIC_SAWTOOTHUP 509 * - ::SDL_HAPTIC_SAWTOOTHDOWN 510 * 511 * A periodic effect consists in a wave-shaped effect that repeats itself 512 * over time. The type determines the shape of the wave and the parameters 513 * determine the dimensions of the wave. 514 * 515 * Phase is given by hundredth of a degree meaning that giving the phase a value 516 * of 9000 will displace it 25% of its period. Here are sample values: 517 * - 0: No phase displacement. 518 * - 9000: Displaced 25% of its period. 519 * - 18000: Displaced 50% of its period. 520 * - 27000: Displaced 75% of its period. 521 * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. 522 * 523 * Examples: 524 * \verbatim 525 SDL_HAPTIC_SINE 526 __ __ __ __ 527 / \ / \ / \ / 528 / \__/ \__/ \__/ 529 530 SDL_HAPTIC_SQUARE 531 __ __ __ __ __ 532 | | | | | | | | | | 533 | |__| |__| |__| |__| | 534 535 SDL_HAPTIC_TRIANGLE 536 /\ /\ /\ /\ /\ 537 / \ / \ / \ / \ / 538 / \/ \/ \/ \/ 539 540 SDL_HAPTIC_SAWTOOTHUP 541 /| /| /| /| /| /| /| 542 / | / | / | / | / | / | / | 543 / |/ |/ |/ |/ |/ |/ | 544 545 SDL_HAPTIC_SAWTOOTHDOWN 546 \ |\ |\ |\ |\ |\ |\ | 547 \ | \ | \ | \ | \ | \ | \ | 548 \| \| \| \| \| \| \| 549 \endverbatim 550 * 551 * \sa SDL_HAPTIC_SINE 552 * \sa SDL_HAPTIC_LEFTRIGHT 553 * \sa SDL_HAPTIC_TRIANGLE 554 * \sa SDL_HAPTIC_SAWTOOTHUP 555 * \sa SDL_HAPTIC_SAWTOOTHDOWN 556 * \sa SDL_HapticEffect 557 */ 558 typedef struct SDL_HapticPeriodic 559 { 560 /* Header */ 561 Uint16 type; /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT, 562 ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or 563 ::SDL_HAPTIC_SAWTOOTHDOWN */ 564 SDL_HapticDirection direction; /**< Direction of the effect. */ 565 566 /* Replay */ 567 Uint32 length; /**< Duration of the effect. */ 568 Uint16 delay; /**< Delay before starting the effect. */ 569 570 /* Trigger */ 571 Uint16 button; /**< Button that triggers the effect. */ 572 Uint16 interval; /**< How soon it can be triggered again after button. */ 573 574 /* Periodic */ 575 Uint16 period; /**< Period of the wave. */ 576 Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */ 577 Sint16 offset; /**< Mean value of the wave. */ 578 Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ 579 580 /* Envelope */ 581 Uint16 attack_length; /**< Duration of the attack. */ 582 Uint16 attack_level; /**< Level at the start of the attack. */ 583 Uint16 fade_length; /**< Duration of the fade. */ 584 Uint16 fade_level; /**< Level at the end of the fade. */ 585 } SDL_HapticPeriodic; 586 587 /** 588 * \brief A structure containing a template for a Condition effect. 589 * 590 * The struct handles the following effects: 591 * - ::SDL_HAPTIC_SPRING: Effect based on axes position. 592 * - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity. 593 * - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration. 594 * - ::SDL_HAPTIC_FRICTION: Effect based on axes movement. 595 * 596 * Direction is handled by condition internals instead of a direction member. 597 * The condition effect specific members have three parameters. The first 598 * refers to the X axis, the second refers to the Y axis and the third 599 * refers to the Z axis. The right terms refer to the positive side of the 600 * axis and the left terms refer to the negative side of the axis. Please 601 * refer to the ::SDL_HapticDirection diagram for which side is positive and 602 * which is negative. 603 * 604 * \sa SDL_HapticDirection 605 * \sa SDL_HAPTIC_SPRING 606 * \sa SDL_HAPTIC_DAMPER 607 * \sa SDL_HAPTIC_INERTIA 608 * \sa SDL_HAPTIC_FRICTION 609 * \sa SDL_HapticEffect 610 */ 611 typedef struct SDL_HapticCondition 612 { 613 /* Header */ 614 Uint16 type; /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER, 615 ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */ 616 SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */ 617 618 /* Replay */ 619 Uint32 length; /**< Duration of the effect. */ 620 Uint16 delay; /**< Delay before starting the effect. */ 621 622 /* Trigger */ 623 Uint16 button; /**< Button that triggers the effect. */ 624 Uint16 interval; /**< How soon it can be triggered again after button. */ 625 626 /* Condition */ 627 Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */ 628 Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ 629 Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ 630 Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ 631 Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */ 632 Sint16 center[3]; /**< Position of the dead zone. */ 633 } SDL_HapticCondition; 634 635 /** 636 * \brief A structure containing a template for a Ramp effect. 637 * 638 * This struct is exclusively for the ::SDL_HAPTIC_RAMP effect. 639 * 640 * The ramp effect starts at start strength and ends at end strength. 641 * It augments in linear fashion. If you use attack and fade with a ramp 642 * the effects get added to the ramp effect making the effect become 643 * quadratic instead of linear. 644 * 645 * \sa SDL_HAPTIC_RAMP 646 * \sa SDL_HapticEffect 647 */ 648 typedef struct SDL_HapticRamp 649 { 650 /* Header */ 651 Uint16 type; /**< ::SDL_HAPTIC_RAMP */ 652 SDL_HapticDirection direction; /**< Direction of the effect. */ 653 654 /* Replay */ 655 Uint32 length; /**< Duration of the effect. */ 656 Uint16 delay; /**< Delay before starting the effect. */ 657 658 /* Trigger */ 659 Uint16 button; /**< Button that triggers the effect. */ 660 Uint16 interval; /**< How soon it can be triggered again after button. */ 661 662 /* Ramp */ 663 Sint16 start; /**< Beginning strength level. */ 664 Sint16 end; /**< Ending strength level. */ 665 666 /* Envelope */ 667 Uint16 attack_length; /**< Duration of the attack. */ 668 Uint16 attack_level; /**< Level at the start of the attack. */ 669 Uint16 fade_length; /**< Duration of the fade. */ 670 Uint16 fade_level; /**< Level at the end of the fade. */ 671 } SDL_HapticRamp; 672 673 /** 674 * \brief A structure containing a template for a Left/Right effect. 675 * 676 * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect. 677 * 678 * The Left/Right effect is used to explicitly control the large and small 679 * motors, commonly found in modern game controllers. The small (right) motor 680 * is high frequency, and the large (left) motor is low frequency. 681 * 682 * \sa SDL_HAPTIC_LEFTRIGHT 683 * \sa SDL_HapticEffect 684 */ 685 typedef struct SDL_HapticLeftRight 686 { 687 /* Header */ 688 Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */ 689 690 /* Replay */ 691 Uint32 length; /**< Duration of the effect in milliseconds. */ 692 693 /* Rumble */ 694 Uint16 large_magnitude; /**< Control of the large controller motor. */ 695 Uint16 small_magnitude; /**< Control of the small controller motor. */ 696 } SDL_HapticLeftRight; 697 698 /** 699 * \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect. 700 * 701 * This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect. 702 * 703 * A custom force feedback effect is much like a periodic effect, where the 704 * application can define its exact shape. You will have to allocate the 705 * data yourself. Data should consist of channels * samples Uint16 samples. 706 * 707 * If channels is one, the effect is rotated using the defined direction. 708 * Otherwise it uses the samples in data for the different axes. 709 * 710 * \sa SDL_HAPTIC_CUSTOM 711 * \sa SDL_HapticEffect 712 */ 713 typedef struct SDL_HapticCustom 714 { 715 /* Header */ 716 Uint16 type; /**< ::SDL_HAPTIC_CUSTOM */ 717 SDL_HapticDirection direction; /**< Direction of the effect. */ 718 719 /* Replay */ 720 Uint32 length; /**< Duration of the effect. */ 721 Uint16 delay; /**< Delay before starting the effect. */ 722 723 /* Trigger */ 724 Uint16 button; /**< Button that triggers the effect. */ 725 Uint16 interval; /**< How soon it can be triggered again after button. */ 726 727 /* Custom */ 728 Uint8 channels; /**< Axes to use, minimum of one. */ 729 Uint16 period; /**< Sample periods. */ 730 Uint16 samples; /**< Amount of samples. */ 731 Uint16 *data; /**< Should contain channels*samples items. */ 732 733 /* Envelope */ 734 Uint16 attack_length; /**< Duration of the attack. */ 735 Uint16 attack_level; /**< Level at the start of the attack. */ 736 Uint16 fade_length; /**< Duration of the fade. */ 737 Uint16 fade_level; /**< Level at the end of the fade. */ 738 } SDL_HapticCustom; 739 740 /** 741 * \brief The generic template for any haptic effect. 742 * 743 * All values max at 32767 (0x7FFF). Signed values also can be negative. 744 * Time values unless specified otherwise are in milliseconds. 745 * 746 * You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767 747 * value. Neither delay, interval, attack_length nor fade_length support 748 * ::SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. 749 * 750 * Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of 751 * ::SDL_HAPTIC_INFINITY. 752 * 753 * Button triggers may not be supported on all devices, it is advised to not 754 * use them if possible. Buttons start at index 1 instead of index 0 like 755 * the joystick. 756 * 757 * If both attack_length and fade_level are 0, the envelope is not used, 758 * otherwise both values are used. 759 * 760 * Common parts: 761 * \code 762 * // Replay - All effects have this 763 * Uint32 length; // Duration of effect (ms). 764 * Uint16 delay; // Delay before starting effect. 765 * 766 * // Trigger - All effects have this 767 * Uint16 button; // Button that triggers effect. 768 * Uint16 interval; // How soon before effect can be triggered again. 769 * 770 * // Envelope - All effects except condition effects have this 771 * Uint16 attack_length; // Duration of the attack (ms). 772 * Uint16 attack_level; // Level at the start of the attack. 773 * Uint16 fade_length; // Duration of the fade out (ms). 774 * Uint16 fade_level; // Level at the end of the fade. 775 * \endcode 776 * 777 * 778 * Here we have an example of a constant effect evolution in time: 779 * \verbatim 780 Strength 781 ^ 782 | 783 | effect level --> _________________ 784 | / \ 785 | / \ 786 | / \ 787 | / \ 788 | attack_level --> | \ 789 | | | <--- fade_level 790 | 791 +--------------------------------------------------> Time 792 [--] [---] 793 attack_length fade_length 794 795 [------------------][-----------------------] 796 delay length 797 \endverbatim 798 * 799 * Note either the attack_level or the fade_level may be above the actual 800 * effect level. 801 * 802 * \sa SDL_HapticConstant 803 * \sa SDL_HapticPeriodic 804 * \sa SDL_HapticCondition 805 * \sa SDL_HapticRamp 806 * \sa SDL_HapticLeftRight 807 * \sa SDL_HapticCustom 808 */ 809 typedef union SDL_HapticEffect 810 { 811 /* Common for all force feedback effects */ 812 Uint16 type; /**< Effect type. */ 813 SDL_HapticConstant constant; /**< Constant effect. */ 814 SDL_HapticPeriodic periodic; /**< Periodic effect. */ 815 SDL_HapticCondition condition; /**< Condition effect. */ 816 SDL_HapticRamp ramp; /**< Ramp effect. */ 817 SDL_HapticLeftRight leftright; /**< Left/Right effect. */ 818 SDL_HapticCustom custom; /**< Custom effect. */ 819 } SDL_HapticEffect; 820 821 822 /* Function prototypes */ 823 /** 824 * \brief Count the number of haptic devices attached to the system. 825 * 826 * \return Number of haptic devices detected on the system. 827 */ 828 extern DECLSPEC int SDLCALL SDL_NumHaptics(void); 829 830 /** 831 * \brief Get the implementation dependent name of a haptic device. 832 * 833 * This can be called before any joysticks are opened. 834 * If no name can be found, this function returns NULL. 835 * 836 * \param device_index Index of the device to get its name. 837 * \return Name of the device or NULL on error. 838 * 839 * \sa SDL_NumHaptics 840 */ 841 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); 842 843 /** 844 * \brief Opens a haptic device for use. 845 * 846 * The index passed as an argument refers to the N'th haptic device on this 847 * system. 848 * 849 * When opening a haptic device, its gain will be set to maximum and 850 * autocenter will be disabled. To modify these values use 851 * SDL_HapticSetGain() and SDL_HapticSetAutocenter(). 852 * 853 * \param device_index Index of the device to open. 854 * \return Device identifier or NULL on error. 855 * 856 * \sa SDL_HapticIndex 857 * \sa SDL_HapticOpenFromMouse 858 * \sa SDL_HapticOpenFromJoystick 859 * \sa SDL_HapticClose 860 * \sa SDL_HapticSetGain 861 * \sa SDL_HapticSetAutocenter 862 * \sa SDL_HapticPause 863 * \sa SDL_HapticStopAll 864 */ 865 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index); 866 867 /** 868 * \brief Checks if the haptic device at index has been opened. 869 * 870 * \param device_index Index to check to see if it has been opened. 871 * \return 1 if it has been opened or 0 if it hasn't. 872 * 873 * \sa SDL_HapticOpen 874 * \sa SDL_HapticIndex 875 */ 876 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index); 877 878 /** 879 * \brief Gets the index of a haptic device. 880 * 881 * \param haptic Haptic device to get the index of. 882 * \return The index of the haptic device or -1 on error. 883 * 884 * \sa SDL_HapticOpen 885 * \sa SDL_HapticOpened 886 */ 887 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic); 888 889 /** 890 * \brief Gets whether or not the current mouse has haptic capabilities. 891 * 892 * \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't. 893 * 894 * \sa SDL_HapticOpenFromMouse 895 */ 896 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void); 897 898 /** 899 * \brief Tries to open a haptic device from the current mouse. 900 * 901 * \return The haptic device identifier or NULL on error. 902 * 903 * \sa SDL_MouseIsHaptic 904 * \sa SDL_HapticOpen 905 */ 906 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void); 907 908 /** 909 * \brief Checks to see if a joystick has haptic features. 910 * 911 * \param joystick Joystick to test for haptic capabilities. 912 * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't 913 * or -1 if an error occurred. 914 * 915 * \sa SDL_HapticOpenFromJoystick 916 */ 917 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); 918 919 /** 920 * \brief Opens a haptic device for use from a joystick device. 921 * 922 * You must still close the haptic device separately. It will not be closed 923 * with the joystick. 924 * 925 * When opening from a joystick you should first close the haptic device before 926 * closing the joystick device. If not, on some implementations the haptic 927 * device will also get unallocated and you'll be unable to use force feedback 928 * on that device. 929 * 930 * \param joystick Joystick to create a haptic device from. 931 * \return A valid haptic device identifier on success or NULL on error. 932 * 933 * \sa SDL_HapticOpen 934 * \sa SDL_HapticClose 935 */ 936 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * 937 joystick); 938 939 /** 940 * \brief Closes a haptic device previously opened with SDL_HapticOpen(). 941 * 942 * \param haptic Haptic device to close. 943 */ 944 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic); 945 946 /** 947 * \brief Returns the number of effects a haptic device can store. 948 * 949 * On some platforms this isn't fully supported, and therefore is an 950 * approximation. Always check to see if your created effect was actually 951 * created and do not rely solely on SDL_HapticNumEffects(). 952 * 953 * \param haptic The haptic device to query effect max. 954 * \return The number of effects the haptic device can store or 955 * -1 on error. 956 * 957 * \sa SDL_HapticNumEffectsPlaying 958 * \sa SDL_HapticQuery 959 */ 960 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); 961 962 /** 963 * \brief Returns the number of effects a haptic device can play at the same 964 * time. 965 * 966 * This is not supported on all platforms, but will always return a value. 967 * Added here for the sake of completeness. 968 * 969 * \param haptic The haptic device to query maximum playing effects. 970 * \return The number of effects the haptic device can play at the same time 971 * or -1 on error. 972 * 973 * \sa SDL_HapticNumEffects 974 * \sa SDL_HapticQuery 975 */ 976 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic); 977 978 /** 979 * \brief Gets the haptic device's supported features in bitwise manner. 980 * 981 * Example: 982 * \code 983 * if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { 984 * printf("We have constant haptic effect!\n"); 985 * } 986 * \endcode 987 * 988 * \param haptic The haptic device to query. 989 * \return Haptic features in bitwise manner (OR'd). 990 * 991 * \sa SDL_HapticNumEffects 992 * \sa SDL_HapticEffectSupported 993 */ 994 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic); 995 996 997 /** 998 * \brief Gets the number of haptic axes the device has. 999 * 1000 * \sa SDL_HapticDirection 1001 */ 1002 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); 1003 1004 /** 1005 * \brief Checks to see if effect is supported by haptic. 1006 * 1007 * \param haptic Haptic device to check on. 1008 * \param effect Effect to check to see if it is supported. 1009 * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. 1010 * 1011 * \sa SDL_HapticQuery 1012 * \sa SDL_HapticNewEffect 1013 */ 1014 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, 1015 SDL_HapticEffect * 1016 effect); 1017 1018 /** 1019 * \brief Creates a new haptic effect on the device. 1020 * 1021 * \param haptic Haptic device to create the effect on. 1022 * \param effect Properties of the effect to create. 1023 * \return The identifier of the effect on success or -1 on error. 1024 * 1025 * \sa SDL_HapticUpdateEffect 1026 * \sa SDL_HapticRunEffect 1027 * \sa SDL_HapticDestroyEffect 1028 */ 1029 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, 1030 SDL_HapticEffect * effect); 1031 1032 /** 1033 * \brief Updates the properties of an effect. 1034 * 1035 * Can be used dynamically, although behavior when dynamically changing 1036 * direction may be strange. Specifically the effect may reupload itself 1037 * and start playing from the start. You cannot change the type either when 1038 * running SDL_HapticUpdateEffect(). 1039 * 1040 * \param haptic Haptic device that has the effect. 1041 * \param effect Identifier of the effect to update. 1042 * \param data New effect properties to use. 1043 * \return 0 on success or -1 on error. 1044 * 1045 * \sa SDL_HapticNewEffect 1046 * \sa SDL_HapticRunEffect 1047 * \sa SDL_HapticDestroyEffect 1048 */ 1049 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, 1050 int effect, 1051 SDL_HapticEffect * data); 1052 1053 /** 1054 * \brief Runs the haptic effect on its associated haptic device. 1055 * 1056 * If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over 1057 * repeating the envelope (attack and fade) every time. If you only want the 1058 * effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length 1059 * parameter. 1060 * 1061 * \param haptic Haptic device to run the effect on. 1062 * \param effect Identifier of the haptic effect to run. 1063 * \param iterations Number of iterations to run the effect. Use 1064 * ::SDL_HAPTIC_INFINITY for infinity. 1065 * \return 0 on success or -1 on error. 1066 * 1067 * \sa SDL_HapticStopEffect 1068 * \sa SDL_HapticDestroyEffect 1069 * \sa SDL_HapticGetEffectStatus 1070 */ 1071 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, 1072 int effect, 1073 Uint32 iterations); 1074 1075 /** 1076 * \brief Stops the haptic effect on its associated haptic device. 1077 * 1078 * \param haptic Haptic device to stop the effect on. 1079 * \param effect Identifier of the effect to stop. 1080 * \return 0 on success or -1 on error. 1081 * 1082 * \sa SDL_HapticRunEffect 1083 * \sa SDL_HapticDestroyEffect 1084 */ 1085 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, 1086 int effect); 1087 1088 /** 1089 * \brief Destroys a haptic effect on the device. 1090 * 1091 * This will stop the effect if it's running. Effects are automatically 1092 * destroyed when the device is closed. 1093 * 1094 * \param haptic Device to destroy the effect on. 1095 * \param effect Identifier of the effect to destroy. 1096 * 1097 * \sa SDL_HapticNewEffect 1098 */ 1099 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, 1100 int effect); 1101 1102 /** 1103 * \brief Gets the status of the current effect on the haptic device. 1104 * 1105 * Device must support the ::SDL_HAPTIC_STATUS feature. 1106 * 1107 * \param haptic Haptic device to query the effect status on. 1108 * \param effect Identifier of the effect to query its status. 1109 * \return 0 if it isn't playing, 1 if it is playing or -1 on error. 1110 * 1111 * \sa SDL_HapticRunEffect 1112 * \sa SDL_HapticStopEffect 1113 */ 1114 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, 1115 int effect); 1116 1117 /** 1118 * \brief Sets the global gain of the device. 1119 * 1120 * Device must support the ::SDL_HAPTIC_GAIN feature. 1121 * 1122 * The user may specify the maximum gain by setting the environment variable 1123 * SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to 1124 * SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the 1125 * maximum. 1126 * 1127 * \param haptic Haptic device to set the gain on. 1128 * \param gain Value to set the gain to, should be between 0 and 100. 1129 * \return 0 on success or -1 on error. 1130 * 1131 * \sa SDL_HapticQuery 1132 */ 1133 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain); 1134 1135 /** 1136 * \brief Sets the global autocenter of the device. 1137 * 1138 * Autocenter should be between 0 and 100. Setting it to 0 will disable 1139 * autocentering. 1140 * 1141 * Device must support the ::SDL_HAPTIC_AUTOCENTER feature. 1142 * 1143 * \param haptic Haptic device to set autocentering on. 1144 * \param autocenter Value to set autocenter to, 0 disables autocentering. 1145 * \return 0 on success or -1 on error. 1146 * 1147 * \sa SDL_HapticQuery 1148 */ 1149 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, 1150 int autocenter); 1151 1152 /** 1153 * \brief Pauses a haptic device. 1154 * 1155 * Device must support the ::SDL_HAPTIC_PAUSE feature. Call 1156 * SDL_HapticUnpause() to resume playback. 1157 * 1158 * Do not modify the effects nor add new ones while the device is paused. 1159 * That can cause all sorts of weird errors. 1160 * 1161 * \param haptic Haptic device to pause. 1162 * \return 0 on success or -1 on error. 1163 * 1164 * \sa SDL_HapticUnpause 1165 */ 1166 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic); 1167 1168 /** 1169 * \brief Unpauses a haptic device. 1170 * 1171 * Call to unpause after SDL_HapticPause(). 1172 * 1173 * \param haptic Haptic device to unpause. 1174 * \return 0 on success or -1 on error. 1175 * 1176 * \sa SDL_HapticPause 1177 */ 1178 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic); 1179 1180 /** 1181 * \brief Stops all the currently playing effects on a haptic device. 1182 * 1183 * \param haptic Haptic device to stop. 1184 * \return 0 on success or -1 on error. 1185 */ 1186 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic); 1187 1188 /** 1189 * \brief Checks to see if rumble is supported on a haptic device. 1190 * 1191 * \param haptic Haptic device to check to see if it supports rumble. 1192 * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. 1193 * 1194 * \sa SDL_HapticRumbleInit 1195 * \sa SDL_HapticRumblePlay 1196 * \sa SDL_HapticRumbleStop 1197 */ 1198 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic); 1199 1200 /** 1201 * \brief Initializes the haptic device for simple rumble playback. 1202 * 1203 * \param haptic Haptic device to initialize for simple rumble playback. 1204 * \return 0 on success or -1 on error. 1205 * 1206 * \sa SDL_HapticOpen 1207 * \sa SDL_HapticRumbleSupported 1208 * \sa SDL_HapticRumblePlay 1209 * \sa SDL_HapticRumbleStop 1210 */ 1211 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic); 1212 1213 /** 1214 * \brief Runs simple rumble on a haptic device 1215 * 1216 * \param haptic Haptic device to play rumble effect on. 1217 * \param strength Strength of the rumble to play as a 0-1 float value. 1218 * \param length Length of the rumble to play in milliseconds. 1219 * \return 0 on success or -1 on error. 1220 * 1221 * \sa SDL_HapticRumbleSupported 1222 * \sa SDL_HapticRumbleInit 1223 * \sa SDL_HapticRumbleStop 1224 */ 1225 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length ); 1226 1227 /** 1228 * \brief Stops the simple rumble on a haptic device. 1229 * 1230 * \param haptic Haptic to stop the rumble on. 1231 * \return 0 on success or -1 on error. 1232 * 1233 * \sa SDL_HapticRumbleSupported 1234 * \sa SDL_HapticRumbleInit 1235 * \sa SDL_HapticRumblePlay 1236 */ 1237 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); 1238 1239 /* Ends C function definitions when using C++ */ 1240 #ifdef __cplusplus 1241 } 1242 #endif 1243 #include "close_code.h" 1244 1245 #endif /* SDL_haptic_h_ */ 1246 1247 /* vi: set ts=4 sw=4 expandtab: */ 1248