1428 lines
44 KiB
C
1428 lines
44 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_haptic.h
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*
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* The SDL haptic subsystem manages haptic (force feedback) devices.
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*
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* The basic usage is as follows:
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*
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* - Initialize the subsystem (SDL_INIT_HAPTIC).
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* - Open a haptic device.
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* - SDL_OpenHaptic() to open from index.
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* - SDL_OpenHapticFromJoystick() to open from an existing joystick.
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* - Create an effect (SDL_HapticEffect).
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* - Upload the effect with SDL_CreateHapticEffect().
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* - Run the effect with SDL_RunHapticEffect().
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* - (optional) Free the effect with SDL_DestroyHapticEffect().
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* - Close the haptic device with SDL_CloseHaptic().
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*
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* Simple rumble example:
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*
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* ```c
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* SDL_Haptic *haptic = NULL;
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*
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* // Open the device
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* SDL_HapticID *haptics = SDL_GetHaptics(NULL);
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* if (haptics) {
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* haptic = SDL_OpenHaptic(haptics[0]);
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* SDL_free(haptics);
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* }
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* if (haptic == NULL)
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* return -1;
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*
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* // Initialize simple rumble
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* if (SDL_InitHapticRumble(haptic) != 0)
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* return -1;
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*
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* // Play effect at 50% strength for 2 seconds
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* if (SDL_PlayHapticRumble(haptic, 0.5, 2000) != 0)
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* return -1;
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* SDL_Delay(2000);
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*
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* // Clean up
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* SDL_CloseHaptic(haptic);
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* ```
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*
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* Complete example:
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*
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* ```c
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* int test_haptic(SDL_Joystick *joystick)
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* {
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* SDL_Haptic *haptic;
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* SDL_HapticEffect effect;
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* int effect_id;
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*
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* // Open the device
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* haptic = SDL_OpenHapticFromJoystick(joystick);
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* if (haptic == NULL) return -1; // Most likely joystick isn't haptic
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*
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* // See if it can do sine waves
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* if ((SDL_GetHapticFeatures(haptic) & SDL_HAPTIC_SINE)==0) {
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* SDL_CloseHaptic(haptic); // No sine effect
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* return -1;
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* }
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*
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* // Create the effect
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* SDL_memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default
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* effect.type = SDL_HAPTIC_SINE;
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* effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
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* effect.periodic.direction.dir[0] = 18000; // Force comes from south
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* effect.periodic.period = 1000; // 1000 ms
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* effect.periodic.magnitude = 20000; // 20000/32767 strength
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* effect.periodic.length = 5000; // 5 seconds long
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* effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
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* effect.periodic.fade_length = 1000; // Takes 1 second to fade away
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*
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* // Upload the effect
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* effect_id = SDL_CreateHapticEffect(haptic, &effect);
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*
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* // Test the effect
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* SDL_RunHapticEffect(haptic, effect_id, 1);
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* SDL_Delay(5000); // Wait for the effect to finish
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*
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* // We destroy the effect, although closing the device also does this
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* SDL_DestroyHapticEffect(haptic, effect_id);
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*
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* // Close the device
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* SDL_CloseHaptic(haptic);
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*
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* return 0; // Success
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* }
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* ```
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*
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* Note that the SDL haptic subsystem is not thread-safe.
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*/
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#ifndef SDL_haptic_h_
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#define SDL_haptic_h_
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#include <SDL3/SDL_stdinc.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_joystick.h>
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#include <SDL3/SDL_begin_code.h>
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif /* __cplusplus */
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/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
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*
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* At the moment the magnitude variables are mixed between signed/unsigned, and
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* it is also not made clear that ALL of those variables expect a max of 0x7FFF.
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*
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* Some platforms may have higher precision than that (Linux FF, Windows XInput)
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* so we should fix the inconsistency in favor of higher possible precision,
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* adjusting for platforms that use different scales.
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* -flibit
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*/
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/**
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* \typedef SDL_Haptic
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*
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* The haptic structure used to identify an SDL haptic.
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*
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* \sa SDL_OpenHaptic
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* \sa SDL_OpenHapticFromJoystick
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* \sa SDL_CloseHaptic
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*/
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struct SDL_Haptic;
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typedef struct SDL_Haptic SDL_Haptic;
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/**
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* \name Haptic features
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*
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* Different haptic features a device can have.
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*/
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/* @{ */
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/**
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* \name Haptic effects
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*/
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/* @{ */
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/**
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* Constant effect supported.
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*
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* Constant haptic effect.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_CONSTANT (1u<<0)
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/**
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* Sine wave effect supported.
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*
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* Periodic haptic effect that simulates sine waves.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SINE (1u<<1)
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/**
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* Square wave effect supported.
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*
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* Periodic haptic effect that simulates square waves.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SQUARE (1<<2)
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/**
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* Triangle wave effect supported.
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*
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* Periodic haptic effect that simulates triangular waves.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_TRIANGLE (1u<<3)
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/**
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* Sawtoothup wave effect supported.
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*
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* Periodic haptic effect that simulates saw tooth up waves.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
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/**
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* Sawtoothdown wave effect supported.
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*
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* Periodic haptic effect that simulates saw tooth down waves.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticPeriodic
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*/
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#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
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/**
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* Ramp effect supported.
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*
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* Ramp haptic effect.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticRamp
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*/
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#define SDL_HAPTIC_RAMP (1u<<6)
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/**
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* Spring effect supported - uses axes position.
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*
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* Condition haptic effect that simulates a spring. Effect is based on the
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* axes position.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_SPRING (1u<<7)
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/**
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* Damper effect supported - uses axes velocity.
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*
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* Condition haptic effect that simulates dampening. Effect is based on the
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* axes velocity.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_DAMPER (1u<<8)
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/**
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* Inertia effect supported - uses axes acceleration.
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*
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* Condition haptic effect that simulates inertia. Effect is based on the axes
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* acceleration.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_INERTIA (1u<<9)
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/**
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* Friction effect supported - uses axes movement.
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*
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* Condition haptic effect that simulates friction. Effect is based on the
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* axes movement.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticCondition
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*/
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#define SDL_HAPTIC_FRICTION (1u<<10)
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/**
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* Left/Right effect supported.
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*
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* Haptic effect for direct control over high/low frequency motors.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticLeftRight
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*/
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#define SDL_HAPTIC_LEFTRIGHT (1u<<11)
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/**
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* Reserved for future use
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_HAPTIC_RESERVED1 (1u<<12)
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#define SDL_HAPTIC_RESERVED2 (1u<<13)
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#define SDL_HAPTIC_RESERVED3 (1u<<14)
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/**
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* Custom effect is supported.
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*
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* User defined custom haptic effect.
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*
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* \since This macro is available since SDL 3.0.0.
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*/
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#define SDL_HAPTIC_CUSTOM (1u<<15)
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/* @} *//* Haptic effects */
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/* These last few are features the device has, not effects */
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/**
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* Device can set global gain.
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*
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* Device supports setting the global gain.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_SetHapticGain
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*/
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#define SDL_HAPTIC_GAIN (1u<<16)
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/**
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* Device can set autocenter.
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*
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* Device supports setting autocenter.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_SetHapticAutocenter
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*/
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#define SDL_HAPTIC_AUTOCENTER (1u<<17)
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/**
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* Device can be queried for effect status.
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*
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* Device supports querying effect status.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_GetHapticEffectStatus
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*/
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#define SDL_HAPTIC_STATUS (1u<<18)
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/**
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* Device can be paused.
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*
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* Devices supports being paused.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_PauseHaptic
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* \sa SDL_ResumeHaptic
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*/
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#define SDL_HAPTIC_PAUSE (1u<<19)
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/**
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* \name Direction encodings
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*/
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/* @{ */
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/**
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* Uses polar coordinates for the direction.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_POLAR 0
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/**
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* Uses cartesian coordinates for the direction.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_CARTESIAN 1
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/**
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* Uses spherical coordinates for the direction.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_SPHERICAL 2
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/**
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* Use this value to play an effect on the steering wheel axis.
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*
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* This provides better compatibility across platforms and devices as SDL will
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* guess the correct axis.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_HapticDirection
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*/
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#define SDL_HAPTIC_STEERING_AXIS 3
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/* @} *//* Direction encodings */
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/* @} *//* Haptic features */
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/*
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* Misc defines.
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*/
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/**
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* Used to play a device an infinite number of times.
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*
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* \since This macro is available since SDL 3.0.0.
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*
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* \sa SDL_RunHapticEffect
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*/
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#define SDL_HAPTIC_INFINITY 4294967295U
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/**
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* Structure that represents a haptic direction.
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*
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* This is the direction where the force comes from, instead of the direction
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* in which the force is exerted.
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*
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* Directions can be specified by:
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*
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* - SDL_HAPTIC_POLAR : Specified by polar coordinates.
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* - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
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* - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
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*
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* Cardinal directions of the haptic device are relative to the positioning of
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* the device. North is considered to be away from the user.
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*
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* The following diagram represents the cardinal directions:
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*
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* ```
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* .--.
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* |__| .-------.
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* |=.| |.-----.|
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* |--| || ||
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* | | |'-----'|
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* |__|~')_____('
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* [ COMPUTER ]
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*
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*
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* North (0,-1)
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* ^
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* |
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* |
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* (-1,0) West <----[ HAPTIC ]----> East (1,0)
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* |
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* |
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* v
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* South (0,1)
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*
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*
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* [ USER ]
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* \|||/
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* (o o)
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* ---ooO-(_)-Ooo---
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* ```
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*
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* If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree
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* starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first
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* `dir` parameter. The cardinal directions would be:
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*
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* - North: 0 (0 degrees)
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* - East: 9000 (90 degrees)
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* - South: 18000 (180 degrees)
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* - West: 27000 (270 degrees)
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*
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* If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X
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* axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first
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* three `dir` parameters. The cardinal directions would be:
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*
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* - North: 0,-1, 0
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* - East: 1, 0, 0
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* - South: 0, 1, 0
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* - West: -1, 0, 0
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*
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* The Z axis represents the height of the effect if supported, otherwise it's
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* unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can
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* use any multiple you want, only the direction matters.
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*
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* If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The
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* first two `dir` parameters are used. The `dir` parameters are as follows
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* (all values are in hundredths of degrees):
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*
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* - Degrees from (1, 0) rotated towards (0, 1).
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* - Degrees towards (0, 0, 1) (device needs at least 3 axes).
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*
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* Example of force coming from the south with all encodings (force coming
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* from the south means the user will have to pull the stick to counteract):
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*
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* ```c
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* SDL_HapticDirection direction;
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*
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* // Cartesian directions
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* direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
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* direction.dir[0] = 0; // X position
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* direction.dir[1] = 1; // Y position
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* // Assuming the device has 2 axes, we don't need to specify third parameter.
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*
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* // Polar directions
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* direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
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* direction.dir[0] = 18000; // Polar only uses first parameter
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*
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* // Spherical coordinates
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* direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
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* direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
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* ```
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*
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|
* \since This struct is available since SDL 3.0.0.
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*
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* \sa SDL_HAPTIC_POLAR
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* \sa SDL_HAPTIC_CARTESIAN
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* \sa SDL_HAPTIC_SPHERICAL
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* \sa SDL_HAPTIC_STEERING_AXIS
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* \sa SDL_HapticEffect
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* \sa SDL_GetNumHapticAxes
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*/
|
|
typedef struct SDL_HapticDirection
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{
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Uint8 type; /**< The type of encoding. */
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Sint32 dir[3]; /**< The encoded direction. */
|
|
} SDL_HapticDirection;
|
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|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* A structure containing a template for a Periodic effect.
|
|
*
|
|
* The struct handles the following effects:
|
|
*
|
|
* - SDL_HAPTIC_SINE
|
|
* - SDL_HAPTIC_SQUARE
|
|
* - 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:
|
|
*
|
|
* ```
|
|
* SDL_HAPTIC_SINE
|
|
* __ __ __ __
|
|
* / \ / \ / \ /
|
|
* / \__/ \__/ \__/
|
|
*
|
|
* SDL_HAPTIC_SQUARE
|
|
* __ __ __ __ __
|
|
* | | | | | | | | | |
|
|
* | |__| |__| |__| |__| |
|
|
*
|
|
* SDL_HAPTIC_TRIANGLE
|
|
* /\ /\ /\ /\ /\
|
|
* / \ / \ / \ / \ /
|
|
* / \/ \/ \/ \/
|
|
*
|
|
* SDL_HAPTIC_SAWTOOTHUP
|
|
* /| /| /| /| /| /| /|
|
|
* / | / | / | / | / | / | / |
|
|
* / |/ |/ |/ |/ |/ |/ |
|
|
*
|
|
* SDL_HAPTIC_SAWTOOTHDOWN
|
|
* \ |\ |\ |\ |\ |\ |\ |
|
|
* \ | \ | \ | \ | \ | \ | \ |
|
|
* \| \| \| \| \| \| \|
|
|
* ```
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_HAPTIC_SINE
|
|
* \sa SDL_HAPTIC_SQUARE
|
|
* \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_SQUARE
|
|
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;
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* 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:
|
|
*
|
|
* ```c
|
|
* // 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.
|
|
* ```
|
|
*
|
|
* Here we have an example of a constant effect evolution in time:
|
|
*
|
|
* ```
|
|
* Strength
|
|
* ^
|
|
* |
|
|
* | effect level --> _________________
|
|
* | / \
|
|
* | / \
|
|
* | / \
|
|
* | / \
|
|
* | attack_level --> | \
|
|
* | | | <--- fade_level
|
|
* |
|
|
* +--------------------------------------------------> Time
|
|
* [--] [---]
|
|
* attack_length fade_length
|
|
*
|
|
* [------------------][-----------------------]
|
|
* delay length
|
|
* ```
|
|
*
|
|
* Note either the attack_level or the fade_level may be above the actual
|
|
* effect level.
|
|
*
|
|
* \since This struct is available since SDL 3.0.0.
|
|
*
|
|
* \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;
|
|
|
|
/**
|
|
* This is a unique ID for a haptic device for the time it is connected to the
|
|
* system, and is never reused for the lifetime of the application.
|
|
*
|
|
* If the haptic device is disconnected and reconnected, it will get a new ID.
|
|
*
|
|
* The ID value starts at 1 and increments from there. The value 0 is an
|
|
* invalid ID.
|
|
*
|
|
* \since This datatype is available since SDL 3.0.0.
|
|
*/
|
|
typedef Uint32 SDL_HapticID;
|
|
|
|
|
|
/* Function prototypes */
|
|
|
|
/**
|
|
* Get a list of currently connected haptic devices.
|
|
*
|
|
* \param count a pointer filled in with the number of haptic devices returned
|
|
* \returns a 0 terminated array of haptic device instance IDs which should be
|
|
* freed with SDL_free(), or NULL on error; call SDL_GetError() for
|
|
* more details.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_OpenHaptic
|
|
*/
|
|
extern DECLSPEC SDL_HapticID *SDLCALL SDL_GetHaptics(int *count);
|
|
|
|
/**
|
|
* Get the implementation dependent name of a haptic device.
|
|
*
|
|
* This can be called before any haptic devices are opened.
|
|
*
|
|
* \param instance_id the haptic device instance ID
|
|
* \returns the name of the selected haptic device. If no name can be found,
|
|
* this function returns NULL; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetHapticName
|
|
* \sa SDL_OpenHaptic
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL SDL_GetHapticInstanceName(SDL_HapticID instance_id);
|
|
|
|
/**
|
|
* 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_SetHapticGain()
|
|
* and SDL_SetHapticAutocenter().
|
|
*
|
|
* \param instance_id the haptic device instance ID
|
|
* \returns the device identifier or NULL on failure; call SDL_GetError() for
|
|
* more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CloseHaptic
|
|
* \sa SDL_GetHaptics
|
|
* \sa SDL_OpenHapticFromJoystick
|
|
* \sa SDL_OpenHapticFromMouse
|
|
* \sa SDL_SetHapticAutocenter
|
|
* \sa SDL_SetHapticGain
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHaptic(SDL_HapticID instance_id);
|
|
|
|
|
|
/**
|
|
* Get the SDL_Haptic associated with an instance ID, if it has been opened.
|
|
*
|
|
* \param instance_id the instance ID to get the SDL_Haptic for
|
|
* \returns an SDL_Haptic on success or NULL on failure or if it hasn't been
|
|
* opened yet; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_GetHapticFromInstanceID(SDL_HapticID instance_id);
|
|
|
|
/**
|
|
* Get the instance ID of an opened haptic device.
|
|
*
|
|
* \param haptic the SDL_Haptic device to query
|
|
* \returns the instance ID of the specified haptic device on success or 0 on
|
|
* failure; call SDL_GetError() for more information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*/
|
|
extern DECLSPEC SDL_HapticID SDLCALL SDL_GetHapticInstanceID(SDL_Haptic *haptic);
|
|
|
|
/**
|
|
* Get the implementation dependent name of a haptic device.
|
|
*
|
|
* \param haptic the SDL_Haptic obtained from SDL_OpenJoystick()
|
|
* \returns the name of the selected haptic device. If no name can be found,
|
|
* this function returns NULL; call SDL_GetError() for more
|
|
* information.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_GetHapticInstanceName
|
|
*/
|
|
extern DECLSPEC const char *SDLCALL SDL_GetHapticName(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 3.0.0.
|
|
*
|
|
* \sa SDL_OpenHapticFromMouse
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsMouseHaptic(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 3.0.0.
|
|
*
|
|
* \sa SDL_CloseHaptic
|
|
* \sa SDL_IsMouseHaptic
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHapticFromMouse(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 or SDL_FALSE if it isn't.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_OpenHapticFromJoystick
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_IsJoystickHaptic(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 3.0.0.
|
|
*
|
|
* \sa SDL_CloseHaptic
|
|
* \sa SDL_IsJoystickHaptic
|
|
*/
|
|
extern DECLSPEC SDL_Haptic *SDLCALL SDL_OpenHapticFromJoystick(SDL_Joystick *joystick);
|
|
|
|
/**
|
|
* Close a haptic device previously opened with SDL_OpenHaptic().
|
|
*
|
|
* \param haptic the SDL_Haptic device to close
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_OpenHaptic
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_CloseHaptic(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_GetMaxHapticEffects().
|
|
*
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_GetMaxHapticEffectsPlaying
|
|
* \sa SDL_GetHapticFeatures
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetMaxHapticEffects(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 3.0.0.
|
|
*
|
|
* \sa SDL_GetMaxHapticEffects
|
|
* \sa SDL_GetHapticFeatures
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetMaxHapticEffectsPlaying(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 3.0.0.
|
|
*
|
|
* \sa SDL_HapticEffectSupported
|
|
* \sa SDL_GetMaxHapticEffects
|
|
*/
|
|
extern DECLSPEC Uint32 SDLCALL SDL_GetHapticFeatures(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 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetNumHapticAxes(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 the effect is supported or SDL_FALSE if it isn't.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_CreateHapticEffect
|
|
* \sa SDL_GetHapticFeatures
|
|
*/
|
|
extern DECLSPEC SDL_bool SDLCALL SDL_HapticEffectSupported(SDL_Haptic *haptic, const 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 3.0.0.
|
|
*
|
|
* \sa SDL_DestroyHapticEffect
|
|
* \sa SDL_RunHapticEffect
|
|
* \sa SDL_UpdateHapticEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_CreateHapticEffect(SDL_Haptic *haptic, const 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_UpdateHapticEffect().
|
|
*
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateHapticEffect
|
|
* \sa SDL_RunHapticEffect
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_UpdateHapticEffect(SDL_Haptic *haptic, int effect, const 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 3.0.0.
|
|
*
|
|
* \sa SDL_GetHapticEffectStatus
|
|
* \sa SDL_StopHapticEffect
|
|
* \sa SDL_StopHapticEffects
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_RunHapticEffect(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 3.0.0.
|
|
*
|
|
* \sa SDL_RunHapticEffect
|
|
* \sa SDL_StopHapticEffects
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_StopHapticEffect(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 3.0.0.
|
|
*
|
|
* \sa SDL_CreateHapticEffect
|
|
*/
|
|
extern DECLSPEC void SDLCALL SDL_DestroyHapticEffect(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 3.0.0.
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_GetHapticEffectStatus(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_SetHapticGain() 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 3.0.0.
|
|
*
|
|
* \sa SDL_GetHapticFeatures
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetHapticGain(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 3.0.0.
|
|
*
|
|
* \sa SDL_GetHapticFeatures
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_SetHapticAutocenter(SDL_Haptic *haptic, int autocenter);
|
|
|
|
/**
|
|
* Pause a haptic device.
|
|
*
|
|
* Device must support the `SDL_HAPTIC_PAUSE` feature. Call SDL_ResumeHaptic()
|
|
* 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 3.0.0.
|
|
*
|
|
* \sa SDL_ResumeHaptic
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PauseHaptic(SDL_Haptic *haptic);
|
|
|
|
/**
|
|
* Resume a haptic device.
|
|
*
|
|
* Call to unpause after SDL_PauseHaptic().
|
|
*
|
|
* \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 3.0.0.
|
|
*
|
|
* \sa SDL_PauseHaptic
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_ResumeHaptic(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 3.0.0.
|
|
*
|
|
* \sa SDL_RunHapticEffect
|
|
* \sa SDL_StopHapticEffects
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_StopHapticEffects(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 the effect is supported or SDL_FALSE if it isn't.
|
|
*
|
|
* \since This function is available since SDL 3.0.0.
|
|
*
|
|
* \sa SDL_InitHapticRumble
|
|
*/
|
|
extern DECLSPEC SDL_bool 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 3.0.0.
|
|
*
|
|
* \sa SDL_PlayHapticRumble
|
|
* \sa SDL_StopHapticRumble
|
|
* \sa SDL_HapticRumbleSupported
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_InitHapticRumble(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 3.0.0.
|
|
*
|
|
* \sa SDL_InitHapticRumble
|
|
* \sa SDL_StopHapticRumble
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_PlayHapticRumble(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 3.0.0.
|
|
*
|
|
* \sa SDL_PlayHapticRumble
|
|
*/
|
|
extern DECLSPEC int SDLCALL SDL_StopHapticRumble(SDL_Haptic *haptic);
|
|
|
|
/* Ends C function definitions when using C++ */
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
#include <SDL3/SDL_close_code.h>
|
|
|
|
#endif /* SDL_haptic_h_ */
|