Mercurial > sdl-ios-xcode
annotate test/testhaptic.c @ 2750:e3affc66d963
Fixes to the NDS sprite2 test. Illustrates partially working texture-as-sprite functionality.
author | Darren Alton <dalton@stevens.edu> |
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date | Sat, 06 Sep 2008 04:31:34 +0000 |
parents | 5668c3dfe7bc |
children | 9de326b3099c |
rev | line source |
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1 /* |
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2 Copyright (c) 2008, Edgar Simo Serra |
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3 All rights reserved. |
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4 |
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5 Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: |
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6 |
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7 * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. |
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8 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. |
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9 * Neither the name of the Simple Directmedia Layer (SDL) nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. |
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10 |
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11 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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12 */ |
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13 |
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14 /* |
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15 * includes |
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16 */ |
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17 #include "SDL.h" |
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18 #include "SDL_haptic.h" |
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19 |
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20 #include <stdio.h> /* printf */ |
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21 #include <string.h> /* strstr */ |
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22 #include <ctype.h> /* isdigit */ |
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23 |
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24 |
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25 static SDL_Haptic *haptic; |
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26 |
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27 |
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28 /* |
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29 * prototypes |
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30 */ |
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31 static void abort_execution(void); |
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32 static void HapticPrintSupported(SDL_Haptic * haptic); |
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33 |
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34 |
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35 /** |
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36 * @brief The entry point of this force feedback demo. |
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37 * @param[in] argc Number of arguments. |
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38 * @param[in] argv Array of argc arguments. |
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39 */ |
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40 int |
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41 main(int argc, char **argv) |
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42 { |
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43 int i; |
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44 char *name; |
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45 int index; |
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46 SDL_HapticEffect efx[5]; |
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47 int id[5]; |
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48 int nefx; |
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49 unsigned int supported; |
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50 |
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51 name = NULL; |
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52 index = -1; |
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53 if (argc > 1) { |
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54 name = argv[1]; |
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55 if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) { |
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56 printf("USAGE: %s [device]\n" |
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57 "If device is a two-digit number it'll use it as an index, otherwise\n" |
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58 "it'll use it as if it were part of the device's name.\n", |
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59 argv[0]); |
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60 return 0; |
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61 } |
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62 |
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63 i = strlen(name); |
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64 if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) { |
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65 index = atoi(name); |
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66 name = NULL; |
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67 } |
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68 } |
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69 |
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70 /* Initialize the force feedbackness */ |
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71 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK | |
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72 SDL_INIT_HAPTIC); |
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73 printf("%d Haptic devices detected.\n", SDL_NumHaptics()); |
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74 if (SDL_NumHaptics() > 0) { |
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75 /* We'll just use index or the first force feedback device found */ |
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76 if (name == NULL) { |
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77 i = (index != -1) ? index : 0; |
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78 } |
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79 /* Try to find matching device */ |
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80 else { |
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81 for (i = 0; i < SDL_NumHaptics(); i++) { |
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82 if (strstr(SDL_HapticName(i), name) != NULL) |
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83 break; |
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84 } |
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85 |
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86 if (i >= SDL_NumHaptics()) { |
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87 printf("Unable to find device matching '%s', aborting.\n", |
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88 name); |
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89 return 1; |
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90 } |
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91 } |
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92 |
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93 haptic = SDL_HapticOpen(i); |
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94 if (haptic == NULL) { |
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95 printf("Unable to create the haptic device: %s\n", |
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96 SDL_GetError()); |
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97 return 1; |
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98 } |
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99 printf("Device: %s\n", SDL_HapticName(i)); |
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100 HapticPrintSupported(haptic); |
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101 } else { |
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102 printf("No Haptic devices found!\n"); |
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103 return 1; |
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104 } |
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105 |
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106 /* We only want force feedback errors. */ |
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107 SDL_ClearError(); |
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108 |
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109 /* Create effects. */ |
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110 memset(&efx, 0, sizeof(efx)); |
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111 nefx = 0; |
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112 supported = SDL_HapticQuery(haptic); |
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113 |
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114 printf("\nUploading effects\n"); |
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115 /* First we'll try a SINE effect. */ |
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116 if (supported & SDL_HAPTIC_SINE) { |
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117 printf(" effect %d: Sine Wave\n", nefx); |
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118 efx[nefx].type = SDL_HAPTIC_SINE; |
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119 efx[nefx].periodic.period = 1000; |
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120 efx[nefx].periodic.magnitude = 0x4000; |
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121 efx[nefx].periodic.length = 5000; |
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122 efx[nefx].periodic.attack_length = 1000; |
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123 efx[nefx].periodic.fade_length = 1000; |
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124 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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125 if (id[nefx] < 0) { |
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126 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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127 abort_execution(); |
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128 } |
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129 nefx++; |
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130 } |
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131 /* Now we'll try a SAWTOOTHUP */ |
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132 if (supported & SDL_HAPTIC_SAWTOOTHUP) { |
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133 printf(" effect %d: Sawtooth Up\n", nefx); |
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134 efx[nefx].type = SDL_HAPTIC_SQUARE; |
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135 efx[nefx].periodic.period = 500; |
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136 efx[nefx].periodic.magnitude = 0x5000; |
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137 efx[nefx].periodic.length = 5000; |
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138 efx[nefx].periodic.attack_length = 1000; |
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139 efx[nefx].periodic.fade_length = 1000; |
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140 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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141 if (id[nefx] < 0) { |
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142 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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143 abort_execution(); |
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144 } |
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145 nefx++; |
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146 } |
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147 /* Now the classical constant effect. */ |
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148 if (supported & SDL_HAPTIC_CONSTANT) { |
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149 printf(" effect %d: Constant Force\n", nefx); |
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150 efx[nefx].type = SDL_HAPTIC_CONSTANT; |
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151 efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR; |
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152 efx[nefx].constant.direction.dir[0] = 20000; /* Force comes from the south-west. */ |
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153 efx[nefx].constant.length = 5000; |
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154 efx[nefx].constant.level = 0x6000; |
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155 efx[nefx].constant.attack_length = 1000; |
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156 efx[nefx].constant.fade_length = 1000; |
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157 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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158 if (id[nefx] < 0) { |
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159 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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160 abort_execution(); |
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161 } |
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162 nefx++; |
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163 } |
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164 /* The cute spring effect. */ |
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165 if (supported & SDL_HAPTIC_SPRING) { |
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166 printf(" effect %d: Condition Spring\n", nefx); |
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167 efx[nefx].type = SDL_HAPTIC_SPRING; |
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168 efx[nefx].condition.length = 5000; |
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169 for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { |
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170 efx[nefx].condition.right_sat[i] = 0x7FFF; |
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171 efx[nefx].condition.left_sat[i] = 0x7FFF; |
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172 efx[nefx].condition.right_coeff[i] = 0x2000; |
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173 efx[nefx].condition.left_coeff[i] = 0x2000; |
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174 efx[nefx].condition.center[i] = 0x1000; /* Displace the center for it to move. */ |
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175 } |
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176 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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177 if (id[nefx] < 0) { |
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178 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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179 abort_execution(); |
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180 } |
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181 nefx++; |
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182 } |
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183 /* The pretty awesome inertia effect. */ |
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184 if (supported & SDL_HAPTIC_INERTIA) { |
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185 printf(" effect %d: Condition Inertia\n", nefx); |
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186 efx[nefx].type = SDL_HAPTIC_SPRING; |
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187 efx[nefx].condition.length = 5000; |
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188 for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { |
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189 efx[nefx].condition.right_sat[i] = 0x7FFF; |
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190 efx[nefx].condition.left_sat[i] = 0x7FFF; |
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191 efx[nefx].condition.right_coeff[i] = 0x2000; |
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192 efx[nefx].condition.left_coeff[i] = 0x2000; |
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193 } |
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194 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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195 if (id[nefx] < 0) { |
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196 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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197 abort_execution(); |
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198 } |
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199 nefx++; |
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200 } |
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201 |
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202 printf |
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203 ("\nNow playing effects for 5 seconds each with 1 second delay between\n"); |
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204 for (i = 0; i < nefx; i++) { |
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205 printf(" Playing effect %d\n", i); |
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206 SDL_HapticRunEffect(haptic, id[i], 1); |
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207 SDL_Delay(6000); /* Effects only have length 5000 */ |
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208 } |
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209 |
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210 /* Quit */ |
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211 if (haptic != NULL) |
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212 SDL_HapticClose(haptic); |
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213 SDL_Quit(); |
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214 |
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215 return 0; |
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216 } |
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217 |
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218 |
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219 /* |
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220 * Cleans up a bit. |
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221 */ |
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222 static void |
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223 abort_execution(void) |
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224 { |
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225 printf("\nAborting program execution.\n"); |
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226 |
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227 SDL_HapticClose(haptic); |
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228 SDL_Quit(); |
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229 |
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230 exit(1); |
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231 } |
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232 |
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233 |
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234 /* |
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235 * Displays information about the haptic device. |
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236 */ |
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237 static void |
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238 HapticPrintSupported(SDL_Haptic * haptic) |
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239 { |
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240 unsigned int supported; |
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241 |
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242 supported = SDL_HapticQuery(haptic); |
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243 printf(" Supported effects [%d effects, %d playing]:\n", |
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244 SDL_HapticNumEffects(haptic), SDL_HapticNumEffectsPlaying(haptic)); |
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245 if (supported & SDL_HAPTIC_CONSTANT) |
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246 printf(" constant\n"); |
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247 if (supported & SDL_HAPTIC_SINE) |
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248 printf(" sine\n"); |
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249 if (supported & SDL_HAPTIC_SQUARE) |
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250 printf(" square\n"); |
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251 if (supported & SDL_HAPTIC_TRIANGLE) |
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252 printf(" triangle\n"); |
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253 if (supported & SDL_HAPTIC_SAWTOOTHUP) |
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254 printf(" sawtoothup\n"); |
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255 if (supported & SDL_HAPTIC_SAWTOOTHDOWN) |
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256 printf(" sawtoothdown\n"); |
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257 if (supported & SDL_HAPTIC_RAMP) |
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258 printf(" ramp\n"); |
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259 if (supported & SDL_HAPTIC_FRICTION) |
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260 printf(" friction\n"); |
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261 if (supported & SDL_HAPTIC_SPRING) |
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262 printf(" spring\n"); |
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263 if (supported & SDL_HAPTIC_DAMPER) |
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264 printf(" damper\n"); |
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265 if (supported & SDL_HAPTIC_INERTIA) |
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266 printf(" intertia\n"); |
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267 if (supported & SDL_HAPTIC_CUSTOM) |
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268 printf(" custom\n"); |
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269 printf(" Supported capabilities:\n"); |
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270 if (supported & SDL_HAPTIC_GAIN) |
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271 printf(" gain\n"); |
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272 if (supported & SDL_HAPTIC_AUTOCENTER) |
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273 printf(" autocenter\n"); |
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274 if (supported & SDL_HAPTIC_STATUS) |
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275 printf(" status\n"); |
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276 } |