view src/haptic/SDL_haptic.c @ 4426:1bceff8f008f

Fixed bug #943 Ozkan Sezer 2010-02-06 12:31:06 PST Hi: Here are some small fixes for compiling SDL against mingw-w64. (see http://mingw-w64.sourceforge.net/ . Despite the name, it supports both win32 and win64.) src/audio/windx5/directx.h and src/video/windx5/directx.h (both SDL-1.2 and SDL-1.3.) I get compilation errors about some union not having a member named u1 and alike, because of other system headers being included before this one and them already defining DUMMYUNIONNAME and stuff. This header probably assumes that those stuff are defined in windef.h, but mingw-w64 headers define them in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to the top of the file. src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) : The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric because _beginthreadex returns uintptr_t, not unsigned long which is 32 bits in win64. Changing the return type to uintptr_t fixes it. video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64 uses msvcrt version of _aligned_malloc and _aligned_free and they are defined in intrin.h (similar to VC). Adding proper ifdefs fixes it. (Notes about macros to check: __MINGW32__ is defined for both mingw.org and for mingw-w64 for both win32 and win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__ can't be used to detect mingw-w64: including _mingw.h and then checking for __MINGW64_VERSION_MAJOR does the trick.) SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition and location in order to avoid multiple redefinition warnings. Hope these are useful. Thanks.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 10 Mar 2010 15:02:58 +0000
parents aa8de4b80772
children 791b3256fb22
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 2008 Edgar Simo

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include "SDL_syshaptic.h"
#include "../joystick/SDL_joystick_c.h" /* For SDL_PrivateJoystickValid */


Uint8 SDL_numhaptics = 0;
SDL_Haptic **SDL_haptics = NULL;


/*
 * Initializes the Haptic devices.
 */
int
SDL_HapticInit(void)
{
    int arraylen;
    int status;

    SDL_numhaptics = 0;
    status = SDL_SYS_HapticInit();
    if (status >= 0) {
        arraylen = (status + 1) * sizeof(*SDL_haptics);
        SDL_haptics = (SDL_Haptic **) SDL_malloc(arraylen);
        if (SDL_haptics == NULL) {      /* Out of memory. */
            SDL_numhaptics = 0;
        } else {
            SDL_memset(SDL_haptics, 0, arraylen);
            SDL_numhaptics = status;
        }
        status = 0;
    }

    return status;
}


/*
 * Checks to see if the haptic device is valid
 */
static int
ValidHaptic(SDL_Haptic * haptic)
{
    int i;
    int valid;

    valid = 0;
    if (haptic != NULL) {
        for (i = 0; i < SDL_numhaptics; i++) {
            if (SDL_haptics[i] == haptic) {
                valid = 1;
                break;
            }
        }
    }

    /* Create the error here. */
    if (valid == 0) {
        SDL_SetError("Haptic: Invalid haptic device identifier");
    }

    return valid;
}


/*
 * Returns the number of available devices.
 */
int
SDL_NumHaptics(void)
{
    return SDL_numhaptics;
}


/*
 * Gets the name of a Haptic device by index.
 */
const char *
SDL_HapticName(int device_index)
{
    if ((device_index < 0) || (device_index >= SDL_numhaptics)) {
        SDL_SetError("Haptic: There are %d haptic devices available",
                     SDL_numhaptics);
        return NULL;
    }
    return SDL_SYS_HapticName(device_index);
}


/*
 * Opens a Haptic device.
 */
SDL_Haptic *
SDL_HapticOpen(int device_index)
{
    int i;
    SDL_Haptic *haptic;

    if ((device_index < 0) || (device_index >= SDL_numhaptics)) {
        SDL_SetError("Haptic: There are %d haptic devices available",
                     SDL_numhaptics);
        return NULL;
    }

    /* If the haptic is already open, return it */
    for (i = 0; SDL_haptics[i]; i++) {
        if (device_index == SDL_haptics[i]->index) {
            haptic = SDL_haptics[i];
            ++haptic->ref_count;
            return haptic;
        }
    }

    /* Create the haptic device */
    haptic = (SDL_Haptic *) SDL_malloc((sizeof *haptic));
    if (haptic == NULL) {
        SDL_OutOfMemory();
        return NULL;
    }

    /* Initialize the haptic device */
    SDL_memset(haptic, 0, (sizeof *haptic));
    haptic->index = device_index;
    if (SDL_SYS_HapticOpen(haptic) < 0) {
        SDL_free(haptic);
        return NULL;
    }

    /* Disable autocenter and set gain to max. */
    if (haptic->supported & SDL_HAPTIC_GAIN)
        SDL_HapticSetGain(haptic, 100);
    if (haptic->supported & SDL_HAPTIC_AUTOCENTER)
        SDL_HapticSetAutocenter(haptic, 0);

    /* Add haptic to list */
    ++haptic->ref_count;
    for (i = 0; SDL_haptics[i]; i++)
        /* Skip to next haptic */ ;
    SDL_haptics[i] = haptic;

    return haptic;
}


/*
 * Returns 1 if the device has been opened.
 */
int
SDL_HapticOpened(int device_index)
{
    int i, opened;

    opened = 0;
    for (i = 0; SDL_haptics[i]; i++) {
        if (SDL_haptics[i]->index == (Uint8) device_index) {
            opened = 1;
            break;
        }
    }
    return opened;
}


/*
 * Returns the index to a haptic device.
 */
int
SDL_HapticIndex(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return haptic->index;
}


/*
 * Returns SDL_TRUE if mouse is haptic, SDL_FALSE if it isn't.
 */
int
SDL_MouseIsHaptic(void)
{
    if (SDL_SYS_HapticMouse() < 0)
        return SDL_FALSE;
    return SDL_TRUE;
}


/*
 * Returns the haptic device if mouse is haptic or NULL elsewise.
 */
SDL_Haptic *
SDL_HapticOpenFromMouse(void)
{
    int device_index;

    device_index = SDL_SYS_HapticMouse();

    if (device_index < 0) {
        SDL_SetError("Haptic: Mouse isn't a haptic device.");
        return NULL;
    }

    return SDL_HapticOpen(device_index);
}


/*
 * Returns SDL_TRUE if joystick has haptic features.
 */
int
SDL_JoystickIsHaptic(SDL_Joystick * joystick)
{
    int ret;

    /* Must be a valid joystick */
    if (!SDL_PrivateJoystickValid(&joystick)) {
        return -1;
    }

    ret = SDL_SYS_JoystickIsHaptic(joystick);

    if (ret > 0)
        return SDL_TRUE;
    else if (ret == 0)
        return SDL_FALSE;
    else
        return -1;
}


/*
 * Opens a haptic device from a joystick.
 */
SDL_Haptic *
SDL_HapticOpenFromJoystick(SDL_Joystick * joystick)
{
    int i;
    SDL_Haptic *haptic;

    /* Must be a valid joystick */
    if (!SDL_PrivateJoystickValid(&joystick)) {
        SDL_SetError("Haptic: Joystick isn't valid.");
        return NULL;
    }

    /* Joystick must be haptic */
    if (SDL_SYS_JoystickIsHaptic(joystick) <= 0) {
        SDL_SetError("Haptic: Joystick isn't a haptic device.");
        return NULL;
    }

    /* Check to see if joystick's haptic is already open */
    for (i = 0; SDL_haptics[i]; i++) {
        if (SDL_SYS_JoystickSameHaptic(SDL_haptics[i], joystick)) {
            haptic = SDL_haptics[i];
            ++haptic->ref_count;
            return haptic;
        }
    }

    /* Create the haptic device */
    haptic = (SDL_Haptic *) SDL_malloc((sizeof *haptic));
    if (haptic == NULL) {
        SDL_OutOfMemory();
        return NULL;
    }

    /* Initialize the haptic device */
    SDL_memset(haptic, 0, sizeof(SDL_Haptic));
    if (SDL_SYS_HapticOpenFromJoystick(haptic, joystick) < 0) {
        SDL_free(haptic);
        return NULL;
    }

    /* Add haptic to list */
    ++haptic->ref_count;
    for (i = 0; SDL_haptics[i]; i++)
        /* Skip to next haptic */ ;
    SDL_haptics[i] = haptic;

    return haptic;
}


/*
 * Closes a SDL_Haptic device.
 */
void
SDL_HapticClose(SDL_Haptic * haptic)
{
    int i;

    /* Must be valid */
    if (!ValidHaptic(haptic)) {
        return;
    }

    /* Check if it's still in use */
    if (--haptic->ref_count < 0) {
        return;
    }

    /* Close it, properly removing effects if needed */
    for (i = 0; i < haptic->neffects; i++) {
        if (haptic->effects[i].hweffect != NULL) {
            SDL_HapticDestroyEffect(haptic, i);
        }
    }
    SDL_SYS_HapticClose(haptic);

    /* Remove from the list */
    for (i = 0; SDL_haptics[i]; ++i) {
        if (haptic == SDL_haptics[i]) {
            SDL_haptics[i] = NULL;
            SDL_memcpy(&SDL_haptics[i], &SDL_haptics[i + 1],
                       (SDL_numhaptics - i) * sizeof(haptic));
            break;
        }
    }

    /* Free */
    SDL_free(haptic);
}

/*
 * Cleans up after the subsystem.
 */
void
SDL_HapticQuit(void)
{
    SDL_SYS_HapticQuit();
    if (SDL_haptics != NULL) {
        SDL_free(SDL_haptics);
        SDL_haptics = NULL;
    }
    SDL_numhaptics = 0;
}

/*
 * Returns the number of effects a haptic device has.
 */
int
SDL_HapticNumEffects(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return haptic->neffects;
}


/*
 * Returns the number of effects a haptic device can play.
 */
int
SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return haptic->nplaying;
}


/*
 * Returns supported effects by the device.
 */
unsigned int
SDL_HapticQuery(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return haptic->supported;
}


/*
 * Returns the number of axis on the device.
 */
int
SDL_HapticNumAxes(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return haptic->naxes;
}

/*
 * Checks to see if the device can support the effect.
 */
int
SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * effect)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if ((haptic->supported & effect->type) != 0)
        return SDL_TRUE;
    return SDL_FALSE;
}

/*
 * Creates a new haptic effect.
 */
int
SDL_HapticNewEffect(SDL_Haptic * haptic, SDL_HapticEffect * effect)
{
    int i;

    /* Check for device validity. */
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    /* Check to see if effect is supported */
    if (SDL_HapticEffectSupported(haptic, effect) == SDL_FALSE) {
        SDL_SetError("Haptic: Effect not supported by haptic device.");
        return -1;
    }

    /* See if there's a free slot */
    for (i = 0; i < haptic->neffects; i++) {
        if (haptic->effects[i].hweffect == NULL) {

            /* Now let the backend create the real effect */
            if (SDL_SYS_HapticNewEffect(haptic, &haptic->effects[i], effect)
                != 0) {
                return -1;      /* Backend failed to create effect */
            }

            SDL_memcpy(&haptic->effects[i].effect, effect,
                       sizeof(SDL_HapticEffect));
            return i;
        }
    }

    SDL_SetError("Haptic: Device has no free space left.");
    return -1;
}

/*
 * Checks to see if an effect is valid.
 */
static int
ValidEffect(SDL_Haptic * haptic, int effect)
{
    if ((effect < 0) || (effect >= haptic->neffects)) {
        SDL_SetError("Haptic: Invalid effect identifier.");
        return 0;
    }
    return 1;
}

/*
 * Updates an effect.
 */
int
SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect,
                       SDL_HapticEffect * data)
{
    if (!ValidHaptic(haptic) || !ValidEffect(haptic, effect)) {
        return -1;
    }

    /* Can't change type dynamically. */
    if (data->type != haptic->effects[effect].effect.type) {
        SDL_SetError("Haptic: Updating effect type is illegal.");
        return -1;
    }

    /* Updates the effect */
    if (SDL_SYS_HapticUpdateEffect(haptic, &haptic->effects[effect], data) <
        0) {
        return -1;
    }

    SDL_memcpy(&haptic->effects[effect].effect, data,
               sizeof(SDL_HapticEffect));
    return 0;
}


/*
 * Runs the haptic effect on the device.
 */
int
SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations)
{
    if (!ValidHaptic(haptic) || !ValidEffect(haptic, effect)) {
        return -1;
    }

    /* Run the effect */
    if (SDL_SYS_HapticRunEffect(haptic, &haptic->effects[effect], iterations)
        < 0) {
        return -1;
    }

    return 0;
}

/*
 * Stops the haptic effect on the device.
 */
int
SDL_HapticStopEffect(SDL_Haptic * haptic, int effect)
{
    if (!ValidHaptic(haptic) || !ValidEffect(haptic, effect)) {
        return -1;
    }

    /* Stop the effect */
    if (SDL_SYS_HapticStopEffect(haptic, &haptic->effects[effect]) < 0) {
        return -1;
    }

    return 0;
}

/*
 * Gets rid of a haptic effect.
 */
void
SDL_HapticDestroyEffect(SDL_Haptic * haptic, int effect)
{
    if (!ValidHaptic(haptic) || !ValidEffect(haptic, effect)) {
        return;
    }

    /* Not allocated */
    if (haptic->effects[effect].hweffect == NULL) {
        return;
    }

    SDL_SYS_HapticDestroyEffect(haptic, &haptic->effects[effect]);
}

/*
 * Gets the status of a haptic effect.
 */
int
SDL_HapticGetEffectStatus(SDL_Haptic * haptic, int effect)
{
    if (!ValidHaptic(haptic) || !ValidEffect(haptic, effect)) {
        return -1;
    }

    if ((haptic->supported & SDL_HAPTIC_STATUS) == 0) {
        SDL_SetError("Haptic: Device does not support status queries.");
        return -1;
    }

    return SDL_SYS_HapticGetEffectStatus(haptic, &haptic->effects[effect]);
}

/*
 * Sets the global gain of the device.
 */
int
SDL_HapticSetGain(SDL_Haptic * haptic, int gain)
{
    const char *env;
    int real_gain, max_gain;

    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if ((haptic->supported & SDL_HAPTIC_GAIN) == 0) {
        SDL_SetError("Haptic: Device does not support setting gain.");
        return -1;
    }

    if ((gain < 0) || (gain > 100)) {
        SDL_SetError("Haptic: Gain must be between 0 and 100.");
        return -1;
    }

    /* We use the envvar to get the maximum gain. */
    env = SDL_getenv("SDL_HAPTIC_GAIN_MAX");
    if (env != NULL) {
        max_gain = SDL_atoi(env);

        /* Check for sanity. */
        if (max_gain < 0)
            max_gain = 0;
        else if (max_gain > 100)
            max_gain = 100;

        /* We'll scale it linearly with SDL_HAPTIC_GAIN_MAX */
        real_gain = (gain * max_gain) / 100;
    } else {
        real_gain = gain;
    }

    if (SDL_SYS_HapticSetGain(haptic, real_gain) < 0) {
        return -1;
    }

    return 0;
}

/*
 * Makes the device autocenter, 0 disables.
 */
int
SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if ((haptic->supported & SDL_HAPTIC_AUTOCENTER) == 0) {
        SDL_SetError("Haptic: Device does not support setting autocenter.");
        return -1;
    }

    if ((autocenter < 0) || (autocenter > 100)) {
        SDL_SetError("Haptic: Autocenter must be between 0 and 100.");
        return -1;
    }

    if (SDL_SYS_HapticSetAutocenter(haptic, autocenter) < 0) {
        return -1;
    }

    return 0;
}

/*
 * Pauses the haptic device.
 */
int
SDL_HapticPause(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if ((haptic->supported & SDL_HAPTIC_PAUSE) == 0) {
        SDL_SetError("Haptic: Device does not support setting pausing.");
        return -1;
    }

    return SDL_SYS_HapticPause(haptic);
}

/*
 * Unpauses the haptic device.
 */
int
SDL_HapticUnpause(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if ((haptic->supported & SDL_HAPTIC_PAUSE) == 0) {
        return 0;               /* Not going to be paused, so we pretend it's unpaused. */
    }

    return SDL_SYS_HapticUnpause(haptic);
}

/*
 * Stops all the currently playing effects.
 */
int
SDL_HapticStopAll(SDL_Haptic * haptic)
{
    if (!ValidHaptic(haptic)) {
        return -1;
    }

    return SDL_SYS_HapticStopAll(haptic);
}