Mercurial > sdl-ios-xcode
view include/SDL_haptic.h @ 3118:5ba12c32ac6a
Added few OpenGL ES 1.0 defines, which are not present in OpenGL ES 1.1 and 2.0.
author | Mike Gorchak <lestat@i.com.ua> |
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date | Wed, 06 May 2009 09:46:55 +0000 |
parents | 0906692aa6a4 |
children | d3baf5ac4e37 |
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/* 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 */ /** * \file SDL_haptic.h * * \brief The SDL Haptic subsystem allows you to control haptic (force feedback) * devices. * * The basic usage is as follows: * - Initialize the Subsystem (SDL_INIT_HAPTIC). * - Open a Haptic Device. * - SDL_HapticOpen(...) to open from index. * - SDL_HapticOpenFromJoystick(...) to open from an existing joystick. * - Create an effect (SDL_HapticEffect). * - Upload the effect with SDL_HapticNewEffect(...). * - Run the effect with SDL_HapticRunEffect(...). * - (optional) Free the effect with SDL_HapticDestroyEffect(...). * - Close the haptic device with SDL_HapticClose(...). * * Example: * * \code * int test_haptic( SDL_Joystick * joystick ) { * SDL_Haptic *haptic; * SDL_HapticEffect effect; * int effect_id; * * // Open the device * haptic = SDL_HapticOpenFromJoystick( joystick ); * if (haptic == NULL) return -1; // Most likely joystick isn't haptic * * // See if it can do sine waves * if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) { * SDL_HapticClose(haptic); // No sine effect * return -1; * } * * // Create the effect * memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default * effect.type = SDL_HAPTIC_SINE; * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates * effect.periodic.direction.dir[0] = 18000; // Force comes from south * effect.periodic.period = 1000; // 1000 ms * effect.periodic.magnitude = 20000; // 20000/32767 strength * effect.periodic.length = 5000; // 5 seconds long * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength * effect.periodic.fade_length = 1000; // Takes 1 second to fade away * * // Upload the effect * effect_id = SDL_HapticNewEffect( haptic, &effect ); * * // Test the effect * SDL_HapticRunEffect( haptic, effect_id, 1 ); * SDL_Delay( 5000); // Wait for the effect to finish * * // We destroy the effect, although closing the device also does this * SDL_HapticDestroyEffect( haptic, effect_id ); * * // Close the device * SDL_HapticClose(haptic); * * return 0; // Success * } * \endcode * * \author Edgar Simo Serra */ #ifndef _SDL_haptic_h #define _SDL_haptic_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_joystick.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /* __cplusplus */ /** * \typedef SDL_Haptic * * \brief The haptic structure used to identify an SDL haptic. * * \sa SDL_HapticOpen * \sa SDL_HapticOpenFromJoystick * \sa SDL_HapticClose */ struct _SDL_Haptic; typedef struct _SDL_Haptic SDL_Haptic; /* * Different haptic features a device can have. */ /** * \def SDL_HAPTIC_CONSTANT * * \brief Constant haptic effect. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_CONSTANT (1<<0) /* Constant effect supported */ /** * \def SDL_HAPTIC_SINE * * \brief Periodic haptic effect that simulates sine waves. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SINE (1<<1) /* Sine wave effect supported */ /** * \def SDL_HAPTIC_SQUARE * * \brief Periodic haptic effect that simulates square waves. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SQUARE (1<<2) /* Square wave effect supported */ /** * \def SDL_HAPTIC_TRIANGLE * * \brief Periodic haptic effect that simulates triangular waves. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_TRIANGLE (1<<3) /* Triangle wave effect supported */ /** * \def SDL_HAPTIC_SAWTOOTHUP * * \brief Periodic haptic effect that simulates saw tooth up waves. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHUP (1<<4) /* Sawtoothup wave effect supported */ /** * \def SDL_HAPTIC_SAWTOOTHDOWN * * \brief Periodic haptic effect that simulates saw tooth down waves. * * \sa SDL_HapticPeriodic */ #define SDL_HAPTIC_SAWTOOTHDOWN (1<<5) /* Sawtoothdown wave effect supported */ /** * \def SDL_HAPTIC_RAMP * * \brief Ramp haptic effect. * * \sa SDL_HapticRamp */ #define SDL_HAPTIC_RAMP (1<<6) /* Ramp effect supported */ /** * \def SDL_HAPTIC_SPRING * * \brief Condition haptic effect that simulates a spring. Effect is based on the * axes position. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_SPRING (1<<7) /* Spring effect supported - uses axes position */ /** * \def SDL_HAPTIC_DAMPER * * \brief Condition haptic effect that simulates dampening. Effect is based on the * axes velocity. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_DAMPER (1<<8) /* Damper effect supported - uses axes velocity */ /** * \def SDL_HAPTIC_INERTIA * * \brief Condition haptic effect that simulates inertia. Effect is based on the axes * acceleration. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_INERTIA (1<<9) /* Inertia effect supported - uses axes acceleration */ /** * \def SDL_HAPTIC_FRICTION * * \brief Condition haptic effect that simulates friction. Effect is based on the axes * movement. * * \sa SDL_HapticCondition */ #define SDL_HAPTIC_FRICTION (1<<10) /* Friction effect supported - uses axes movement */ /** * \def SDL_HAPTIC_CUSTOM * * \brief User defined custom haptic effect. */ #define SDL_HAPTIC_CUSTOM (1<<11) /* Custom effect is supported */ /* These last two are features the device has, not effects */ /** * \def SDL_HAPTIC_GAIN * * \brief Device supports setting the global gain. * * \sa SDL_HapticSetGain */ #define SDL_HAPTIC_GAIN (1<<12) /* Device can set global gain */ /** * \def SDL_HAPTIC_AUTOCENTER * * \brief Device supports setting autocenter. * * \sa SDL_HapticSetAutocenter */ #define SDL_HAPTIC_AUTOCENTER (1<<13) /* Device can set autocenter */ /** * \def SDL_HAPTIC_STATUS * * \brief Device can be queried for effect status. * * \sa SDL_HapticGetEffectStatus */ #define SDL_HAPTIC_STATUS (1<<14) /* Device can be queried for effect status */ /** * \def SDL_HAPTIC_PAUSE * * \brief Device can be paused. * * \sa SDL_HapticPause * \sa SDL_HapticUnpause */ #define SDL_HAPTIC_PAUSE (1<<15) /* Device can be paused. */ /* * Direction encodings */ /** * \def SDL_HAPTIC_POLAR * * \brief Uses polar coordinates for the direction. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_POLAR 0 /** * \def SDL_HAPTIC_CARTESIAN * * \brief Uses cartesian coordinates for the direction. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_CARTESIAN 1 /** * \def SDL_HAPTIC_SPHERICAL * * \brief Uses spherical coordinates for the direction. * * \sa SDL_HapticDirection */ #define SDL_HAPTIC_SPHERICAL 2 /* * Misc defines. */ /** * \def SDL_HAPTIC_INFINITY * * \brief Used to play a device an infinite number of times. * * \sa SDL_HapticRunEffect */ #define SDL_HAPTIC_INFINITY 4294967295U /** * \struct SDL_HapticDirection * * \brief Structure that represents a haptic direction. * * Directions can be specified by: * - SDL_HAPTIC_POLAR : Specified by polar coordinates. * - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. * - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. * * Cardinal directions of the haptic device are relative to the positioning * of the device. North is considered to be away from the user. * * The following diagram represents the cardinal directions: * \code * .--. * |__| .-------. * |=.| |.-----.| * |--| || || * | | |'-----'| * |__|~')_____(' * [ COMPUTER ] * * * North (0,-1) * ^ * | * | * (1,0) West <----[ HAPTIC ]----> East (-1,0) * | * | * v * South (0,1) * * * [ USER ] * \|||/ * (o o) * ---ooO-(_)-Ooo--- * \endcode * * If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a * degree starting north and turning clockwise. SDL_HAPTIC_POLAR only uses * the first dir parameter. The cardinal directions would be: * - North: 0 (0 degrees) * - East: 9000 (90 degrees) * - South: 18000 (180 degrees) * - West: 27000 (270 degrees) * * If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions * (X axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses * the first three dir parameters. The cardinal directions would be: * - North: 0,-1, 0 * - East: -1, 0, 0 * - South: 0, 1, 0 * - West: 1, 0, 0 * The Z axis represents the height of the effect if supported, otherwise * it's unused. In cartesian encoding (1,2) would be the same as (2,4), you * can use any multiple you want, only the direction matters. * * If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. * The first two dir parameters are used. The dir parameters are as follows * (all values are in hundredths of degrees): * 1) Degrees from (1, 0) rotated towards (0, 1). * 2) Degrees towards (0, 0, 1) (device needs at least 3 axes). * * * Example of force coming from the south with all encodings (force coming * from the south means the user will have to pull the stick to counteract): * \code * SDL_HapticDirection direction; * * // Cartesian directions * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. * direction.dir[0] = 0; // X position * direction.dir[1] = 1; // Y position * // Assuming the device has 2 axes, we don't need to specify third parameter. * * // Polar directions * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. * direction.dir[0] = 18000; // Polar only uses first parameter * * // Spherical coordinates * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. * \endcode * * \sa SDL_HAPTIC_POLAR * \sa SDL_HAPTIC_CARTESIAN * \sa SDL_HAPTIC_SPHERICAL * \sa SDL_HapticEffect * \sa SDL_HapticNumAxes */ typedef struct SDL_HapticDirection { Uint8 type; /**< The type of encoding. */ Uint16 dir[3]; /**< The encoded direction. */ } SDL_HapticDirection; /** * \struct SDL_HapticConstant * * \brief A structure containing a template for a Constant effect. * * The struct is exclusive to the SDL_HAPTIC_CONSTANT effect. * * A constant effect applies a constant force in the specified direction * to the joystick. * * \sa SDL_HAPTIC_CONSTANT * \sa SDL_HapticEffect */ typedef struct SDL_HapticConstant { /* Header */ Uint16 type; /**< SDL_HAPTIC_CONSTANT */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Constant */ Sint16 level; /**< Strength of the constant effect. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticConstant; /** * \struct SDL_HapticPeriodic * * \brief 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 cyle meaning that giving the phase a value * of 9000 will displace it 25% of it's period. Here are sample values: * - 0: No phase displacement. * - 9000: Displaced 25% of it's period. * - 18000: Displaced 50% of it's period. * - 27000: Displaced 75% of it's period. * - 36000: Displaced 100% of it's period, same as 0, but 0 is preffered. * * Examples: * \code * SDL_HAPTIC_SINE * __ __ __ __ * / \ / \ / \ / * / \__/ \__/ \__/ * * SDL_HAPTIC_SQUARE * __ __ __ __ __ * | | | | | | | | | | * | |__| |__| |__| |__| | * * SDL_HAPTIC_TRIANGLE * /\ /\ /\ /\ /\ * / \ / \ / \ / \ / * / \/ \/ \/ \/ * * SDL_HAPTIC_SAWTOOTHUP * /| /| /| /| /| /| /| * / | / | / | / | / | / | / | * / |/ |/ |/ |/ |/ |/ | * * SDL_HAPTIC_SAWTOOTHDOWN * \ |\ |\ |\ |\ |\ |\ | * \ | \ | \ | \ | \ | \ | \ | * \| \| \| \| \| \| \| * \endcode * * \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. */ Sint16 offset; /**< Mean value of the wave. */ Uint16 phase; /**< Horizontal shift given by hundredth of a cycle. */ /* 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; /** * \struct SDL_HapticCondition * * \brief A structure containing a template for a Condition effect. * * The struct handles the following effects: * - SDL_HAPTIC_SPRING: Effect based on axes position. * - SDL_HAPTIC_DAMPER: Effect based on axes velocity. * - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. * - SDL_HAPTIC_FRICTION: Effect based on axes movement. * * Direction is handled by condition internals instead of a direction member. * The condition effect specific members have three parameters. The first * refers to the X axis, the second refers to the Y axis and the third * refers to the Z axis. The right terms refer to the positive side of the * axis and the left terms refer to the negative side of the axis. Please * refer to the SDL_HapticDirection diagram for which side is positive and * which is negative. * * \sa SDL_HapticDirection * \sa SDL_HAPTIC_SPRING * \sa SDL_HAPTIC_DAMPER * \sa SDL_HAPTIC_INERTIA * \sa SDL_HAPTIC_FRICTION * \sa SDL_HapticEffect */ typedef struct SDL_HapticCondition { /* Header */ Uint16 type; /**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER, SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION */ SDL_HapticDirection direction; /**< Direction of the effect - Not used ATM. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Condition */ Uint16 right_sat[3]; /**< Level when joystick is to the positive side. */ Uint16 left_sat[3]; /**< Level when joystick is to the negative side. */ 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. */ Sint16 center[3]; /**< Position of the dead zone. */ } SDL_HapticCondition; /** * \struct SDL_HapticRamp * * \brief A structure containing a template for a Ramp effect. * * This struct is exclusively for the SDL_HAPTIC_RAMP effect. * * The ramp effect starts at start strength and ends at end strength. * It augments in linear fashion. If you use attack and fade with a ramp * they effects get added to the ramp effect making the effect become * quadratic instead of linear. * * \sa SDL_HAPTIC_RAMP * \sa SDL_HapticEffect */ typedef struct SDL_HapticRamp { /* Header */ Uint16 type; /**< SDL_HAPTIC_RAMP */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Ramp */ Sint16 start; /**< Beginning strength level. */ Sint16 end; /**< Ending strength level. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticRamp; /** * \struct SDL_HapticCustom * * \brief A structure containing a template for the SDL_HAPTIC_CUSTOM effect. * * A custom force feedback effect is much like a periodic effect, where the * application can define it's exact shape. You will have to allocate the * data yourself. Data should consist of channels * samples Uint16 samples. * * If channels is one, the effect is rotated using the defined direction. * Otherwise it uses the samples in data for the different axes. * * \sa SDL_HAPTIC_CUSTOM * \sa SDL_HapticEffect */ typedef struct SDL_HapticCustom { /* Header */ Uint16 type; /**< SDL_HAPTIC_CUSTOM */ SDL_HapticDirection direction; /**< Direction of the effect. */ /* Replay */ Uint32 length; /**< Duration of the effect. */ Uint16 delay; /**< Delay before starting the effect. */ /* Trigger */ Uint16 button; /**< Button that triggers the effect. */ Uint16 interval; /**< How soon it can be triggered again after button. */ /* Custom */ Uint8 channels; /**< Axes to use, minimum of one. */ Uint16 period; /**< Sample periods. */ Uint16 samples; /**< Amount of samples. */ Uint16 *data; /**< Should contain channels*samples items. */ /* Envelope */ Uint16 attack_length; /**< Duration of the attack. */ Uint16 attack_level; /**< Level at the start of the attack. */ Uint16 fade_length; /**< Duration of the fade. */ Uint16 fade_level; /**< Level at the end of the fade. */ } SDL_HapticCustom; /** * \union SDL_HapticEffect * * \brief The generic template for any haptic effect. * * All values max at 32767 (0x7FFF). Signed values also can be negative. * Time values unless specified otherwise are in milliseconds. * * You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. * Neither delay, interval, attack_length nor fade_length support * SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. * * Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of * SDL_HAPTIC_INFINITY. * * Button triggers may not be supported on all devices, it is advised to not * use them if possible. Buttons start at index 1 instead of index 0 like * they joystick. * * If both attack_length and fade_level are 0, the envelope is not used, * otherwise both values are used. * * Common parts: * \code * // Replay - All effects have this * Uint32 length; // Duration of effect (ms). * Uint16 delay; // Delay before starting effect. * * // Trigger - All effects have this * Uint16 button; // Button that triggers effect. * Uint16 interval; // How soon before effect can be triggered again. * * // Envelope - All effects except condition effects have this * Uint16 attack_length; // Duration of the attack (ms). * Uint16 attack_level; // Level at the start of the attack. * Uint16 fade_length; // Duration of the fade out (ms). * Uint16 fade_level; // Level at the end of the fade. * \endcode * * * Here we have an example of a constant effect evolution in time: * * \code * Strength * ^ * | * | effect level --> _________________ * | / \ * | / \ * | / \ * | / \ * | attack_level --> | \ * | | | <--- fade_level * | * +--------------------------------------------------> Time * [--] [---] * attack_length fade_length * * [------------------][-----------------------] * delay length * \endcode * * Note either the attack_level or the fade_level may be above the actual * effect level. * * \sa SDL_HapticConstant * \sa SDL_HapticPeriodic * \sa SDL_HapticCondition * \sa SDL_HapticRamp * \sa SDL_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_HapticCustom custom; /**< Custom effect. */ } SDL_HapticEffect; /* Function prototypes */ /** * \fn int SDL_NumHaptics(void) * * \brief Count the number of joysticks attached to the system. * * \return Number of haptic devices detected on the system. */ extern DECLSPEC int SDLCALL SDL_NumHaptics(void); /** * \fn const char * SDL_HapticName(int device_index) * * \brief Get the implementation dependent name of a Haptic device. * This can be called before any joysticks are opened. * If no name can be found, this function returns NULL. * * \param device_index Index of the device to get it's name. * \return Name of the device or NULL on error. * * \sa SDL_NumHaptics */ extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); /** * \fn SDL_Haptic * SDL_HapticOpen(int device_index) * * \brief Opens a Haptic device for usage - the index passed as an * argument refers to the N'th Haptic device on this system. * * When opening a haptic device, it's gain will be set to maximum and * autocenter will be disabled. To modify these values use * SDL_HapticSetGain and SDL_HapticSetAutocenter * * \param device_index Index of the device to open. * \return Device identifier or NULL on error. * * \sa SDL_HapticIndex * \sa SDL_HapticOpenFromMouse * \sa SDL_HapticOpenFromJoystick * \sa SDL_HapticClose * \sa SDL_HapticSetGain * \sa SDL_HapticSetAutocenter * \sa SDL_HapticPause * \sa SDL_HapticStopAll */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index); /** * \fn int SDL_HapticOpened(int device_index) * * \brief Checks if the haptic device at index has been opened. * * \param device_index Index to check to see if it has been opened. * \return 1 if it has been opened or 0 if it hasn't. * * \sa SDL_HapticOpen * \sa SDL_HapticIndex */ extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index); /** * \fn int SDL_HapticIndex(SDL_Haptic * haptic) * * \brief Gets the index of a haptic device. * * \param haptic Haptic device to get the index of. * \return The index of the haptic device or -1 on error. * * \sa SDL_HapticOpen * \sa SDL_HapticOpened */ extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic); /** * \fn int SDL_MouseIsHaptic(void) * * \brief Gets whether or not the current mouse has haptic capabilities. * * \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't. * * \sa SDL_HapticOpenFromMouse */ extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void); /** * \fn SDL_Haptic * SDL_HapticOpenFromMouse(void) * * \brief Tries to open a haptic device from the current mouse. * * \return The haptic device identifier or NULL on error. * * \sa SDL_MouseIsHaptic * \sa SDL_HapticOpen */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void); /** * \fn int SDL_JoystickIsHaptic(SDL_Joystick * joystick) * * \brief Checks to see if a joystick has haptic features. * * \param joystick Joystick to test for haptic capabilities. * \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't * or -1 if an error ocurred. * * \sa SDL_HapticOpenFromJoystick */ extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); /** * \fn SDL_Haptic * SDL_HapticOpenFromJoystick(SDL_Joystick * joystick) * * \brief Opens a Haptic device for usage from a Joystick device. Still has * to be closed seperately to the joystick. * * When opening 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 Joystick to create a haptic device from. * \return A valid haptic device identifier on success or NULL on error. * * \sa SDL_HapticOpen * \sa SDL_HapticClose */ extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick * joystick); /** * \fn void SDL_HapticClose(SDL_Haptic * haptic) * * \brief Closes a Haptic device previously opened with SDL_HapticOpen. * * \param haptic Haptic device to close. */ extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic); /** * \fn int SDL_HapticNumEffects(SDL_Haptic * haptic) * * \brief Returns the number of effects a haptic device can store. * * On some platforms this isn't fully supported, and therefore is an * aproximation. Always check to see if your created effect was actually * created and do not rely solely on HapticNumEffects. * * \param haptic The haptic device to query effect max. * \return The number of effects the haptic device can store or * -1 on error. * * \sa SDL_HapticNumEffectsPlaying * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic); /** * \fn int SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic) * * \brief Returns 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. Added * here for the sake of completness. * * \param haptic The haptic device to query maximum playing effect.s * \return The number of effects the haptic device can play at the same time * or -1 on error. * * \sa SDL_HapticNumEffects * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic); /** * \fn unsigned int SDL_HapticQuery(SDL_Haptic * haptic) * * \brief Gets the haptic devices supported features in bitwise matter. * * Example: * \code * if (SDL_HapticQueryEffects(haptic) & SDL_HAPTIC_CONSTANT) { * printf("We have constant haptic effect!"); * } * \endcode * * * \param haptic The haptic device to query. * \return Haptic features in bitwise manner (OR'd). * * \sa SDL_HapticNumEffects * \sa SDL_HapticEffectSupported */ extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic); /** * \fn int SDL_HapticNumAxes(SDL_Haptic * haptic) * * \brief Gets the number of haptic axes the device has. * * \sa SDL_HapticDirection */ extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); /** * \fn int SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * effect) * * \brief Checks to see if effect is supported by haptic. * * \param haptic Haptic device to check on. * \param effect Effect to check to see if it is supported. * \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or * -1 on error. * * \sa SDL_HapticQuery * \sa SDL_HapticNewEffect */ extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic, SDL_HapticEffect * effect); /** * \fn int SDL_HapticNewEffect(SDL_Haptic * haptic, SDL_HapticEffect * effect) * * \brief Creates a new haptic effect on the device. * * \param haptic Haptic device to create the effect on. * \param effect Properties of the effect to create. * \return The id of the effect on success or -1 on error. * * \sa SDL_HapticUpdateEffect * \sa SDL_HapticRunEffect * \sa SDL_HapticDestroyEffect */ extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic, SDL_HapticEffect * effect); /** * \fn int SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect, SDL_HapticEffect * data) * * \brief Updates the properties of an effect. * * Can be used dynamically, although behaviour when dynamically changing * direction may be strange. Specifically the effect may reupload itself * and start playing from the start. You cannot change the type either when * running UpdateEffect. * * \param haptic Haptic device that has the effect. * \param effect Effect to update. * \param data New effect properties to use. * \return The id of the effect on success or -1 on error. * * \sa SDL_HapticNewEffect * \sa SDL_HapticRunEffect * \sa SDL_HapticDestroyEffect */ extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic, int effect, SDL_HapticEffect * data); /** * \fn int SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations) * * \brief Runs the haptic effect on it's assosciated haptic device. * * If iterations are SDL_HAPTIC_INFINITY, it'll run the effect over and over * repeating the envelope (attack and fade) every time. If you only want the * effect to last forever, set SDL_HAPTIC_INFINITY in the effect's length * parameter. * * \param haptic Haptic device to run the effect on. * \param effect Identifier of the haptic effect to run. * \param iterations Number of iterations to run the effect. Use * SDL_HAPTIC_INFINITY for infinity. * \return 0 on success or -1 on error. * * \sa SDL_HapticStopEffect * \sa SDL_HapticDestroyEffect * \sa SDL_HapticGetEffectStatus */ extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic, int effect, Uint32 iterations); /** * \fn int SDL_HapticStopEffect(SDL_Haptic * haptic, int effect) * * \brief Stops the haptic effect on it's assosciated haptic device. * * \param haptic Haptic device to stop the effect on. * \param effect Identifier of the effect to stop. * \return 0 on success or -1 on error. * * \sa SDL_HapticRunEffect * \sa SDL_HapticDestroyEffect */ extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic, int effect); /** * \fn void SDL_HapticDestroyEffect(SDL_Haptic * haptic, int effect) * * \brief Destroys 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 Device to destroy the effect on. * \param effect Identifier of the effect to destroy. * * \sa SDL_HapticNewEffect */ extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic, int effect); /** * \fn int SDL_HapticGetEffectStatus(SDL_Haptic *haptic, int effect) * * \brief Gets the status of the current effect on the haptic device. * * Device must support the SDL_HAPTIC_STATUS feature. * * \param haptic Haptic device to query the effect status on. * \param effect Identifier of the effect to query it's status. * \return 0 if it isn't playing, SDL_HAPTIC_PLAYING if it is playing * or -1 on error. * * \sa SDL_HapticRunEffect * \sa SDL_HapticStopEffect */ extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic, int effect); /** * \fn int SDL_HapticSetGain(SDL_Haptic * haptic, int gain) * * \brief Sets the global gain of the device. Gain should be between 0 and 100. * * Device must support the SDL_HAPTIC_GAIN feature. * * The user may specify the maxmimum gain by setting the environment variable * SDL_HAPTIC_GAIN_MAX which should be between 0 and 100. All calls to * SDL_HapticSetGain will scale linearly using SDL_HAPTIC_GAIN_MAX as the * maximum. * * \param haptic Haptic device to set the gain on. * \param gain Value to set the gain to, should be between 0 and 100. * \return 0 on success or -1 on error. * * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain); /** * \fn int SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter) * * \brief Sets 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 Haptic device to set autocentering on. * \param autocenter Value to set autocenter to, 0 disables autocentering. * \return 0 on success or -1 on error. * * \sa SDL_HapticQuery */ extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter); /** * \fn extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic) * * \brief Pauses a haptic device. * * Device must support the SDL_HAPTIC_PAUSE feature. Call SDL_HapticUnpause * to resume playback. * * Do not modify the effects nor add new ones while the device is paused. * That can cause all sorts of weird errors. * * \param haptic Haptic device to pause. * \return 0 on success or -1 on error. * * \sa SDL_HapticUnpause */ extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic); /** * \fn extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic) * * \brief Unpauses a haptic device. * * Call to unpause after SDL_HapticPause. * * \param haptic Haptic device to pause. * \return 0 on success or -1 on error. * * \sa SDL_HapticPause */ extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic); /** * \fn extern DECSLPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic) * * \brief Stops all the currently playing effects on a haptic device. * * \param haptic Haptic device to stop. * \return 0 on success or -1 on error. */ extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_haptic_h */ /* vi: set ts=4 sw=4 expandtab: */