Mercurial > sdl-ios-xcode
view src/haptic/SDL_haptic.c @ 3168:6338b7f2d024
Hi,
I have prepared a set of patches to readd WindowsCE support to SDL 1.3.
I've created a new GAPI/Rawframebuffer and a DirectDraw renderer.
Both renderers are work in progress and there are several unimplemented
cases. (Notably
RenderLine/RenderPoint/RenderFill/QueryTexturePixels/UpdateTexture and
texture blending )
Nevertheless I am successfully using these renderers together with the
SDL software renderer. (On most devices the SDL software renderer will
be much faster as there are only badly optimized vendor drivers available)
I send these patches now in this unpolished state because there seems to
be some interest in win ce and someone has to start supporting SDL 1.3
Now on to the patches:
wince_events_window_fixes.patch
fixes some wince incompatibilities and adds fullscreen support via
SHFullScreen. NOTE: This patch shouldn't have any side effects on
Windows, but I have NOT tested it on Windows, so please double-check.
This patch doesn't dependent on the following ones.
wince_renderers_system.patch
This patch does all necessary modifications to the SDL system.
- it adds the renderers to the configure system
- it adds the renderers to win32video
SDL_ceddrawrender.c
SDL_ceddrawrender.h
SDL_gapirender_c.h
SDL_gapirender.c
SDL_gapirender.h
these files add the new render drivers and should be placed in
src/video/win32
Some notes to people who want to test this:
- I have only compiled sdl with ming32ce, so the VisualC files are not
up to date
- As mingw32ce has no ddraw.h this file must be taken from the MS SDK
and modified to work with gcc
- I had to modify line 2611 in configure.in to
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lcoredll -lcommctrl -lmmtimer
-Wl,--image-base -Wl,0x10000"
otherwise GetCPinfo wouldn't link. If someone knows whats causing this
I'd be happy to hear about it.
It would be great if these patches could make their way into SVN as this
would make collaboration much much easier.
I'm out of office for the next week and therefore will be unavailable
via email.
Regards
Stefan
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 07 Jun 2009 02:44:46 +0000 |
parents | 4094b4f1c3a1 |
children | aa8de4b80772 |
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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 */ #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)) { return NULL; } /* Joystick must be haptic */ if (SDL_SYS_JoystickIsHaptic(joystick) <= 0) { 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); }