Mercurial > sdl-ios-xcode
view test/testhaptic.c @ 3496:78fc8ea578b2
Joe 2009-11-23 21:31:10 PST
If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
367 * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN
uses
368 * the first three \c dir parameters. The cardinal directions would
be:
369 * - North: 0,-1, 0
370 * - East: -1, 0, 0
371 * - South: 0, 1, 0
372 * - West: 1, 0, 0
typedef struct SDL_HapticDirection
{
Uint8 type; /**< The type of encoding. */
Uint16 dir[3]; /**< The encoded direction. */
} SDL_HapticDirection;
An unsigned int can't store negative values and I don't see an alternate way to
encode them in the docs or source. The best I have been able to come up with is
using a negative magnitude for the effect but this will only get me 2 of the 4
quadrants in the plane for 2d effects. I looked at the win32 and linux
implementations and I believe is is safe to use signed ints in the direction
struct. I am unfamiliar with the darwin haptics API so I don't know if it is
safe.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 27 Nov 2009 19:29:27 +0000 |
parents | 9de326b3099c |
children |
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/* Copyright (c) 2008, Edgar Simo Serra All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * 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. * 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. 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. */ /* * includes */ #include <stdlib.h> #include "SDL.h" #include "SDL_haptic.h" #include <stdio.h> /* printf */ #include <string.h> /* strstr */ #include <ctype.h> /* isdigit */ static SDL_Haptic *haptic; /* * prototypes */ static void abort_execution(void); static void HapticPrintSupported(SDL_Haptic * haptic); /** * @brief The entry point of this force feedback demo. * @param[in] argc Number of arguments. * @param[in] argv Array of argc arguments. */ int main(int argc, char **argv) { int i; char *name; int index; SDL_HapticEffect efx[5]; int id[5]; int nefx; unsigned int supported; name = NULL; index = -1; if (argc > 1) { name = argv[1]; if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) { printf("USAGE: %s [device]\n" "If device is a two-digit number it'll use it as an index, otherwise\n" "it'll use it as if it were part of the device's name.\n", argv[0]); return 0; } i = strlen(name); if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) { index = atoi(name); name = NULL; } } /* Initialize the force feedbackness */ SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC); printf("%d Haptic devices detected.\n", SDL_NumHaptics()); if (SDL_NumHaptics() > 0) { /* We'll just use index or the first force feedback device found */ if (name == NULL) { i = (index != -1) ? index : 0; } /* Try to find matching device */ else { for (i = 0; i < SDL_NumHaptics(); i++) { if (strstr(SDL_HapticName(i), name) != NULL) break; } if (i >= SDL_NumHaptics()) { printf("Unable to find device matching '%s', aborting.\n", name); return 1; } } haptic = SDL_HapticOpen(i); if (haptic == NULL) { printf("Unable to create the haptic device: %s\n", SDL_GetError()); return 1; } printf("Device: %s\n", SDL_HapticName(i)); HapticPrintSupported(haptic); } else { printf("No Haptic devices found!\n"); return 1; } /* We only want force feedback errors. */ SDL_ClearError(); /* Create effects. */ memset(&efx, 0, sizeof(efx)); nefx = 0; supported = SDL_HapticQuery(haptic); printf("\nUploading effects\n"); /* First we'll try a SINE effect. */ if (supported & SDL_HAPTIC_SINE) { printf(" effect %d: Sine Wave\n", nefx); efx[nefx].type = SDL_HAPTIC_SINE; efx[nefx].periodic.period = 1000; efx[nefx].periodic.magnitude = 0x4000; efx[nefx].periodic.length = 5000; efx[nefx].periodic.attack_length = 1000; efx[nefx].periodic.fade_length = 1000; id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); if (id[nefx] < 0) { printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); abort_execution(); } nefx++; } /* Now we'll try a SAWTOOTHUP */ if (supported & SDL_HAPTIC_SAWTOOTHUP) { printf(" effect %d: Sawtooth Up\n", nefx); efx[nefx].type = SDL_HAPTIC_SQUARE; efx[nefx].periodic.period = 500; efx[nefx].periodic.magnitude = 0x5000; efx[nefx].periodic.length = 5000; efx[nefx].periodic.attack_length = 1000; efx[nefx].periodic.fade_length = 1000; id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); if (id[nefx] < 0) { printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); abort_execution(); } nefx++; } /* Now the classical constant effect. */ if (supported & SDL_HAPTIC_CONSTANT) { printf(" effect %d: Constant Force\n", nefx); efx[nefx].type = SDL_HAPTIC_CONSTANT; efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR; efx[nefx].constant.direction.dir[0] = 20000; /* Force comes from the south-west. */ efx[nefx].constant.length = 5000; efx[nefx].constant.level = 0x6000; efx[nefx].constant.attack_length = 1000; efx[nefx].constant.fade_length = 1000; id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); if (id[nefx] < 0) { printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); abort_execution(); } nefx++; } /* The cute spring effect. */ if (supported & SDL_HAPTIC_SPRING) { printf(" effect %d: Condition Spring\n", nefx); efx[nefx].type = SDL_HAPTIC_SPRING; efx[nefx].condition.length = 5000; for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { efx[nefx].condition.right_sat[i] = 0x7FFF; efx[nefx].condition.left_sat[i] = 0x7FFF; efx[nefx].condition.right_coeff[i] = 0x2000; efx[nefx].condition.left_coeff[i] = 0x2000; efx[nefx].condition.center[i] = 0x1000; /* Displace the center for it to move. */ } id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); if (id[nefx] < 0) { printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); abort_execution(); } nefx++; } /* The pretty awesome inertia effect. */ if (supported & SDL_HAPTIC_INERTIA) { printf(" effect %d: Condition Inertia\n", nefx); efx[nefx].type = SDL_HAPTIC_SPRING; efx[nefx].condition.length = 5000; for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { efx[nefx].condition.right_sat[i] = 0x7FFF; efx[nefx].condition.left_sat[i] = 0x7FFF; efx[nefx].condition.right_coeff[i] = 0x2000; efx[nefx].condition.left_coeff[i] = 0x2000; } id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); if (id[nefx] < 0) { printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); abort_execution(); } nefx++; } printf ("\nNow playing effects for 5 seconds each with 1 second delay between\n"); for (i = 0; i < nefx; i++) { printf(" Playing effect %d\n", i); SDL_HapticRunEffect(haptic, id[i], 1); SDL_Delay(6000); /* Effects only have length 5000 */ } /* Quit */ if (haptic != NULL) SDL_HapticClose(haptic); SDL_Quit(); return 0; } /* * Cleans up a bit. */ static void abort_execution(void) { printf("\nAborting program execution.\n"); SDL_HapticClose(haptic); SDL_Quit(); exit(1); } /* * Displays information about the haptic device. */ static void HapticPrintSupported(SDL_Haptic * haptic) { unsigned int supported; supported = SDL_HapticQuery(haptic); printf(" Supported effects [%d effects, %d playing]:\n", SDL_HapticNumEffects(haptic), SDL_HapticNumEffectsPlaying(haptic)); if (supported & SDL_HAPTIC_CONSTANT) printf(" constant\n"); if (supported & SDL_HAPTIC_SINE) printf(" sine\n"); if (supported & SDL_HAPTIC_SQUARE) printf(" square\n"); if (supported & SDL_HAPTIC_TRIANGLE) printf(" triangle\n"); if (supported & SDL_HAPTIC_SAWTOOTHUP) printf(" sawtoothup\n"); if (supported & SDL_HAPTIC_SAWTOOTHDOWN) printf(" sawtoothdown\n"); if (supported & SDL_HAPTIC_RAMP) printf(" ramp\n"); if (supported & SDL_HAPTIC_FRICTION) printf(" friction\n"); if (supported & SDL_HAPTIC_SPRING) printf(" spring\n"); if (supported & SDL_HAPTIC_DAMPER) printf(" damper\n"); if (supported & SDL_HAPTIC_INERTIA) printf(" intertia\n"); if (supported & SDL_HAPTIC_CUSTOM) printf(" custom\n"); printf(" Supported capabilities:\n"); if (supported & SDL_HAPTIC_GAIN) printf(" gain\n"); if (supported & SDL_HAPTIC_AUTOCENTER) printf(" autocenter\n"); if (supported & SDL_HAPTIC_STATUS) printf(" status\n"); }