Mercurial > sdl-ios-xcode
view include/SDL_haptic.h @ 3191:91b335df6fc8
Fixed bug #750
Since many different event structures include windowID it should be placed near
the beginning of the structure (preferably right after type) so it's position
is the same between different events.
This is to avoid code like this:
if (event.type == SDL_WINDOWEVENT)
win = event.window.windowID;
else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
win = event.key.windowID;
else if (event.type == SDL_TEXTINPUT)
win = event.text.windowID;
else if (event.type == SDL_MOUSEMOTION)
win = event.motion.windowID;
else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
SDL_MOUBUTTONUPMASK)) != 0)
win = event.button.windowID;
else if (event.type == SDL_MOUSEWHEEL)
win = event.wheel.windowID;
...
in favor of:
win = event.window.windowID;
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Jun 2009 14:00:21 +0000 |
parents | 0906692aa6a4 |
children | d3baf5ac4e37 |
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 */ /** * \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: */