Mercurial > sdl-ios-xcode
view src/haptic/SDL_haptic.c @ 2479:b9eb2cfe16cd gsoc2008_force_feedback
Added some preliminary support for haptic effect control.
author | Edgar Simo <bobbens@gmail.com> |
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date | Mon, 30 Jun 2008 21:38:29 +0000 |
parents | 4fd783e0f34b |
children | b883974445fc |
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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_haptic_c.h" #include "SDL_syshaptic.h" static Uint8 SDL_numhaptics = 0; SDL_Haptic **SDL_haptics = NULL; static SDL_Haptic *default_haptic = 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) { SDL_numhaptics = 0; } else { SDL_memset(SDL_haptics, 0, arraylen); SDL_numhaptics = status; } status = 0; } default_haptic = NULL; return status; } /* * 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("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("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; } /* Add haptic to list */ ++haptic->ref_count; for (i = 0; SDL_haptics[i]; ++i) /* Skip to next haptic */ ; SDL_haptics[i] = haptic; return haptic; } /* * Checks to see if the haptic device is valid */ static int ValidHaptic(SDL_Haptic ** haptic) { int valid; if (*haptic == NULL) { SDL_SetError("Haptic device hasn't been opened yet"); valid = 0; } else { valid = 1; } return valid; } /* * 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 */ SDL_SYS_HapticClose(haptic); /* Remove from the list */ for (i = 0; SDL_haptics[i]; ++i) { if (haptic == SDL_haptics[i]) { 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_numhaptics = 0; SDL_SYS_HapticQuit(); if (SDL_haptics != NULL) { SDL_free(SDL_haptics); SDL_haptics = NULL; } } /* * Returns the number of effects a haptic device has. */ int SDL_HapticNumEffects(SDL_Haptic * haptic) { if (!ValidHaptic(&haptic)) { return -1; } return haptic->neffects; } /* * Returns supported effects by the device. */ unsigned int SDL_HapticQueryEffects(SDL_Haptic * haptic) { if (!ValidHaptic(&haptic)) { return -1; } return haptic->supported; } 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; } /* 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]) != 0) { return -1; /* Backend failed to create effect */ } return i; } } SDL_SetError("Haptic device has no free space left."); return -1; } /* * Runs the haptic effect on the device. */ int SDL_HapticRunEffect(SDL_Haptic * haptic, int effect) { if (!ValidHaptic(&haptic)) { return -1; } /* Run the effect */ if (SDL_SYS_HapticRunEffect(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)) { return; } /* Not allocated */ if (haptic->effects[effect].hweffect == NULL) { return; } SDL_SYS_HapticDestroyEffect(haptic, &haptic->effects[effect]); }