-
Notifications
You must be signed in to change notification settings - Fork 48
/
sdlhaptic.inc
1155 lines (1055 loc) · 37.9 KB
/
sdlhaptic.inc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
//from "sdl_haptic.h"
{**
*
* 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().
*
* Simple rumble example:
*
* SDL_Haptic *haptic;
*
* // Open the device
* haptic = SDL_HapticOpen( 0 );
* if (haptic == NULL)
* return -1;
*
* // Initialize simple rumble
* if (SDL_HapticRumbleInit( haptic ) != 0)
* return -1;
*
* // Play effect at 50% strength for 2 seconds
* if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
* return -1;
* SDL_Delay( 2000 );
*
* // Clean up
* SDL_HapticClose( haptic );
*
*
* Complete example:
*
* 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
*
*
*
* You can also find out more information on my blog:
* http://bobbens.dyndns.org/journal/2010/sdl_haptic/
*
* Edgar Simo Serra
*}
{**
* SDL_Haptic
*
* The haptic structure used to identify an SDL haptic.
*
* SDL_HapticOpen
* SDL_HapticOpenFromJoystick
* SDL_HapticClose
*}
type
PSDL_Haptic = ^TSDL_Haptic;
TSDL_Haptic = record end;
{**
* Haptic features
*
* Different haptic features a device can have.
*}
{**
* Haptic effects
*}
{**
* Constant effect supported.
*
* Constant haptic effect.
*
* SDL_HapticCondition
*}
const
SDL_HAPTIC_CONSTANT = (1 shl 0);
{**
* Sine wave effect supported.
*
* Periodic haptic effect that simulates sine waves.
*
* SDL_HapticPeriodic
*}
const
SDL_HAPTIC_SINE = (1 shl 1);
{**
* Square wave effect supported.
*
* Periodic haptic effect that simulates square waves.
*
* SDL_HapticPeriodic
*}
const
SDL_HAPTIC_SQUARE = (1 shl 2);
{**
* Triangle wave effect supported.
*
* Periodic haptic effect that simulates triangular waves.
*
* SDL_HapticPeriodic
*}
const
SDL_HAPTIC_TRIANGLE = (1 shl 3);
{**
* Sawtoothup wave effect supported.
*
* Periodic haptic effect that simulates saw tooth up waves.
*
* SDL_HapticPeriodic
*}
const
SDL_HAPTIC_SAWTOOTHUP = (1 shl 4);
{**
* Sawtoothdown wave effect supported.
*
* Periodic haptic effect that simulates saw tooth down waves.
*
* SDL_HapticPeriodic
*}
const
SDL_HAPTIC_SAWTOOTHDOWN = (1 shl 5);
{**
* Ramp effect supported.
*
* Ramp haptic effect.
*
* SDL_HapticRamp
*}
const
SDL_HAPTIC_RAMP = (1 shl 6);
{**
* Spring effect supported - uses axes position.
*
* Condition haptic effect that simulates a spring. Effect is based on the
* axes position.
*
* SDL_HapticCondition
*}
const
SDL_HAPTIC_SPRING = (1 shl 7);
{**
* Damper effect supported - uses axes velocity.
*
* Condition haptic effect that simulates dampening. Effect is based on the
* axes velocity.
*
* SDL_HapticCondition
*}
const
SDL_HAPTIC_DAMPER = (1 shl 8);
{**
* Inertia effect supported - uses axes acceleration.
*
* Condition haptic effect that simulates inertia. Effect is based on the axes
* acceleration.
*
* SDL_HapticCondition
*}
const
SDL_HAPTIC_INERTIA = (1 shl 9);
{**
* Friction effect supported - uses axes movement.
*
* Condition haptic effect that simulates friction. Effect is based on the
* axes movement.
*
* SDL_HapticCondition
*}
const
SDL_HAPTIC_FRICTION = (1 shl 10);
{**
* Custom effect is supported.
*
* User defined custom haptic effect.
*}
const
SDL_HAPTIC_CUSTOM = (1 shl 11);
{*Haptic effects*}
{* These last few are features the device has, not effects *}
{**
* Device can set global gain.
*
* Device supports setting the global gain.
*
* SDL_HapticSetGain
*}
const
SDL_HAPTIC_GAIN = (1 shl 12);
{**
* Device can set autocenter.
*
* Device supports setting autocenter.
*
* SDL_HapticSetAutocenter
*}
const
SDL_HAPTIC_AUTOCENTER = (1 shl 13);
{**
* Device can be queried for effect status.
*
* Device can be queried for effect status.
*
* SDL_HapticGetEffectStatus
*}
const
SDL_HAPTIC_STATUS = (1 shl 14);
{**
* Device can be paused.
*
* SDL_HapticPause
* SDL_HapticUnpause
*}
const
SDL_HAPTIC_PAUSE = (1 shl 15);
{**
* Direction encodings
*}
{**
* Uses polar coordinates for the direction.
*
* SDL_HapticDirection
*}
const
SDL_HAPTIC_POLAR = 0;
{**
* Uses cartesian coordinates for the direction.
*
* SDL_HapticDirection
*}
const
SDL_HAPTIC_CARTESIAN = 1;
{**
* Uses spherical coordinates for the direction.
*
* SDL_HapticDirection
*}
const
SDL_HAPTIC_SPHERICAL = 2;
{*Direction encodings*}
{*Haptic features*}
{*
* Misc defines.
*}
{**
* Used to play a device an infinite number of times.
*
* SDL_HapticRunEffect
*}
const
//SDL_HAPTIC_INFINITY = 4294967295U;
SDL_HAPTIC_INFINITY = 4294967295; //right?!
{**
* 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:
*
.--.
|__| .-------.
|=.| |.-----.|
|--| || ||
| | |'-----'|
|__|~')_____('
[ COMPUTER ]
North (0,-1)
^
|
|
(1,0) West <----[ HAPTIC ]----> East (-1,0)
|
|
v
South (0,1)
[ USER ]
\|||/
(o o)
---ooO-(_)-Ooo---
*
* 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):
* - Degrees from (1, 0) rotated towards (0, 1).
* - 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):
*
* 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.
*
*
* SDL_HAPTIC_POLAR
* SDL_HAPTIC_CARTESIAN
* SDL_HAPTIC_SPHERICAL
* SDL_HapticEffect
* SDL_HapticNumAxes
*}
type
TSDL_HapticDirection = record
_type: UInt8; {**< The type of encoding. *}
dir: array[0..2] of SInt32; {**< The encoded direction. *}
end;
{**
* 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.
*
* SDL_HAPTIC_CONSTANT
* SDL_HapticEffect
*}
type
TSDL_HapticConstant = record
{* Header *}
_type: UInt16; {**< SDL_HAPTIC_CONSTANT *}
direction: TSDL_HapticDirection; {**< Direction of the effect. *}
{* Replay *}
length: UInt32; {**< Duration of the effect. *}
delay: UInt16; {**< Delay before starting the effect. *}
{* Trigger *}
button: UInt16; {**< Button that triggers the effect. *}
interval: UInt16; {**< How soon it can be triggered again after button. *}
{* Constant *}
level: SInt16; {**< Strength of the constant effect. *}
{* Envelope *}
attack_length: UInt16; {**< Duration of the attack. *}
attack_level: UInt16; {**< Level at the start of the attack. *}
fade_length: UInt16; {**< Duration of the fade. *}
fade_level: UInt16; {**< Level at the end of the fade. *}
end;
{**
* 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 cycle meaning that giving the phase a value
* of 9000 will displace it 25% of its period. Here are sample values:
* - 0: No phase displacement.
* - 9000: Displaced 25% of its period.
* - 18000: Displaced 50% of its period.
* - 27000: Displaced 75% of its period.
* - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
*
* Examples:
*
SDL_HAPTIC_SINE
__ __ __ __
/ \ / \ / \ /
/ \__/ \__/ \__/
SDL_HAPTIC_SQUARE
__ __ __ __ __
| | | | | | | | | |
| |__| |__| |__| |__| |
SDL_HAPTIC_TRIANGLE
/\ /\ /\ /\ /\
/ \ / \ / \ / \ /
/ \/ \/ \/ \/
SDL_HAPTIC_SAWTOOTHUP
/| /| /| /| /| /| /|
/ | / | / | / | / | / | / |
/ |/ |/ |/ |/ |/ |/ |
SDL_HAPTIC_SAWTOOTHDOWN
\ |\ |\ |\ |\ |\ |\ |
\ | \ | \ | \ | \ | \ | \ |
\| \| \| \| \| \| \|
*
* SDL_HAPTIC_SINE
* SDL_HAPTIC_SQUARE
* SDL_HAPTIC_TRIANGLE
* SDL_HAPTIC_SAWTOOTHUP
* SDL_HAPTIC_SAWTOOTHDOWN
* SDL_HapticEffect
*}
type
TSDL_HapticPeriodic = record
{ Header *}
_type: UInt16; {**< SDL_HAPTIC_SINE, SDL_HAPTIC_SQUARE,
SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP or
SDL_HAPTIC_SAWTOOTHDOWN *}
direction: TSDL_HapticDirection; {**< Direction of the effect. *}
{* Replay *}
length: UInt32; {**< Duration of the effect. *}
delay: UInt16; {**< Delay before starting the effect. *}
{* Trigger *}
button: UInt16; {**< Button that triggers the effect. *}
interval: UInt16; {**< How soon it can be triggered again after button. *}
{* Periodic *}
period: UInt16; {**< Period of the wave. *}
magnitude: SInt16; {**< Peak value. *}
offset: SInt16; {**< Mean value of the wave. *}
phase: UInt16; {**< Horizontal shift given by hundredth of a cycle. *}
{* Envelope *}
attack_length: UInt16; {**< Duration of the attack. *}
attack_level: UInt16; {**< Level at the start of the attack. *}
fade_length: UInt16; {**< Duration of the fade. *}
fade_level: UInt16; {**< Level at the end of the fade. *}
end;
{**
* 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.
*
* SDL_HapticDirection
* SDL_HAPTIC_SPRING
* SDL_HAPTIC_DAMPER
* SDL_HAPTIC_INERTIA
* SDL_HAPTIC_FRICTION
* SDL_HapticEffect
*}
type
TSDL_HapticCondition = record
{* Header *}
_type: UInt16; {**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER,
SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION *}
direction: TSDL_HapticDirection; {**< Direction of the effect - Not used ATM. *}
{* Replay *}
length: UInt32; {**< Duration of the effect. *}
delay: UInt16; {**< Delay before starting the effect. *}
{* Trigger *}
button: UInt16; {**< Button that triggers the effect. *}
interval: UInt16; {**< How soon it can be triggered again after button. *}
{* Condition *}
right_sat: array[0..2] of UInt16; {**< Level when joystick is to the positive side. *}
left_sat: array[0..2] of UInt16; {**< Level when joystick is to the negative side. *}
right_coeff: array[0..2] of SInt16; {**< How fast to increase the force towards the positive side. *}
left_coeff: array[0..2] of SInt16; {**< How fast to increase the force towards the negative side. *}
deadband: array[0..2] of UInt16; {**< Size of the dead zone. *}
center: array[0..2] of SInt16; {**< Position of the dead zone. *}
end;
{**
* 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
* the effects get added to the ramp effect making the effect become
* quadratic instead of linear.
*
* SDL_HAPTIC_RAMP
* SDL_HapticEffect
*}
type
TSDL_HapticRamp = record
{* Header *}
_type: UInt16; {**< SDL_HAPTIC_RAMP *}
direction: TSDL_HapticDirection; {**< Direction of the effect. *}
{* Replay *}
length: UInt32; {**< Duration of the effect. *}
delay: UInt16; {**< Delay before starting the effect. *}
{* Trigger *}
button: UInt16; {**< Button that triggers the effect. *}
interval: UInt16; {**< How soon it can be triggered again after button. *}
{* Ramp *}
start: SInt16; {**< Beginning strength level. *}
_end: SInt16; {**< Ending strength level. *}
{* Envelope *}
attack_length: UInt16; {**< Duration of the attack. *}
attack_level: UInt16; {**< Level at the start of the attack. *}
fade_length: UInt16; {**< Duration of the fade. *}
fade_level: UInt16; {**< Level at the end of the fade. *}
end;
{**
* 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 its 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.
*
* SDL_HAPTIC_CUSTOM
* SDL_HapticEffect
*}
type
TSDL_HapticCustom = record
{* Header *}
_type: UInt16; {**< SDL_HAPTIC_CUSTOM *}
direction: TSDL_HapticDirection; {**< Direction of the effect. *}
{* Replay *}
length: UInt32; {**< Duration of the effect. *}
delay: UInt16; {**< Delay before starting the effect. *}
{* Trigger *}
button: UInt16; {**< Button that triggers the effect. *}
interval: UInt16; {**< How soon it can be triggered again after button. *}
{* Custom *}
channels: UInt8; {**< Axes to use, minimum of one. *}
period: UInt16; {**< Sample periods. *}
samples: UInt16; {**< Amount of samples. *}
data: PUInt16; {**< Should contain channels*samples items. *}
{* Envelope *}
attack_length: UInt16; {**< Duration of the attack. *}
attack_level: UInt16; {**< Level at the start of the attack. *}
fade_length: UInt16; {**< Duration of the fade. *}
fade_level: UInt16; {**< Level at the end of the fade. *}
end;
{**
* 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
* the joystick.
*
* If both attack_length and fade_level are 0, the envelope is not used,
* otherwise both values are used.
*
* Common parts:
*
* // 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.
*
*
*
* Here we have an example of a constant effect evolution in time:
*
Strength
^
|
| effect level --> _________________
| / \
| / \
| / \
| / \
| attack_level --> | \
| | | <--- fade_level
|
+--------------------------------------------------> Time
[--] [---]
attack_length fade_length
[------------------][-----------------------]
delay length
*
* Note either the attack_level or the fade_level may be above the actual
* effect level.
*
* SDL_HapticConstant
* SDL_HapticPeriodic
* SDL_HapticCondition
* SDL_HapticRamp
* SDL_HapticCustom
*}
type
PSDL_HapticEffect = ^TSDL_HapticEffect;
TSDL_HapticEffect = record
{* Common for all force feedback effects *}
_type: UInt16; {**< Effect type. *}
case UInt16 of
0: (constant: TSDL_HapticConstant;); {**< Constant effect. *}
1: (periodic: TSDL_HapticPeriodic;); {**< Periodic effect. *}
2: (condition: TSDL_HapticCondition;); {**< Condition effect. *}
3: (ramp: TSDL_HapticRamp;); {**< Ramp effect. *}
4: (custom: TSDL_HapticCustom;); {**< Custom effect. *}
end;
{* Function prototypes *}
{**
* Count the number of haptic devices attached to the system.
*
* Number of haptic devices detected on the system.
*}
function SDL_NumHaptics: Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_NumHaptics' {$ENDIF} {$ENDIF};
{**
* 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.
*
* device_index Index of the device to get its name.
* Name of the device or NULL on error.
*
* SDL_NumHaptics
*}
function SDL_HapticName(device_index: Integer): PAnsiChar cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticName' {$ENDIF} {$ENDIF};
{**
* 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, its gain will be set to maximum and
* autocenter will be disabled. To modify these values use
* SDL_HapticSetGain() and SDL_HapticSetAutocenter().
*
* device_index Index of the device to open.
* Device identifier or NULL on error.
*
* SDL_HapticIndex
* SDL_HapticOpenFromMouse
* SDL_HapticOpenFromJoystick
* SDL_HapticClose
* SDL_HapticSetGain
* SDL_HapticSetAutocenter
* SDL_HapticPause
* SDL_HapticStopAll
*}
function SDL_HapticOpen(device_index: Integer): PSDL_Haptic cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticOpen' {$ENDIF} {$ENDIF};
{**
* Checks if the haptic device at index has been opened.
*
* device_index Index to check to see if it has been opened.
* 1 if it has been opened or 0 if it hasn't.
*
* SDL_HapticOpen
* SDL_HapticIndex
*}
function SDL_HapticOpened(device_index: Integer): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticOpened' {$ENDIF} {$ENDIF};
{**
* Gets the index of a haptic device.
*
* haptic Haptic device to get the index of.
* The index of the haptic device or -1 on error.
*
* SDL_HapticOpen
* SDL_HapticOpened
*}
function SDL_HapticIndex(haptic: PSDL_Haptic): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticIndex' {$ENDIF} {$ENDIF};
{**
* Gets whether or not the current mouse has haptic capabilities.
*
* SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
*
* SDL_HapticOpenFromMouse
*}
function SDL_MouseIsHaptic: Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_MouseInHaptic' {$ENDIF} {$ENDIF};
{**
* Tries to open a haptic device from the current mouse.
*
* The haptic device identifier or NULL on error.
*
* SDL_MouseIsHaptic
* SDL_HapticOpen
*}
function SDL_HapticOpenFromMouse: PSDL_Haptic cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticOpenFromMouse' {$ENDIF} {$ENDIF};
{**
* Checks to see if a joystick has haptic features.
*
* joystick Joystick to test for haptic capabilities.
* 1 if the joystick is haptic, 0 if it isn't
* or -1 if an error ocurred.
*
* SDL_HapticOpenFromJoystick
*}
function SDL_JoystickIsHaptic(joystick: PSDL_Joystick): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_JoystickIsHaptic' {$ENDIF} {$ENDIF};
{**
* Opens a Haptic device for usage from a Joystick device.
*
* You must still close the haptic device seperately. It will not be closed
* with 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.
*
* joystick Joystick to create a haptic device from.
* A valid haptic device identifier on success or NULL on error.
*
* SDL_HapticOpen
* SDL_HapticClose
*}
function SDL_HapticOpenFromJoystick(joystick: PSDL_Joystick): PSDL_Haptic cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticOpenFromJoystick' {$ENDIF} {$ENDIF};
{**
* Closes a Haptic device previously opened with SDL_HapticOpen().
*
* haptic Haptic device to close.
*}
procedure SDL_HapticClose(haptic: PSDL_Haptic) cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticClose' {$ENDIF} {$ENDIF};
{**
* Returns the number of effects a haptic device can store.
*
* On some platforms this isn't fully supported, and therefore is an
* approximation. Always check to see if your created effect was actually
* created and do not rely solely on SDL_HapticNumEffects().
*
* haptic The haptic device to query effect max.
* The number of effects the haptic device can store or
* -1 on error.
*
* SDL_HapticNumEffectsPlaying
* SDL_HapticQuery
*}
function SDL_HapticNumEffects(haptic: PSDL_Haptic): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticNumEffects' {$ENDIF} {$ENDIF};
{**
* 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 completeness.
*
* haptic The haptic device to query maximum playing effects.
* The number of effects the haptic device can play at the same time
* or -1 on error.
*
* SDL_HapticNumEffects
* SDL_HapticQuery
*}
function SDL_HapticNumEffectsPlaying(haptic: PSDL_Haptic): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticNumEffectsPlaying' {$ENDIF} {$ENDIF};
{**
* Gets the haptic devices supported features in bitwise matter.
*
* Example:
*
* if (SDL_HapticQueryEffects(haptic) & SDL_HAPTIC_CONSTANT)
* printf("We have constant haptic effect!");
*
*
*
* haptic The haptic device to query.
* Haptic features in bitwise manner (OR'd).
*
* SDL_HapticNumEffects
* SDL_HapticEffectSupported
*}
function SDL_HapticQuery(haptic: PSDL_Haptic): UInt32 cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticQuery' {$ENDIF} {$ENDIF};
{**
* Gets the number of haptic axes the device has.
*
* SDL_HapticDirection
*}
function SDL_HapticNumAxes(haptic: PSDL_Haptic): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticNumAxes' {$ENDIF} {$ENDIF};
{**
* Checks to see if effect is supported by haptic.
*
* haptic Haptic device to check on.
* effect Effect to check to see if it is supported.
* SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
*
* SDL_HapticQuery
* SDL_HapticNewEffect
*}
function SDL_HapticEffectSupported(haptic: PSDL_Haptic; effect: PSDL_HapticEffect): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticEffectSupported' {$ENDIF} {$ENDIF};
{**
* Creates a new haptic effect on the device.
*
* haptic Haptic device to create the effect on.
* effect Properties of the effect to create.
* The id of the effect on success or -1 on error.
*
* SDL_HapticUpdateEffect
* SDL_HapticRunEffect
* SDL_HapticDestroyEffect
*}
function SDL_HapticNewEffect(haptic: PSDL_Haptic; effect: PSDL_HapticEffect): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticNewEffect' {$ENDIF} {$ENDIF};
{**
* 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 SDL_HapticUpdateEffect().
*
* haptic Haptic device that has the effect.
* effect Effect to update.
* data New effect properties to use.
* The id of the effect on success or -1 on error.
*
* SDL_HapticNewEffect
* SDL_HapticRunEffect
* SDL_HapticDestroyEffect
*}
function SDL_HapticUpdateEffect(haptic: PSDL_Haptic; effect: Integer; data: PSDL_HapticEffect): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticUpdateEffect' {$ENDIF} {$ENDIF};
{**
* Runs the haptic effect on its associated 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.
*
* haptic Haptic device to run the effect on.
* effect Identifier of the haptic effect to run.
* iterations Number of iterations to run the effect. Use
* SDL_HAPTIC_INFINITY for infinity.
* 0 on success or -1 on error.
*
* SDL_HapticStopEffect
* SDL_HapticDestroyEffect
* SDL_HapticGetEffectStatus
*}
function SDL_HapticRunEffect(haptic: PSDL_Haptic; effect: Integer; iterations: UInt32): Integer cdecl; external SDL_LibName {$IFDEF DELPHI} {$IFDEF MACOS} name '_SDL_HapticRunEffect' {$ENDIF} {$ENDIF};
{**
* Stops the haptic effect on its associated haptic device.
*
* haptic Haptic device to stop the effect on.
* effect Identifier of the effect to stop.