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sdlhaptic.inc
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sdlhaptic.inc
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//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
*}
{$I jedi.inc}
{**
* 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.
*