You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1238 lines
38 KiB
1238 lines
38 KiB
/* |
|
Simple DirectMedia Layer |
|
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
|
|
|
This software is provided 'as-is', without any express or implied |
|
warranty. In no event will the authors be held liable for any damages |
|
arising from the use of this software. |
|
|
|
Permission is granted to anyone to use this software for any purpose, |
|
including commercial applications, and to alter it and redistribute it |
|
freely, subject to the following restrictions: |
|
|
|
1. The origin of this software must not be misrepresented; you must not |
|
claim that you wrote the original software. If you use this software |
|
in a product, an acknowledgment in the product documentation would be |
|
appreciated but is not required. |
|
2. Altered source versions must be plainly marked as such, and must not be |
|
misrepresented as being the original software. |
|
3. This notice may not be removed or altered from any source distribution. |
|
*/ |
|
|
|
/** |
|
* \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(). |
|
* |
|
* \par Simple rumble example: |
|
* \code |
|
* 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 ); |
|
* \endcode |
|
* |
|
* \par Complete 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 |
|
*/ |
|
|
|
#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 |
|
extern "C" { |
|
#endif /* __cplusplus */ |
|
|
|
/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF). |
|
* |
|
* At the moment the magnitude variables are mixed between signed/unsigned, and |
|
* it is also not made clear that ALL of those variables expect a max of 0x7FFF. |
|
* |
|
* Some platforms may have higher precision than that (Linux FF, Windows XInput) |
|
* so we should fix the inconsistency in favor of higher possible precision, |
|
* adjusting for platforms that use different scales. |
|
* -flibit |
|
*/ |
|
|
|
/** |
|
* \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; |
|
|
|
|
|
/** |
|
* \name Haptic features |
|
* |
|
* Different haptic features a device can have. |
|
*/ |
|
/* @{ */ |
|
|
|
/** |
|
* \name Haptic effects |
|
*/ |
|
/* @{ */ |
|
|
|
/** |
|
* \brief Constant effect supported. |
|
* |
|
* Constant haptic effect. |
|
* |
|
* \sa SDL_HapticCondition |
|
*/ |
|
#define SDL_HAPTIC_CONSTANT (1u<<0) |
|
|
|
/** |
|
* \brief Sine wave effect supported. |
|
* |
|
* Periodic haptic effect that simulates sine waves. |
|
* |
|
* \sa SDL_HapticPeriodic |
|
*/ |
|
#define SDL_HAPTIC_SINE (1u<<1) |
|
|
|
/** |
|
* \brief Left/Right effect supported. |
|
* |
|
* Haptic effect for direct control over high/low frequency motors. |
|
* |
|
* \sa SDL_HapticLeftRight |
|
* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry, |
|
* we ran out of bits, and this is important for XInput devices. |
|
*/ |
|
#define SDL_HAPTIC_LEFTRIGHT (1u<<2) |
|
|
|
/* !!! FIXME: put this back when we have more bits in 2.1 */ |
|
/* #define SDL_HAPTIC_SQUARE (1<<2) */ |
|
|
|
/** |
|
* \brief Triangle wave effect supported. |
|
* |
|
* Periodic haptic effect that simulates triangular waves. |
|
* |
|
* \sa SDL_HapticPeriodic |
|
*/ |
|
#define SDL_HAPTIC_TRIANGLE (1u<<3) |
|
|
|
/** |
|
* \brief Sawtoothup wave effect supported. |
|
* |
|
* Periodic haptic effect that simulates saw tooth up waves. |
|
* |
|
* \sa SDL_HapticPeriodic |
|
*/ |
|
#define SDL_HAPTIC_SAWTOOTHUP (1u<<4) |
|
|
|
/** |
|
* \brief Sawtoothdown wave effect supported. |
|
* |
|
* Periodic haptic effect that simulates saw tooth down waves. |
|
* |
|
* \sa SDL_HapticPeriodic |
|
*/ |
|
#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) |
|
|
|
/** |
|
* \brief Ramp effect supported. |
|
* |
|
* Ramp haptic effect. |
|
* |
|
* \sa SDL_HapticRamp |
|
*/ |
|
#define SDL_HAPTIC_RAMP (1u<<6) |
|
|
|
/** |
|
* \brief Spring effect supported - uses axes position. |
|
* |
|
* Condition haptic effect that simulates a spring. Effect is based on the |
|
* axes position. |
|
* |
|
* \sa SDL_HapticCondition |
|
*/ |
|
#define SDL_HAPTIC_SPRING (1u<<7) |
|
|
|
/** |
|
* \brief Damper effect supported - uses axes velocity. |
|
* |
|
* Condition haptic effect that simulates dampening. Effect is based on the |
|
* axes velocity. |
|
* |
|
* \sa SDL_HapticCondition |
|
*/ |
|
#define SDL_HAPTIC_DAMPER (1u<<8) |
|
|
|
/** |
|
* \brief Inertia effect supported - uses axes acceleration. |
|
* |
|
* Condition haptic effect that simulates inertia. Effect is based on the axes |
|
* acceleration. |
|
* |
|
* \sa SDL_HapticCondition |
|
*/ |
|
#define SDL_HAPTIC_INERTIA (1u<<9) |
|
|
|
/** |
|
* \brief Friction effect supported - uses axes movement. |
|
* |
|
* Condition haptic effect that simulates friction. Effect is based on the |
|
* axes movement. |
|
* |
|
* \sa SDL_HapticCondition |
|
*/ |
|
#define SDL_HAPTIC_FRICTION (1u<<10) |
|
|
|
/** |
|
* \brief Custom effect is supported. |
|
* |
|
* User defined custom haptic effect. |
|
*/ |
|
#define SDL_HAPTIC_CUSTOM (1u<<11) |
|
|
|
/* @} *//* Haptic effects */ |
|
|
|
/* These last few are features the device has, not effects */ |
|
|
|
/** |
|
* \brief Device can set global gain. |
|
* |
|
* Device supports setting the global gain. |
|
* |
|
* \sa SDL_HapticSetGain |
|
*/ |
|
#define SDL_HAPTIC_GAIN (1u<<12) |
|
|
|
/** |
|
* \brief Device can set autocenter. |
|
* |
|
* Device supports setting autocenter. |
|
* |
|
* \sa SDL_HapticSetAutocenter |
|
*/ |
|
#define SDL_HAPTIC_AUTOCENTER (1u<<13) |
|
|
|
/** |
|
* \brief Device can be queried for effect status. |
|
* |
|
* Device supports querying effect status. |
|
* |
|
* \sa SDL_HapticGetEffectStatus |
|
*/ |
|
#define SDL_HAPTIC_STATUS (1u<<14) |
|
|
|
/** |
|
* \brief Device can be paused. |
|
* |
|
* Devices supports being paused. |
|
* |
|
* \sa SDL_HapticPause |
|
* \sa SDL_HapticUnpause |
|
*/ |
|
#define SDL_HAPTIC_PAUSE (1u<<15) |
|
|
|
|
|
/** |
|
* \name Direction encodings |
|
*/ |
|
/* @{ */ |
|
|
|
/** |
|
* \brief Uses polar coordinates for the direction. |
|
* |
|
* \sa SDL_HapticDirection |
|
*/ |
|
#define SDL_HAPTIC_POLAR 0 |
|
|
|
/** |
|
* \brief Uses cartesian coordinates for the direction. |
|
* |
|
* \sa SDL_HapticDirection |
|
*/ |
|
#define SDL_HAPTIC_CARTESIAN 1 |
|
|
|
/** |
|
* \brief Uses spherical coordinates for the direction. |
|
* |
|
* \sa SDL_HapticDirection |
|
*/ |
|
#define SDL_HAPTIC_SPHERICAL 2 |
|
|
|
/* @} *//* Direction encodings */ |
|
|
|
/* @} *//* Haptic features */ |
|
|
|
/* |
|
* Misc defines. |
|
*/ |
|
|
|
/** |
|
* \brief Used to play a device an infinite number of times. |
|
* |
|
* \sa SDL_HapticRunEffect |
|
*/ |
|
#define SDL_HAPTIC_INFINITY 4294967295U |
|
|
|
|
|
/** |
|
* \brief Structure that represents a haptic direction. |
|
* |
|
* This is the direction where the force comes from, |
|
* instead of the direction in which the force is exerted. |
|
* |
|
* 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: |
|
* \verbatim |
|
.--. |
|
|__| .-------. |
|
|=.| |.-----.| |
|
|--| || || |
|
| | |'-----'| |
|
|__|~')_____(' |
|
[ COMPUTER ] |
|
|
|
|
|
North (0,-1) |
|
^ |
|
| |
|
| |
|
(-1,0) West <----[ HAPTIC ]----> East (1,0) |
|
| |
|
| |
|
v |
|
South (0,1) |
|
|
|
|
|
[ USER ] |
|
\|||/ |
|
(o o) |
|
---ooO-(_)-Ooo--- |
|
\endverbatim |
|
* |
|
* 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 \c 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 \c 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 \c dir parameters are used. The \c 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): |
|
* \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. */ |
|
Sint32 dir[3]; /**< The encoded direction. */ |
|
} SDL_HapticDirection; |
|
|
|
|
|
/** |
|
* \brief A structure containing a template for a Constant effect. |
|
* |
|
* This struct is exclusively for 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; |
|
|
|
/** |
|
* \brief A structure containing a template for a Periodic effect. |
|
* |
|
* The struct handles the following effects: |
|
* - ::SDL_HAPTIC_SINE |
|
* - ::SDL_HAPTIC_LEFTRIGHT |
|
* - ::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 degree 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: |
|
* \verbatim |
|
SDL_HAPTIC_SINE |
|
__ __ __ __ |
|
/ \ / \ / \ / |
|
/ \__/ \__/ \__/ |
|
|
|
SDL_HAPTIC_SQUARE |
|
__ __ __ __ __ |
|
| | | | | | | | | | |
|
| |__| |__| |__| |__| | |
|
|
|
SDL_HAPTIC_TRIANGLE |
|
/\ /\ /\ /\ /\ |
|
/ \ / \ / \ / \ / |
|
/ \/ \/ \/ \/ |
|
|
|
SDL_HAPTIC_SAWTOOTHUP |
|
/| /| /| /| /| /| /| |
|
/ | / | / | / | / | / | / | |
|
/ |/ |/ |/ |/ |/ |/ | |
|
|
|
SDL_HAPTIC_SAWTOOTHDOWN |
|
\ |\ |\ |\ |\ |\ |\ | |
|
\ | \ | \ | \ | \ | \ | \ | |
|
\| \| \| \| \| \| \| |
|
\endverbatim |
|
* |
|
* \sa SDL_HAPTIC_SINE |
|
* \sa SDL_HAPTIC_LEFTRIGHT |
|
* \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_LEFTRIGHT, |
|
::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; if negative, equivalent to 180 degrees extra phase shift. */ |
|
Sint16 offset; /**< Mean value of the wave. */ |
|
Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ |
|
|
|
/* 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; |
|
|
|
/** |
|
* \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; max 0xFFFF. */ |
|
Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ |
|
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; max 0xFFFF: whole axis-range when 0-centered. */ |
|
Sint16 center[3]; /**< Position of the dead zone. */ |
|
} SDL_HapticCondition; |
|
|
|
/** |
|
* \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 |
|
* the 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; |
|
|
|
/** |
|
* \brief A structure containing a template for a Left/Right effect. |
|
* |
|
* This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect. |
|
* |
|
* The Left/Right effect is used to explicitly control the large and small |
|
* motors, commonly found in modern game controllers. The small (right) motor |
|
* is high frequency, and the large (left) motor is low frequency. |
|
* |
|
* \sa SDL_HAPTIC_LEFTRIGHT |
|
* \sa SDL_HapticEffect |
|
*/ |
|
typedef struct SDL_HapticLeftRight |
|
{ |
|
/* Header */ |
|
Uint16 type; /**< ::SDL_HAPTIC_LEFTRIGHT */ |
|
|
|
/* Replay */ |
|
Uint32 length; /**< Duration of the effect in milliseconds. */ |
|
|
|
/* Rumble */ |
|
Uint16 large_magnitude; /**< Control of the large controller motor. */ |
|
Uint16 small_magnitude; /**< Control of the small controller motor. */ |
|
} SDL_HapticLeftRight; |
|
|
|
/** |
|
* \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect. |
|
* |
|
* This struct is exclusively 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. |
|
* |
|
* \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; |
|
|
|
/** |
|
* \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 |
|
* the 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: |
|
* \verbatim |
|
Strength |
|
^ |
|
| |
|
| effect level --> _________________ |
|
| / \ |
|
| / \ |
|
| / \ |
|
| / \ |
|
| attack_level --> | \ |
|
| | | <--- fade_level |
|
| |
|
+--------------------------------------------------> Time |
|
[--] [---] |
|
attack_length fade_length |
|
|
|
[------------------][-----------------------] |
|
delay length |
|
\endverbatim |
|
* |
|
* 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_HapticLeftRight |
|
* \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_HapticLeftRight leftright; /**< Left/Right effect. */ |
|
SDL_HapticCustom custom; /**< Custom effect. */ |
|
} SDL_HapticEffect; |
|
|
|
|
|
/* Function prototypes */ |
|
/** |
|
* \brief Count the number of haptic devices attached to the system. |
|
* |
|
* \return Number of haptic devices detected on the system. |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_NumHaptics(void); |
|
|
|
/** |
|
* \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 its name. |
|
* \return Name of the device or NULL on error. |
|
* |
|
* \sa SDL_NumHaptics |
|
*/ |
|
extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index); |
|
|
|
/** |
|
* \brief Opens a haptic device for use. |
|
* |
|
* 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(). |
|
* |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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 occurred. |
|
* |
|
* \sa SDL_HapticOpenFromJoystick |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick); |
|
|
|
/** |
|
* \brief Opens a haptic device for use from a joystick device. |
|
* |
|
* You must still close the haptic device separately. 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. |
|
* |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \brief 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(). |
|
* |
|
* \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); |
|
|
|
/** |
|
* \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 completeness. |
|
* |
|
* \param haptic The haptic device to query maximum playing effects. |
|
* \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); |
|
|
|
/** |
|
* \brief Gets the haptic device's supported features in bitwise manner. |
|
* |
|
* Example: |
|
* \code |
|
* if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) { |
|
* printf("We have constant haptic effect!\n"); |
|
* } |
|
* \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); |
|
|
|
|
|
/** |
|
* \brief Gets the number of haptic axes the device has. |
|
* |
|
* \sa SDL_HapticDirection |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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 identifier 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); |
|
|
|
/** |
|
* \brief Updates the properties of an effect. |
|
* |
|
* Can be used dynamically, although behavior 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(). |
|
* |
|
* \param haptic Haptic device that has the effect. |
|
* \param effect Identifier of the effect to update. |
|
* \param data New effect properties to use. |
|
* \return 0 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); |
|
|
|
/** |
|
* \brief 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. |
|
* |
|
* \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); |
|
|
|
/** |
|
* \brief Stops the haptic effect on its associated 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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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 its status. |
|
* \return 0 if it isn't playing, 1 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); |
|
|
|
/** |
|
* \brief Sets the global gain of the device. |
|
* |
|
* Device must support the ::SDL_HAPTIC_GAIN feature. |
|
* |
|
* The user may specify the maximum 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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \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); |
|
|
|
/** |
|
* \brief Unpauses a haptic device. |
|
* |
|
* Call to unpause after SDL_HapticPause(). |
|
* |
|
* \param haptic Haptic device to unpause. |
|
* \return 0 on success or -1 on error. |
|
* |
|
* \sa SDL_HapticPause |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticUnpause(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); |
|
|
|
/** |
|
* \brief Checks to see if rumble is supported on a haptic device. |
|
* |
|
* \param haptic Haptic device to check to see if it supports rumble. |
|
* \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error. |
|
* |
|
* \sa SDL_HapticRumbleInit |
|
* \sa SDL_HapticRumblePlay |
|
* \sa SDL_HapticRumbleStop |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic); |
|
|
|
/** |
|
* \brief Initializes the haptic device for simple rumble playback. |
|
* |
|
* \param haptic Haptic device to initialize for simple rumble playback. |
|
* \return 0 on success or -1 on error. |
|
* |
|
* \sa SDL_HapticOpen |
|
* \sa SDL_HapticRumbleSupported |
|
* \sa SDL_HapticRumblePlay |
|
* \sa SDL_HapticRumbleStop |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic); |
|
|
|
/** |
|
* \brief Runs simple rumble on a haptic device |
|
* |
|
* \param haptic Haptic device to play rumble effect on. |
|
* \param strength Strength of the rumble to play as a 0-1 float value. |
|
* \param length Length of the rumble to play in milliseconds. |
|
* \return 0 on success or -1 on error. |
|
* |
|
* \sa SDL_HapticRumbleSupported |
|
* \sa SDL_HapticRumbleInit |
|
* \sa SDL_HapticRumbleStop |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length ); |
|
|
|
/** |
|
* \brief Stops the simple rumble on a haptic device. |
|
* |
|
* \param haptic Haptic to stop the rumble on. |
|
* \return 0 on success or -1 on error. |
|
* |
|
* \sa SDL_HapticRumbleSupported |
|
* \sa SDL_HapticRumbleInit |
|
* \sa SDL_HapticRumblePlay |
|
*/ |
|
extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic); |
|
|
|
/* Ends C function definitions when using C++ */ |
|
#ifdef __cplusplus |
|
} |
|
#endif |
|
#include "close_code.h" |
|
|
|
#endif /* SDL_haptic_h_ */ |
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|
|
|