bool SdlRumbleEffect::play(int num_repeats)
{
   if (isActive())
   {
      if (num_repeats == -1)
      {
         return (SDL_HapticRunEffect(mHaptic, mId, SDL_HAPTIC_INFINITY) == 0);
      }
      else
      {
         return (SDL_HapticRunEffect(mHaptic, mId, num_repeats) == 0);
      }
   }
   return false;
}
Exemple #2
0
void ForceFeedback::update(
	float force,
	float /*dt*/,
	std::ostream & error_output)
{
	if (!enabled || !haptic || (effect_id == -1))
		return;

	// Clamp force.
	force = Clamp(force, -1.0f, 1.0f);

	// Low pass filter.
	lastforce = (lastforce + force) * 0.5f;

	// Update effect.
	effect.constant.level = Sint16(lastforce * 32767);
	int new_effect_id = SDL_HapticUpdateEffect(haptic, effect_id, &effect);
	if (new_effect_id == -1)
	{
		error_output << "Failed to update force feedback effect: " << SDL_GetError();
		return;
	}
	else
	{
		effect_id = new_effect_id;
	}

	// Run effect.
	if (SDL_HapticRunEffect(haptic, effect_id, 1) == -1)
	{
		error_output << "Failed to run force feedback effect: " << SDL_GetError();
		return;
	}
}
Exemple #3
0
bool CSDLPad::SetForceFeedback(IFFParams params)
{
#if defined(SDL_USE_HAPTIC_FEEDBACK)
	if (!m_connected) return false;
	// only submit new one when current has finished
	if (m_supportsFeedback && m_curHapticEffect <0)
	{
		if ( params.strengthA == 0 || params.strengthB == 0)
			return true;
		
		SDL_HapticEffect effect;
		memset(&effect, 0, sizeof(effect));
		effect.type = SDL_HAPTIC_LEFTRIGHT;
		effect.leftright.large_magnitude  = (uint16)(clamp_tpl(params.strengthB,0.0f,1.0f) * 65536.0f);
		effect.leftright.small_magnitude  = (uint16)(clamp_tpl(params.strengthA,0.0f,1.0f) * 65536.0f);
		effect.leftright.length = (params.timeInSeconds == 0.0f) ? 1000 : (Uint32)(params.timeInSeconds * 1000.0f);
		
		
		m_curHapticEffect = SDL_HapticNewEffect(m_pHapticDevice, &effect);
		if (m_curHapticEffect < 0)
		{
			gEnv->pLog->LogError("CSDLPad - Gamepad [%d] failed to create feedback effect: %s", m_deviceNo, SDL_GetError());
			return false;
		}
		gEnv->pLog->Log("CSDLPad - Gamepad [%d] submitting create feedback effect (%d,%d,%d)", m_deviceNo, effect.leftright.large_magnitude, effect.leftright.small_magnitude, effect.leftright.length);
		SDL_HapticRunEffect(m_pHapticDevice, m_curHapticEffect, 1);
		m_vibrateTime=params.timeInSeconds;
	}
#endif
	return true;
}
Exemple #4
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bool SDL2FFBDevice::startEffect(const int idx, const FFBEffectTypes type, std::shared_ptr<FFBEffectParameters> parameters)
{
  std::shared_ptr<SDL2FFBEffect> sdlEff;
  Uint32 repeat;

  CHECK_EFFECT_IDX(idx);

  if (m_effects[idx]->status() == FFBEffect::FFBEffectStatus::NOT_LOADED) {
    if (!uploadEffect(idx, type, parameters))
      return false;
  }
  if (m_effects[idx]->status() == FFBEffect::FFBEffectStatus::PLAYING)
    return true;

  sdlEff = std::static_pointer_cast<SDL2FFBEffect>(m_effects[idx]);
  if (sdlEff->parameters()->repeat == 0) {
    if (sdlEff->parameters()->replayLength > 0)
      repeat = SDL_HAPTIC_INFINITY;
    else
      repeat = 1;
  } else
    repeat = sdlEff->parameters()->repeat;

  if (SDL_HapticRunEffect(c_haptic, sdlEff->internalIdx(), repeat) < 0) {
    QMessageBox::warning(nullptr, SDL2DEV_ERR_CAPTION, QString("Unable to start the effect:\n%1").arg(SDL_GetError()));
    return false;
  }

  sdlEff->setStatus(FFBEffect::FFBEffectStatus::PLAYING);
  return true;
}
/*
 * Runs simple rumble on a haptic device
 */
int
SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length)
{
    int ret;
    SDL_HapticPeriodic *efx;

    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if (haptic->rumble_id < 0) {
        SDL_SetError("Haptic: Rumble effect not initialized on haptic device");
        return -1;
    }

    /* Clamp strength. */
    if (strength > 1.0f) {
        strength = 1.0f;
    }
    else if (strength < 0.0f) {
        strength = 0.0f;
    }

    /* New effect. */
    efx = &haptic->rumble_effect.periodic;
    efx->magnitude = (Sint16)(32767.0f*strength);
    efx->length = length;
    ret = SDL_HapticUpdateEffect(haptic, haptic->rumble_id, &haptic->rumble_effect);

    return SDL_HapticRunEffect(haptic, haptic->rumble_id, 1);
}
Exemple #6
0
void SdlManager::SdlController::RunHapticLeftRight(float left, float right)
{
	CriticalCode criticalCode(criticalSection);

	if(!haptic) return;

	hapticEffect.leftright.length = SDL_HAPTIC_INFINITY;
	hapticEffect.leftright.large_magnitude = uint16_t(left * 0xffff);
	hapticEffect.leftright.small_magnitude = uint16_t(right * 0xffff);

	if(hapticEffectIndex >= 0 && hapticEffect.type == SDL_HAPTIC_LEFTRIGHT)
	{
		SDL_HapticStopEffect(haptic, hapticEffectIndex);
		SDL_HapticUpdateEffect(haptic, hapticEffectIndex, &hapticEffect);
	}
	else
	{
		if(hapticEffectIndex >= 0)
		{
			SDL_HapticStopEffect(haptic, hapticEffectIndex);
			SDL_HapticDestroyEffect(haptic, hapticEffectIndex);
		}

		hapticEffect.type = SDL_HAPTIC_LEFTRIGHT;
		hapticEffectIndex = SDL_HapticNewEffect(haptic, &hapticEffect);
	}

	SDL_HapticRunEffect(haptic, hapticEffectIndex, 1);
}
Exemple #7
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bool Joystick::UpdateOutput()
{
#ifdef USE_SDL_HAPTIC
	std::list<EffectIDState>::iterator
		i = m_state_out.begin(),
		e = m_state_out.end();
	for ( ; i != e; ++i)
	{
		if (i->changed)	// if SetState was called on this output
		{
			if (-1 == i->id)	// effect isn't currently uploaded
			{
				if (i->effect.type)		// if outputstate is >0  this would be true
					if ((i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1)	// upload the effect
						SDL_HapticRunEffect(m_haptic, i->id, 1);	// run the effect
			}
			else	// effect is already uploaded
			{
				if (i->effect.type)	// if ouputstate >0
					SDL_HapticUpdateEffect(m_haptic, i->id, &i->effect);	// update the effect
				else
				{
					SDL_HapticStopEffect(m_haptic, i->id);	// else, stop and remove the effect
					SDL_HapticDestroyEffect(m_haptic, i->id);
					i->id = -1;	// mark it as not uploaded
				}
			}

			i->changed = false;
		}
	}
#endif
	return true;
}
Exemple #8
0
JNIEXPORT jint JNICALL Java_at_wisch_joystick_FFJoystick_playEffectNative(JNIEnv *env, jclass, jint hapticDeviceIndex, jint effectIndex, jint iterations){
	if (iterations == at_wisch_joystick_Joystick_INFINITE_TIMES){
		iterations = SDL_HAPTIC_INFINITY;
	}
	int num = SDL_HapticRunEffect(ffjoysticks[hapticDeviceIndex], effectIndex, iterations);
	if (num < 0) {
		throwException(env, SDL_GetError()); 
		return -22;
	}
 	return num;
}
static bool sdl_joypad_set_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
{
   SDL_HapticEffect efx;
   sdl_joypad_t *joypad = (sdl_joypad_t*)&sdl_pads[pad];

   memset(&efx, 0, sizeof(efx));

   if (!joypad->joypad || !joypad->haptic)
      return false;

   efx.type             = SDL_HAPTIC_LEFTRIGHT;
   efx.leftright.type   = SDL_HAPTIC_LEFTRIGHT;
   efx.leftright.length = 5000;

   switch (effect)
   {
      case RETRO_RUMBLE_STRONG:
         efx.leftright.large_magnitude = strength;
         break;
      case RETRO_RUMBLE_WEAK:
         efx.leftright.small_magnitude = strength;
         break;
      default:
         return false;
   }

   if (joypad->rumble_effect == -1)
   {
      joypad->rumble_effect = SDL_HapticNewEffect(sdl_pads[pad].haptic, &efx);
      if (joypad->rumble_effect < 0)
      {
         RARCH_WARN("[SDL]: Failed to create rumble effect for joypad %u: %s\n",
                    pad, SDL_GetError());
         joypad->rumble_effect = -2;
         return false;
      }
   }
   else if (joypad->rumble_effect >= 0)
      SDL_HapticUpdateEffect(joypad->haptic, joypad->rumble_effect, &efx);

   if (joypad->rumble_effect < 0)
      return false;

   if (SDL_HapticRunEffect(joypad->haptic, joypad->rumble_effect, 1) < 0)
   {
      RARCH_WARN("[SDL]: Failed to set rumble effect on joypad %u: %s\n",
                          pad, SDL_GetError());
      return false;
   }

   return true;
}
Exemple #10
0
bool Joystick::runVibrationEffect()
{
	if (vibration.id != -1)
	{
		if (SDL_HapticUpdateEffect(haptic, vibration.id, &vibration.effect) == 0)
		{
			if (SDL_HapticRunEffect(haptic, vibration.id, 1) == 0)
				return true;
		}

		// If the effect fails to update, we should destroy and re-create it.
		SDL_HapticDestroyEffect(haptic, vibration.id);
		vibration.id = -1;
	}

	vibration.id = SDL_HapticNewEffect(haptic, &vibration.effect);

	if (vibration.id != -1 && SDL_HapticRunEffect(haptic, vibration.id, 1) == 0)
		return true;

	return false;
}
Exemple #11
0
void JoystickInfo::Rumble(int type, int pad)
{
    if (type > 1) return;
    if ( !(conf->pad_options[pad].forcefeedback) ) return;

#if SDL_MAJOR_VERSION >= 2
    if (haptic == NULL) return;

    if(first)
    {   // If done multiple times, device memory will be filled
        first = 0;
        GenerateDefaultEffect();
        /** Sine and triangle are quite probably the best, don't change that lightly and if you do
         *	keep effects ordered by type
         **/
        /** Effect for small motor **/
        /** Sine seems to be the only effect making little motor from DS3/4 react
         *	Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
         **/
        effects[0].type = SDL_HAPTIC_SINE;
        effects_id[0] = SDL_HapticNewEffect(haptic, &effects[0]);
        if(effects_id[0] < 0)
        {
            fprintf(stderr,"ERROR: Effect is not uploaded! %s, id is %d\n",SDL_GetError(),effects_id[0]);
        }

        /** Effect for big motor **/
        effects[1].type = SDL_HAPTIC_TRIANGLE;
        effects_id[1] = SDL_HapticNewEffect(haptic, &effects[1]);
        if(effects_id[1] < 0)
        {
            fprintf(stderr,"ERROR: Effect is not uploaded! %s, id is %d\n",SDL_GetError(),effects_id[1]);
        }
    }

    int id;
    id = effects_id[type];
    if(SDL_HapticRunEffect(haptic, id, 1) != 0)
    {
        fprintf(stderr,"ERROR: Effect is not working! %s, id is %d\n",SDL_GetError(),id);
    }
#endif
}
Exemple #12
0
void Joystick::HapticEffect::Update()
{
	if (m_id == -1 && m_effect.type > 0)
	{
		m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
		if (m_id > -1)
			SDL_HapticRunEffect(m_haptic, m_id, 1);
	}
	else if (m_id > -1 && m_effect.type == 0)
	{
		SDL_HapticStopEffect(m_haptic, m_id);
		SDL_HapticDestroyEffect(m_haptic, m_id);
		m_id = -1;
	}
	else if (m_id > -1)
	{
		SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
	}
}
Exemple #13
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void JoystickInfo::DoHapticEffect(int type, int pad, int force)
{
	if (type > 1) return;
	if ( !(conf->options & (PADOPTION_FORCEFEEDBACK << 16 * pad)) ) return;

#if SDL_MAJOR_VERSION >= 2
	int joyid = conf->get_joyid(pad);
	if (!JoystickIdWithinBounds(joyid)) return;
	JoystickInfo* pjoy = s_vjoysticks[joyid];

	if (pjoy->haptic == NULL) return;
	if (pjoy->haptic_effect_id[type] < 0) return;

	// FIXME: might need to multiply force
	pjoy->haptic_effect_data[type].periodic.magnitude = force * conf->ff_intensity ; // force/32767 strength
	// Upload the new effect
	SDL_HapticUpdateEffect(pjoy->haptic, pjoy->haptic_effect_id[type], &pjoy->haptic_effect_data[type]);

	// run the effect once
	SDL_HapticRunEffect( pjoy->haptic, pjoy->haptic_effect_id[type], 1 );
#endif
}
Exemple #14
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/*
 * Runs simple rumble on a haptic device
 */
int
SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length)
{
    SDL_HapticEffect *efx;
    Sint16 magnitude;

    if (!ValidHaptic(haptic)) {
        return -1;
    }

    if (haptic->rumble_id < 0) {
        return SDL_SetError("Haptic: Rumble effect not initialized on haptic device");
    }

    /* Clamp strength. */
    if (strength > 1.0f) {
        strength = 1.0f;
    } else if (strength < 0.0f) {
        strength = 0.0f;
    }
    magnitude = (Sint16)(32767.0f*strength);

    efx = &haptic->rumble_effect;
    if (efx->type == SDL_HAPTIC_SINE) {
        efx->periodic.magnitude = magnitude;
        efx->periodic.length = length;
    } else if (efx->type == SDL_HAPTIC_LEFTRIGHT) {
        efx->leftright.small_magnitude = efx->leftright.large_magnitude = magnitude;
        efx->leftright.length = length;
    } else {
        SDL_assert(0 && "This should have been caught elsewhere");
    }

    if (SDL_HapticUpdateEffect(haptic, haptic->rumble_id, &haptic->rumble_effect) < 0) {
        return -1;
    }

    return SDL_HapticRunEffect(haptic, haptic->rumble_id, 1);
}
Exemple #15
0
Fichier : spfx.c Projet : zid/naev
/**
 * @brief Runs a rumble effect.
 *
 *    @brief Current modifier being added.
 */
static void spfx_hapticRumble( double mod )
{
#if SDL_VERSION_ATLEAST(1,3,0)
   SDL_HapticEffect *efx;
   double len, mag;

   if (haptic_rumble >= 0) {

      /* Not time to update yet. */
      if ((haptic_lastUpdate > 0.) || shake_off || (mod > SHAKE_MAX/3.))
         return;

      /* Stop the effect if it was playing. */
      SDL_HapticStopEffect( haptic, haptic_rumble );

      /* Get length and magnitude. */
      len = 1000. * shake_rad / SHAKE_DECAY;
      mag = 32767. * (shake_rad / SHAKE_MAX);

      /* Update the effect. */
      efx = &haptic_rumbleEffect;
      efx->periodic.magnitude    = (uint32_t)mag;;
      efx->periodic.length       = (uint32_t)len;
      efx->periodic.fade_length  = MIN( efx->periodic.length, 1000 );
      if (SDL_HapticUpdateEffect( haptic, haptic_rumble, &haptic_rumbleEffect ) < 0) {
         WARN("Failed to update haptic effect: %s.", SDL_GetError());
         return;
      }

      /* Run the new effect. */
      SDL_HapticRunEffect( haptic, haptic_rumble, 1 );

      /* Set timer again. */
      haptic_lastUpdate = HAPTIC_UPDATE_INTERVAL;
   }
#else /* SDL_VERSION_ATLEAST(1,3,0) */
   (void) mod;
#endif /* SDL_VERSION_ATLEAST(1,3,0) */
}
Exemple #16
0
bool Joystick::UpdateOutput()
{
#ifdef USE_SDL_HAPTIC
	for (auto &i : m_state_out)
	{
		if (i.changed) // if SetState was called on this output
		{
			if (-1 == i.id) // effect isn't currently uploaded
			{
				if (i.effect.type) // if outputstate is >0  this would be true
				{
					if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
					{
						SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
					}
				}
			}
			else // effect is already uploaded
			{
				if (i.effect.type) // if ouputstate >0
				{
					SDL_HapticUpdateEffect(m_haptic, i.id, &i.effect); // update the effect
				}
				else
				{
					SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
					SDL_HapticDestroyEffect(m_haptic, i.id);
					i.id = -1; // mark it as not uploaded
				}
			}

			i.changed = false;
		}
	}
#endif
	return true;
}
Exemple #17
0
/**
 * @brief The entry point of this force feedback demo.
 * @param[in] argc Number of arguments.
 * @param[in] argv Array of argc arguments.
 */
int
main(int argc, char **argv)
{
    int i;
    char *name;
    int index;
    SDL_HapticEffect efx[9];
    int id[9];
    int nefx;
    unsigned int supported;

    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

    name = NULL;
    index = -1;
    if (argc > 1) {
        name = argv[1];
        if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) {
            SDL_Log("USAGE: %s [device]\n"
                   "If device is a two-digit number it'll use it as an index, otherwise\n"
                   "it'll use it as if it were part of the device's name.\n",
                   argv[0]);
            return 0;
        }

        i = strlen(name);
        if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) {
            index = atoi(name);
            name = NULL;
        }
    }

    /* Initialize the force feedbackness */
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK |
             SDL_INIT_HAPTIC);
    SDL_Log("%d Haptic devices detected.\n", SDL_NumHaptics());
    if (SDL_NumHaptics() > 0) {
        /* We'll just use index or the first force feedback device found */
        if (name == NULL) {
            i = (index != -1) ? index : 0;
        }
        /* Try to find matching device */
        else {
            for (i = 0; i < SDL_NumHaptics(); i++) {
                if (strstr(SDL_HapticName(i), name) != NULL)
                    break;
            }

            if (i >= SDL_NumHaptics()) {
                SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to find device matching '%s', aborting.\n",
                       name);
                return 1;
            }
        }

        haptic = SDL_HapticOpen(i);
        if (haptic == NULL) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create the haptic device: %s\n",
                   SDL_GetError());
            return 1;
        }
        SDL_Log("Device: %s\n", SDL_HapticName(i));
        HapticPrintSupported(haptic);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No Haptic devices found!\n");
        return 1;
    }

    /* We only want force feedback errors. */
    SDL_ClearError();

    /* Create effects. */
    memset(&efx, 0, sizeof(efx));
    nefx = 0;
    supported = SDL_HapticQuery(haptic);

    SDL_Log("\nUploading effects\n");
    /* First we'll try a SINE effect. */
    if (supported & SDL_HAPTIC_SINE) {
        SDL_Log("   effect %d: Sine Wave\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SINE;
        efx[nefx].periodic.period = 1000;
        efx[nefx].periodic.magnitude = -0x2000;    /* Negative magnitude and ...                      */
        efx[nefx].periodic.phase = 18000;          /* ... 180 degrees phase shift => cancel eachother */
        efx[nefx].periodic.length = 5000;
        efx[nefx].periodic.attack_length = 1000;
        efx[nefx].periodic.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* Now we'll try a SAWTOOTHUP */
    if (supported & SDL_HAPTIC_SAWTOOTHUP) {
        SDL_Log("   effect %d: Sawtooth Up\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SAWTOOTHUP;
        efx[nefx].periodic.period = 500;
        efx[nefx].periodic.magnitude = 0x5000;
        efx[nefx].periodic.length = 5000;
        efx[nefx].periodic.attack_length = 1000;
        efx[nefx].periodic.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    
    /* Now the classical constant effect. */
    if (supported & SDL_HAPTIC_CONSTANT) {
        SDL_Log("   effect %d: Constant Force\n", nefx);
        efx[nefx].type = SDL_HAPTIC_CONSTANT;
        efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR;
        efx[nefx].constant.direction.dir[0] = 20000;    /* Force comes from the south-west. */
        efx[nefx].constant.length = 5000;
        efx[nefx].constant.level = 0x6000;
        efx[nefx].constant.attack_length = 1000;
        efx[nefx].constant.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    
    /* The cute spring effect. */
    if (supported & SDL_HAPTIC_SPRING) {
        SDL_Log("   effect %d: Condition Spring\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SPRING;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0xFFFF;
            efx[nefx].condition.left_sat[i] = 0xFFFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
            efx[nefx].condition.center[i] = 0x1000;     /* Displace the center for it to move. */
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* The interesting damper effect. */
    if (supported & SDL_HAPTIC_DAMPER) {
        SDL_Log("   effect %d: Condition Damper\n", nefx);
        efx[nefx].type = SDL_HAPTIC_DAMPER;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0xFFFF;
            efx[nefx].condition.left_sat[i] = 0xFFFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* The pretty awesome inertia effect. */
    if (supported & SDL_HAPTIC_INERTIA) {
        SDL_Log("   effect %d: Condition Inertia\n", nefx);
        efx[nefx].type = SDL_HAPTIC_INERTIA;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0xFFFF;
            efx[nefx].condition.left_sat[i] = 0xFFFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
            efx[nefx].condition.deadband[i] = 0x1000;    /* 1/16th of axis-range around the center is 'dead'. */
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* The hot friction effect. */
    if (supported & SDL_HAPTIC_FRICTION) {
        SDL_Log("   effect %d: Condition Friction\n", nefx);
        efx[nefx].type = SDL_HAPTIC_FRICTION;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0xFFFF;
            efx[nefx].condition.left_sat[i] = 0xFFFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    
    /* Now we'll try a ramp effect */
    if (supported & SDL_HAPTIC_RAMP) {
        SDL_Log("   effect %d: Ramp\n", nefx);
        efx[nefx].type = SDL_HAPTIC_RAMP;
        efx[nefx].ramp.direction.type = SDL_HAPTIC_CARTESIAN;
        efx[nefx].ramp.direction.dir[0] = 1;     /* Force comes from                 */
        efx[nefx].ramp.direction.dir[1] = -1;    /*                  the north-east. */
        efx[nefx].ramp.length = 5000;
        efx[nefx].ramp.start = 0x4000;
        efx[nefx].ramp.end = -0x4000;
        efx[nefx].ramp.attack_length = 1000;
        efx[nefx].ramp.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }

    /* Finally we'll try a left/right effect. */
    if (supported & SDL_HAPTIC_LEFTRIGHT) {
        SDL_Log("   effect %d: Left/Right\n", nefx);
        efx[nefx].type = SDL_HAPTIC_LEFTRIGHT;
        efx[nefx].leftright.length = 5000;
        efx[nefx].leftright.large_magnitude = 0x3000;
        efx[nefx].leftright.small_magnitude = 0xFFFF;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }


    SDL_Log
        ("\nNow playing effects for 5 seconds each with 1 second delay between\n");
    for (i = 0; i < nefx; i++) {
        SDL_Log("   Playing effect %d\n", i);
        SDL_HapticRunEffect(haptic, id[i], 1);
        SDL_Delay(6000);        /* Effects only have length 5000 */
    }

    /* Quit */
    if (haptic != NULL)
        SDL_HapticClose(haptic);
    SDL_Quit();

    return 0;
}
void Application::OnEvent(SDL_Event* Event) {

    if(Event->type == SDL_QUIT) {
        Running = false;
    }

    if(Event->type == SDL_JOYAXISMOTION) {

        if(Event->jaxis.axis == 0) {
            if(Event->jaxis.value > 5000 || Event->jaxis.value < -5000) {
                astate->xcont = (double) Event->jaxis.value / 32767.0;
            }
            else {
                astate->xcont = 0;
            }
        }


        if(Event->jaxis.axis == 3) {
            astate->targetx = (double) Event->jaxis.value / 32767.0;
        }
        if(Event->jaxis.axis == 4) {
            astate->targety = -(double) Event->jaxis.value / 32767.0;
        }
    }


    if(Event->type == SDL_KEYDOWN) {
        if(Event->key.keysym.sym == SDLK_LEFT) {
            astate->xcont--;
        }
        if(Event->key.keysym.sym == SDLK_RIGHT) {
            astate->xcont++;
        }

        if(astate->xcont > 0) {
            astate->xcont = 1;
        }
        else if (astate->xcont < 0) {
            astate->xcont = -1;
        }

        if(Event->key.keysym.sym == SDLK_ESCAPE) {
            Running = false;
        }

    }

    if(Event->type == SDL_KEYUP) {
        if(Event->key.keysym.sym == SDLK_LEFT) {
            astate->xcont++;
        }
        if(Event->key.keysym.sym == SDLK_RIGHT) {
            astate->xcont--;
        }

        if(astate->xcont > 0) {
            astate->xcont = 1;
        }
        else if (astate->xcont < 0) {
            astate->xcont = -1;
        }
    }

    // ref for below:
    //     jbutton.button 0 = A
    //     jbutton.button 1 = B
    //     jbutton.button 2 = X
    //     jbutton.button 3 = Y
    //     jbutton.button 4 = left bump
    //     jbutton.button 5 = right bump

    if (Event->type == SDL_JOYBUTTONDOWN) {
        if (Event->jbutton.button == 4 || Event->jbutton.button == 5) {
            astate->pushing = true;

            if (haptic != NULL) {
                SDL_HapticRunEffect(haptic, effect_id, SDL_HAPTIC_INFINITY);
            }
        }
        else if (Event->jbutton.button == 3) {
            entities.push_back(Bullet::Create(&Level::p_level->world, graphics,
                                              Player::player->x +
                                              (astate->xcont >= 0 ?
                                               Player::player->width/1.2 : -Player::player->width/1.2),
                                              Player::player->y,
                                              astate->xcont >= 0 ? 100:-100,0));
            printf("player at %g %g\n",(Player::player->x),(Player::player->y));
                                              // (Player::player->x)*10,
                                              // (Player::player->y)*10,4,0));
            if (astate->xcont >= 0.0) {
                Player::player->shoot_right = true;
            }
            else {
                Player::player->shoot_left = true;
            }

        }
        /// \todo Get these controls unconnected
        else if (Event->jbutton.button == 2) {
            if (astate->xcont >= 0.0) {
                Player::player->swing_right = true;
            }
            else {
                Player::player->swing_left = true;
            }
        }
    }

    if (Event->type == SDL_JOYBUTTONUP) {
        if (Event->jbutton.button == 4 || Event->jbutton.button == 5) {

            astate->pushing = false;

            if (haptic != NULL) {
                SDL_HapticStopEffect(haptic, effect_id);
            }
        }
    }
}
Exemple #19
0
/**
 * @brief The entry point of this force feedback demo.
 * @param[in] argc Number of arguments.
 * @param[in] argv Array of argc arguments.
 */
int
main(int argc, char **argv)
{
    int i;
    char *name;
    int index;
    SDL_HapticEffect efx[5];
    int id[5];
    int nefx;
    unsigned int supported;

    name = NULL;
    index = -1;
    if (argc > 1) {
        name = argv[1];
        if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) {
            printf("USAGE: %s [device]\n"
                   "If device is a two-digit number it'll use it as an index, otherwise\n"
                   "it'll use it as if it were part of the device's name.\n",
                   argv[0]);
            return 0;
        }

        i = strlen(name);
        if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) {
            index = atoi(name);
            name = NULL;
        }
    }

    /* Initialize the force feedbackness */
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK |
             SDL_INIT_HAPTIC);
    printf("%d Haptic devices detected.\n", SDL_NumHaptics());
    if (SDL_NumHaptics() > 0) {
        /* We'll just use index or the first force feedback device found */
        if (name == NULL) {
            i = (index != -1) ? index : 0;
        }
        /* Try to find matching device */
        else {
            for (i = 0; i < SDL_NumHaptics(); i++) {
                if (strstr(SDL_HapticName(i), name) != NULL)
                    break;
            }

            if (i >= SDL_NumHaptics()) {
                printf("Unable to find device matching '%s', aborting.\n",
                       name);
                return 1;
            }
        }

        haptic = SDL_HapticOpen(i);
        if (haptic == NULL) {
            printf("Unable to create the haptic device: %s\n",
                   SDL_GetError());
            return 1;
        }
        printf("Device: %s\n", SDL_HapticName(i));
        HapticPrintSupported(haptic);
    } else {
        printf("No Haptic devices found!\n");
        return 1;
    }

    /* We only want force feedback errors. */
    SDL_ClearError();

    /* Create effects. */
    memset(&efx, 0, sizeof(efx));
    nefx = 0;
    supported = SDL_HapticQuery(haptic);

    printf("\nUploading effects\n");
    /* First we'll try a SINE effect. */
    if (supported & SDL_HAPTIC_SINE) {
        printf("   effect %d: Sine Wave\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SINE;
        efx[nefx].periodic.period = 1000;
        efx[nefx].periodic.magnitude = 0x4000;
        efx[nefx].periodic.length = 5000;
        efx[nefx].periodic.attack_length = 1000;
        efx[nefx].periodic.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* Now we'll try a SAWTOOTHUP */
    if (supported & SDL_HAPTIC_SAWTOOTHUP) {
        printf("   effect %d: Sawtooth Up\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SQUARE;
        efx[nefx].periodic.period = 500;
        efx[nefx].periodic.magnitude = 0x5000;
        efx[nefx].periodic.length = 5000;
        efx[nefx].periodic.attack_length = 1000;
        efx[nefx].periodic.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* Now the classical constant effect. */
    if (supported & SDL_HAPTIC_CONSTANT) {
        printf("   effect %d: Constant Force\n", nefx);
        efx[nefx].type = SDL_HAPTIC_CONSTANT;
        efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR;
        efx[nefx].constant.direction.dir[0] = 20000;    /* Force comes from the south-west. */
        efx[nefx].constant.length = 5000;
        efx[nefx].constant.level = 0x6000;
        efx[nefx].constant.attack_length = 1000;
        efx[nefx].constant.fade_length = 1000;
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* The cute spring effect. */
    if (supported & SDL_HAPTIC_SPRING) {
        printf("   effect %d: Condition Spring\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SPRING;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0x7FFF;
            efx[nefx].condition.left_sat[i] = 0x7FFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
            efx[nefx].condition.center[i] = 0x1000;     /* Displace the center for it to move. */
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }
    /* The pretty awesome inertia effect. */
    if (supported & SDL_HAPTIC_INERTIA) {
        printf("   effect %d: Condition Inertia\n", nefx);
        efx[nefx].type = SDL_HAPTIC_SPRING;
        efx[nefx].condition.length = 5000;
        for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
            efx[nefx].condition.right_sat[i] = 0x7FFF;
            efx[nefx].condition.left_sat[i] = 0x7FFF;
            efx[nefx].condition.right_coeff[i] = 0x2000;
            efx[nefx].condition.left_coeff[i] = 0x2000;
        }
        id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
        if (id[nefx] < 0) {
            printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
            abort_execution();
        }
        nefx++;
    }

    printf
        ("\nNow playing effects for 5 seconds each with 1 second delay between\n");
    for (i = 0; i < nefx; i++) {
        printf("   Playing effect %d\n", i);
        SDL_HapticRunEffect(haptic, id[i], 1);
        SDL_Delay(6000);        /* Effects only have length 5000 */
    }

    /* Quit */
    if (haptic != NULL)
        SDL_HapticClose(haptic);
    SDL_Quit();

    return 0;
}
Exemple #20
0
/*
 * Haptic Feedback:
 *    effect_volume=0..16
 *    effect{x,y,z} - effect direction
 *    name - sound file name
 */
void
Haptic_Feedback(char *name, int effect_volume, int effect_x, int effect_y, int effect_z)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
	int effect_type = HAPTIC_EFFECT_UNKNOWN;

	if (joy_haptic_magnitude->value <= 0)
		return;

	if (effect_volume <= 0)
		return;

	if (!joystick_haptic)
		return;

	if (last_haptic_volume != (int)(joy_haptic_magnitude->value * 255))
	{
		IN_Haptic_Effects_Shutdown();
		IN_Haptic_Effects_Init();
	}
	last_haptic_volume = joy_haptic_magnitude->value * 255;

	if (strstr(name, "misc/menu"))
	{
		effect_type = HAPTIC_EFFECT_MENY;
	}
	else if (strstr(name, "weapons/blastf1a"))
	{
		effect_type = HAPTIC_EFFECT_BLASTER;
	}
	else if (strstr(name, "weapons/hyprbf1a"))
	{
		effect_type = HAPTIC_EFFECT_HYPER_BLASTER;
	}
	else if (strstr(name, "weapons/machgf"))
	{
		effect_type = HAPTIC_EFFECT_MACHINEGUN;
	}
	else if (strstr(name, "weapons/shotgf1b"))
	{
		effect_type = HAPTIC_EFFECT_SHOTGUN;
	}
	else if (strstr(name, "weapons/sshotf1b"))
	{
		effect_type = HAPTIC_EFFECT_SSHOTGUN;
	}
	else if (strstr(name, "weapons/railgf1a"))
	{
		effect_type = HAPTIC_EFFECT_RAILGUN;
	}
	else if (strstr(name, "weapons/rocklf1a") ||
		strstr(name, "weapons/rocklx1a"))
	{
		effect_type = HAPTIC_EFFECT_ROCKETGUN;
	}
	else if (strstr(name, "weapons/grenlf1a") ||
		strstr(name, "weapons/grenlx1a") ||
		strstr(name, "weapons/hgrent1a"))
	{
		effect_type = HAPTIC_EFFECT_GRENADE;
	}
	else if (strstr(name, "weapons/bfg__f1y"))
	{
		effect_type = HAPTIC_EFFECT_BFG;
	}
	else if (strstr(name, "weapons/plasshot"))
	{
		effect_type = HAPTIC_EFFECT_PALANX;
	}
	else if (strstr(name, "weapons/rippfire"))
	{
		effect_type = HAPTIC_EFFECT_IONRIPPER;
	}
	else if (strstr(name, "weapons/nail1"))
	{
		effect_type = HAPTIC_EFFECT_ETFRIFLE;
	}
	else if (strstr(name, "weapons/shotg2"))
	{
		effect_type = HAPTIC_EFFECT_SHOTGUN2;
	}
	else if (strstr(name, "weapons/disint2"))
	{
		effect_type = HAPTIC_EFFECT_TRACKER;
	}
	else if (strstr(name, "player/male/pain") ||
		strstr(name, "player/female/pain") ||
		strstr(name, "players/male/pain") ||
		strstr(name, "players/female/pain"))
	{
		effect_type = HAPTIC_EFFECT_PAIN;
	}
	else if (strstr(name, "player/step") ||
		strstr(name, "player/land"))
	{
		effect_type = HAPTIC_EFFECT_STEP;
	}
	else if (strstr(name, "weapons/trapcock"))
	{
		effect_type = HAPTIC_EFFECT_TRAPCOCK;
	}

	if (effect_type != HAPTIC_EFFECT_UNKNOWN)
	{
		// check last effect for reuse
		if (last_haptic_efffect[last_haptic_efffect_pos].effect_type != effect_type ||
		    last_haptic_efffect[last_haptic_efffect_pos].effect_volume != effect_volume ||
		    last_haptic_efffect[last_haptic_efffect_pos].effect_x != effect_x ||
		    last_haptic_efffect[last_haptic_efffect_pos].effect_y != effect_y ||
		    last_haptic_efffect[last_haptic_efffect_pos].effect_z != effect_z)
		{
			// FIFO for effects
			last_haptic_efffect_pos = (last_haptic_efffect_pos+1) % last_haptic_efffect_size;
			IN_Haptic_Effect_Shutdown(&last_haptic_efffect[last_haptic_efffect_pos].effect_id);
			last_haptic_efffect[last_haptic_efffect_pos].effect_volume = effect_volume;
			last_haptic_efffect[last_haptic_efffect_pos].effect_type = effect_type;
			last_haptic_efffect[last_haptic_efffect_pos].effect_x = effect_x;
			last_haptic_efffect[last_haptic_efffect_pos].effect_y = effect_y;
			last_haptic_efffect[last_haptic_efffect_pos].effect_z = effect_z;
			last_haptic_efffect[last_haptic_efffect_pos].effect_id = IN_Haptic_Effects_To_Id(
				effect_type, effect_volume, effect_x, effect_y, effect_z);
		}
		SDL_HapticRunEffect(joystick_haptic, last_haptic_efffect[last_haptic_efffect_pos].effect_id, 1);
	}
#endif
}
Exemple #21
0
// First time (lazy) initialization.
void
gfctrlJoyInit(void)
{
#ifndef SDL_JOYSTICK
    gfctrlJoyPresent = GFCTRL_JOY_NONE;

    for (int index = 0; index < GFCTRL_JOY_NUMBER; index++) {
		if (!Joysticks[index]) {
			Joysticks[index] = new jsJoystick(index);
		}
    
		// Don't configure the joystick if it doesn't work
		if (Joysticks[index]->notWorking()) {
			delete Joysticks[index];
			Joysticks[index] = 0;
		} else {
			gfctrlJoyPresent = GFCTRL_JOY_PRESENT;
		}
    }
#else
#if SDL_MAJOR_VERSION >= 2
    memset(&cfx, 0, sizeof(cfx));

    if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0) {
#else
    if (SDL_Init(SDL_INIT_JOYSTICK) < 0) {
#endif
        GfLogError("Couldn't initialize SDL: %s\n", SDL_GetError());
        gfctrlJoyPresent = GFCTRL_JOY_UNTESTED;
	return;
    }
#if SDL_MAJOR_VERSION >= 2
    // Ignore the joystick events, we will poll directly as it is faster
    SDL_JoystickEventState(SDL_IGNORE);
#endif
    gfctrlJoyPresent = SDL_NumJoysticks();
    if (gfctrlJoyPresent > GFCTRL_JOY_NUMBER) gfctrlJoyPresent = GFCTRL_JOY_NUMBER;

    for (int index = 0; index < gfctrlJoyPresent; index++) {
		if (!Joysticks[index]) {
			Joysticks[index] = SDL_JoystickOpen(index);
		}
    
		// Don't configure the joystick if it doesn't work
		if (Joysticks[index] ==  NULL) {
			GfLogError("Couldn't open joystick %d: %s\n", index, SDL_GetError());
#if SDL_MAJOR_VERSION >= 2
		} else {
			cfx_timeout[index] = 0;
			rfx_timeout[index] = 0;
			
			// Find which Haptic device relates to this joystick
			Haptics[index] = SDL_HapticOpenFromJoystick(Joysticks[index]);

			if (!Haptics[index]) {
				GfLogInfo("Joystick %d does not support haptic\n", index);
				break;
#if 0
			} else {
				// add an CF effect on startup
				gfctrlJoyConstantForce(index, 50000, 9000);
#endif
			}

			// Check for Rumble capability
			if (SDL_HapticRumbleSupported(Haptics[index]) == SDL_TRUE) {
				if (SDL_HapticRumbleInit(Haptics[index]) != 0) 
					GfLogError("Couldn't init rumble on joystick %d: %s\n", index, SDL_GetError());
#if 0
				else
					gfctrlJoyRumble(index, 0.5);
#endif
			}
#endif
                }
     }
#endif
}

#if SDL_JOYSTICK
void
gfctrlJoyConstantForce(int index, unsigned int level, int dir)
{
#if SDL_MAJOR_VERSION >= 2
	if (!Haptics[index]) return;

	if ((SDL_HapticQuery(Haptics[index]) & SDL_HAPTIC_CONSTANT) == 0) return;

	cfx[index].type = SDL_HAPTIC_CONSTANT;
	cfx[index].constant.direction.type = SDL_HAPTIC_POLAR;
	cfx[index].constant.direction.dir[0] = dir;
	cfx[index].constant.length = 1000;
	cfx[index].constant.level = level;
	cfx[index].constant.attack_length = 0;
	cfx[index].constant.fade_length = 1000;

#if __WIN32__
	if (SDL_HapticGetEffectStatus(Haptics[index], id[index]) == SDL_TRUE)
#else
	// Linux SDL doesn't support checking status at the moment :-(
	if (cfx_timeout[index] > SDL_GetTicks())
#endif
		SDL_HapticUpdateEffect(Haptics[index], id[index], &cfx[index]);
	else {
		SDL_HapticDestroyEffect(Haptics[index], id[index]);
		id[index] = SDL_HapticNewEffect(Haptics[index], &cfx[index]);
		SDL_HapticRunEffect(Haptics[index], id[index], 1);
	}

	cfx_timeout[index] = SDL_GetTicks() + cfx[index].constant.length;
#endif
}

void
gfctrlJoyRumble(int index, float level)
{
#if SDL_MAJOR_VERSION >= 2
	if (!Haptics[index]) return;

	if (SDL_HapticRumbleSupported(Haptics[index]) != SDL_TRUE) return;

	// we have to stop the rumble before updating
	if (rfx_timeout[index] > SDL_GetTicks()) {
		if (SDL_HapticRumbleStop(Haptics[index]) != 0)
			GfLogError("Failed to stop rumble: %s\n", SDL_GetError() );
	}

	if (SDL_HapticRumblePlay(Haptics[index], level, 100) != 0)
		GfLogError("Failed to play rumble: %s\n", SDL_GetError() );

	rfx_timeout[index] = SDL_GetTicks() + 100;
#endif
}
#endif

// Shutdown time.
void
gfctrlJoyShutdown(void)
{
   if (gfctrlJoyPresent != GFCTRL_JOY_UNTESTED)
#ifndef SDL_JOYSTICK
	
		for (int index = 0; index < GFCTRL_JOY_NUMBER; index++)
			delete Joysticks[index];

	
#else
      for (int index = 0; index < gfctrlJoyPresent; index++) {
			SDL_JoystickClose(Joysticks[index]);
			Joysticks[index] = NULL;
#if SDL_MAJOR_VERSION >= 2
			if (Haptics[index]) {
				SDL_HapticClose(Haptics[index]);
				Haptics[index] = NULL;
			}			
#endif
		}
#endif
      gfctrlJoyPresent = GFCTRL_JOY_UNTESTED;
}

/** Create the joystick control
    @ingroup	ctrl
    @return	pointer on a tCtrlJoyInfo structure
		<br>0 .. if no joystick present
    @note	call GfctrlJoyRelease to free the tCtrlJoyInfo structure
    @see	GfctrlJoyRelease
    @see	tCtrlJoyInfo
*/
tCtrlJoyInfo *
GfctrlJoyCreate(void)
{
    if (gfctrlJoyPresent == GFCTRL_JOY_UNTESTED)
       gfctrlJoyInit();

    tCtrlJoyInfo* joyInfo = (tCtrlJoyInfo *)calloc(1, sizeof(tCtrlJoyInfo));

#if SDL_JOYSTICK
    joyInfoCopy = joyInfo;
#endif

    return joyInfo;
}

/** Release the tCtrlJoyInfo structure
    @ingroup	ctrl
    @param	joyInfo	joystick structure
    @return	none
*/
void
GfctrlJoyRelease(tCtrlJoyInfo *joyInfo)
{
    freez(joyInfo);
}