Пример #1
0
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;
}
Пример #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;
	}
}
Пример #3
0
/*
 * 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);
}
Пример #4
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);
}
Пример #5
0
bool SdlRumbleEffect::update()
{
   if (isActive())
   {
      mId = SDL_HapticUpdateEffect(mHaptic, mId, &mEffect);
   }
   return isActive();
}
Пример #6
0
JNIEXPORT jint JNICALL Java_at_wisch_joystick_FFJoystick_updateEffectNative (JNIEnv *env, jclass, jint hapticDeviceIndex, jint effectIndex, jobject jEffect, jint effectType) {
	SDL_HapticEffect *effect = getEffectFromJavaEffect(env, jEffect, effectType);
	int num = SDL_HapticUpdateEffect(ffjoysticks[hapticDeviceIndex], effectIndex, effect);
	if (num < 0) {
		throwException(env, SDL_GetError());
		return -24;
	}
	if (effect->type == SDL_HAPTIC_CUSTOM){ delete(effect->custom.data); }
	delete(effect);

	return 0;
}
Пример #7
0
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;
}
Пример #8
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);
	}
}
Пример #9
0
Файл: spfx.c Проект: 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) */
}
Пример #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;
}
Пример #11
0
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
}
Пример #12
0
/*
 * 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);
}
Пример #13
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;
}
Пример #14
0
bool SDL2FFBDevice::uploadEffect(const int idx, const FFBEffectTypes type, std::shared_ptr<FFBEffectParameters> parameters)
{
  SDL_HapticEffect* underlEff;
  int intIdx;
  std::shared_ptr<FFBEffect> effect = SDL2FFBEffectFactory::createEffect(type);
  std::shared_ptr<SDL2FFBEffect> sdlEff;

  CHECK_EFFECT_IDX(idx);

  if (type != FFBEffectTypes::NONE)
    sdlEff = std::static_pointer_cast<SDL2FFBEffect>(effect);
  else
    return false;

  if (sdlEff == nullptr)
    return false;

  if (!sdlEff->setParameters(parameters))
    return false;

  /* There is no effect in the selected slot */
  if (m_effects[idx]->type() != FFBEffectTypes::NONE) {
    /* Effects are not of the same type, delete the previous effect and create a new one */
    if (*m_effects[idx] != *sdlEff) {
      if (!removeEffect(idx)) {
        return false;
      }
    } else {
      /* Effects are of the same type, update it */

      underlEff = sdlEff->createFFstruct();
      if (underlEff == nullptr)
        return false;

      intIdx = SDL_HapticUpdateEffect(c_haptic, std::static_pointer_cast<SDL2FFBEffect>(m_effects[idx])->internalIdx(), underlEff);
      if (intIdx < 0) {
        QMessageBox::critical(nullptr, SDL2DEV_ERR_CAPTION, QString("Unable to update the effect:\n%1").arg(SDL_GetError()));
        m_effects[idx]->setStatus(FFBEffect::FFBEffectStatus::UPLOADED);
        return true;
      }
      sdlEff->setStatus(m_effects[idx]->status());

      goto out;
    }
  }

  underlEff = sdlEff->createFFstruct();
  if (underlEff == nullptr)
    return false;

  intIdx = SDL_HapticNewEffect(c_haptic, underlEff);
  if (intIdx < 0) {
    QMessageBox::critical(nullptr, SDL2DEV_ERR_CAPTION, QString("Unable to create effect:\n%1").arg(SDL_GetError()));
    return false;
  }
  sdlEff->setStatus(FFBEffect::FFBEffectStatus::UPLOADED);

out:
  sdlEff->setInternalIdx(intIdx);
  delete underlEff;
  m_effects[idx] = sdlEff;

  return true;
}
Пример #15
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);
}