cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_haptic.h (39294B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
      4
      5  This software is provided 'as-is', without any express or implied
      6  warranty.  In no event will the authors be held liable for any damages
      7  arising from the use of this software.
      8
      9  Permission is granted to anyone to use this software for any purpose,
     10  including commercial applications, and to alter it and redistribute it
     11  freely, subject to the following restrictions:
     12
     13  1. The origin of this software must not be misrepresented; you must not
     14     claim that you wrote the original software. If you use this software
     15     in a product, an acknowledgment in the product documentation would be
     16     appreciated but is not required.
     17  2. Altered source versions must be plainly marked as such, and must not be
     18     misrepresented as being the original software.
     19  3. This notice may not be removed or altered from any source distribution.
     20*/
     21
     22/**
     23 *  \file SDL_haptic.h
     24 *
     25 *  \brief The SDL haptic subsystem allows you to control haptic (force feedback)
     26 *         devices.
     27 *
     28 *  The basic usage is as follows:
     29 *   - Initialize the subsystem (::SDL_INIT_HAPTIC).
     30 *   - Open a haptic device.
     31 *    - SDL_HapticOpen() to open from index.
     32 *    - SDL_HapticOpenFromJoystick() to open from an existing joystick.
     33 *   - Create an effect (::SDL_HapticEffect).
     34 *   - Upload the effect with SDL_HapticNewEffect().
     35 *   - Run the effect with SDL_HapticRunEffect().
     36 *   - (optional) Free the effect with SDL_HapticDestroyEffect().
     37 *   - Close the haptic device with SDL_HapticClose().
     38 *
     39 * \par Simple rumble example:
     40 * \code
     41 *    SDL_Haptic *haptic;
     42 *
     43 *    // Open the device
     44 *    haptic = SDL_HapticOpen( 0 );
     45 *    if (haptic == NULL)
     46 *       return -1;
     47 *
     48 *    // Initialize simple rumble
     49 *    if (SDL_HapticRumbleInit( haptic ) != 0)
     50 *       return -1;
     51 *
     52 *    // Play effect at 50% strength for 2 seconds
     53 *    if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
     54 *       return -1;
     55 *    SDL_Delay( 2000 );
     56 *
     57 *    // Clean up
     58 *    SDL_HapticClose( haptic );
     59 * \endcode
     60 *
     61 * \par Complete example:
     62 * \code
     63 * int test_haptic( SDL_Joystick * joystick ) {
     64 *    SDL_Haptic *haptic;
     65 *    SDL_HapticEffect effect;
     66 *    int effect_id;
     67 *
     68 *    // Open the device
     69 *    haptic = SDL_HapticOpenFromJoystick( joystick );
     70 *    if (haptic == NULL) return -1; // Most likely joystick isn't haptic
     71 *
     72 *    // See if it can do sine waves
     73 *    if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
     74 *       SDL_HapticClose(haptic); // No sine effect
     75 *       return -1;
     76 *    }
     77 *
     78 *    // Create the effect
     79 *    memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
     80 *    effect.type = SDL_HAPTIC_SINE;
     81 *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
     82 *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
     83 *    effect.periodic.period = 1000; // 1000 ms
     84 *    effect.periodic.magnitude = 20000; // 20000/32767 strength
     85 *    effect.periodic.length = 5000; // 5 seconds long
     86 *    effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
     87 *    effect.periodic.fade_length = 1000; // Takes 1 second to fade away
     88 *
     89 *    // Upload the effect
     90 *    effect_id = SDL_HapticNewEffect( haptic, &effect );
     91 *
     92 *    // Test the effect
     93 *    SDL_HapticRunEffect( haptic, effect_id, 1 );
     94 *    SDL_Delay( 5000); // Wait for the effect to finish
     95 *
     96 *    // We destroy the effect, although closing the device also does this
     97 *    SDL_HapticDestroyEffect( haptic, effect_id );
     98 *
     99 *    // Close the device
    100 *    SDL_HapticClose(haptic);
    101 *
    102 *    return 0; // Success
    103 * }
    104 * \endcode
    105 */
    106
    107#ifndef SDL_haptic_h_
    108#define SDL_haptic_h_
    109
    110#include "SDL_stdinc.h"
    111#include "SDL_error.h"
    112#include "SDL_joystick.h"
    113
    114#include "begin_code.h"
    115/* Set up for C function definitions, even when using C++ */
    116#ifdef __cplusplus
    117extern "C" {
    118#endif /* __cplusplus */
    119
    120/* FIXME: For SDL 2.1, adjust all the magnitude variables to be Uint16 (0xFFFF).
    121 *
    122 * At the moment the magnitude variables are mixed between signed/unsigned, and
    123 * it is also not made clear that ALL of those variables expect a max of 0x7FFF.
    124 *
    125 * Some platforms may have higher precision than that (Linux FF, Windows XInput)
    126 * so we should fix the inconsistency in favor of higher possible precision,
    127 * adjusting for platforms that use different scales.
    128 * -flibit
    129 */
    130
    131/**
    132 *  \typedef SDL_Haptic
    133 *
    134 *  \brief The haptic structure used to identify an SDL haptic.
    135 *
    136 *  \sa SDL_HapticOpen
    137 *  \sa SDL_HapticOpenFromJoystick
    138 *  \sa SDL_HapticClose
    139 */
    140struct _SDL_Haptic;
    141typedef struct _SDL_Haptic SDL_Haptic;
    142
    143
    144/**
    145 *  \name Haptic features
    146 *
    147 *  Different haptic features a device can have.
    148 */
    149/* @{ */
    150
    151/**
    152 *  \name Haptic effects
    153 */
    154/* @{ */
    155
    156/**
    157 *  \brief Constant effect supported.
    158 *
    159 *  Constant haptic effect.
    160 *
    161 *  \sa SDL_HapticCondition
    162 */
    163#define SDL_HAPTIC_CONSTANT   (1u<<0)
    164
    165/**
    166 *  \brief Sine wave effect supported.
    167 *
    168 *  Periodic haptic effect that simulates sine waves.
    169 *
    170 *  \sa SDL_HapticPeriodic
    171 */
    172#define SDL_HAPTIC_SINE       (1u<<1)
    173
    174/**
    175 *  \brief Left/Right effect supported.
    176 *
    177 *  Haptic effect for direct control over high/low frequency motors.
    178 *
    179 *  \sa SDL_HapticLeftRight
    180 * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
    181 *          we ran out of bits, and this is important for XInput devices.
    182 */
    183#define SDL_HAPTIC_LEFTRIGHT     (1u<<2)
    184
    185/* !!! FIXME: put this back when we have more bits in 2.1 */
    186/* #define SDL_HAPTIC_SQUARE     (1<<2) */
    187
    188/**
    189 *  \brief Triangle wave effect supported.
    190 *
    191 *  Periodic haptic effect that simulates triangular waves.
    192 *
    193 *  \sa SDL_HapticPeriodic
    194 */
    195#define SDL_HAPTIC_TRIANGLE   (1u<<3)
    196
    197/**
    198 *  \brief Sawtoothup wave effect supported.
    199 *
    200 *  Periodic haptic effect that simulates saw tooth up waves.
    201 *
    202 *  \sa SDL_HapticPeriodic
    203 */
    204#define SDL_HAPTIC_SAWTOOTHUP (1u<<4)
    205
    206/**
    207 *  \brief Sawtoothdown wave effect supported.
    208 *
    209 *  Periodic haptic effect that simulates saw tooth down waves.
    210 *
    211 *  \sa SDL_HapticPeriodic
    212 */
    213#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5)
    214
    215/**
    216 *  \brief Ramp effect supported.
    217 *
    218 *  Ramp haptic effect.
    219 *
    220 *  \sa SDL_HapticRamp
    221 */
    222#define SDL_HAPTIC_RAMP       (1u<<6)
    223
    224/**
    225 *  \brief Spring effect supported - uses axes position.
    226 *
    227 *  Condition haptic effect that simulates a spring.  Effect is based on the
    228 *  axes position.
    229 *
    230 *  \sa SDL_HapticCondition
    231 */
    232#define SDL_HAPTIC_SPRING     (1u<<7)
    233
    234/**
    235 *  \brief Damper effect supported - uses axes velocity.
    236 *
    237 *  Condition haptic effect that simulates dampening.  Effect is based on the
    238 *  axes velocity.
    239 *
    240 *  \sa SDL_HapticCondition
    241 */
    242#define SDL_HAPTIC_DAMPER     (1u<<8)
    243
    244/**
    245 *  \brief Inertia effect supported - uses axes acceleration.
    246 *
    247 *  Condition haptic effect that simulates inertia.  Effect is based on the axes
    248 *  acceleration.
    249 *
    250 *  \sa SDL_HapticCondition
    251 */
    252#define SDL_HAPTIC_INERTIA    (1u<<9)
    253
    254/**
    255 *  \brief Friction effect supported - uses axes movement.
    256 *
    257 *  Condition haptic effect that simulates friction.  Effect is based on the
    258 *  axes movement.
    259 *
    260 *  \sa SDL_HapticCondition
    261 */
    262#define SDL_HAPTIC_FRICTION   (1u<<10)
    263
    264/**
    265 *  \brief Custom effect is supported.
    266 *
    267 *  User defined custom haptic effect.
    268 */
    269#define SDL_HAPTIC_CUSTOM     (1u<<11)
    270
    271/* @} *//* Haptic effects */
    272
    273/* These last few are features the device has, not effects */
    274
    275/**
    276 *  \brief Device can set global gain.
    277 *
    278 *  Device supports setting the global gain.
    279 *
    280 *  \sa SDL_HapticSetGain
    281 */
    282#define SDL_HAPTIC_GAIN       (1u<<12)
    283
    284/**
    285 *  \brief Device can set autocenter.
    286 *
    287 *  Device supports setting autocenter.
    288 *
    289 *  \sa SDL_HapticSetAutocenter
    290 */
    291#define SDL_HAPTIC_AUTOCENTER (1u<<13)
    292
    293/**
    294 *  \brief Device can be queried for effect status.
    295 *
    296 *  Device supports querying effect status.
    297 *
    298 *  \sa SDL_HapticGetEffectStatus
    299 */
    300#define SDL_HAPTIC_STATUS     (1u<<14)
    301
    302/**
    303 *  \brief Device can be paused.
    304 *
    305 *  Devices supports being paused.
    306 *
    307 *  \sa SDL_HapticPause
    308 *  \sa SDL_HapticUnpause
    309 */
    310#define SDL_HAPTIC_PAUSE      (1u<<15)
    311
    312
    313/**
    314 * \name Direction encodings
    315 */
    316/* @{ */
    317
    318/**
    319 *  \brief Uses polar coordinates for the direction.
    320 *
    321 *  \sa SDL_HapticDirection
    322 */
    323#define SDL_HAPTIC_POLAR      0
    324
    325/**
    326 *  \brief Uses cartesian coordinates for the direction.
    327 *
    328 *  \sa SDL_HapticDirection
    329 */
    330#define SDL_HAPTIC_CARTESIAN  1
    331
    332/**
    333 *  \brief Uses spherical coordinates for the direction.
    334 *
    335 *  \sa SDL_HapticDirection
    336 */
    337#define SDL_HAPTIC_SPHERICAL  2
    338
    339/* @} *//* Direction encodings */
    340
    341/* @} *//* Haptic features */
    342
    343/*
    344 * Misc defines.
    345 */
    346
    347/**
    348 * \brief Used to play a device an infinite number of times.
    349 *
    350 * \sa SDL_HapticRunEffect
    351 */
    352#define SDL_HAPTIC_INFINITY   4294967295U
    353
    354
    355/**
    356 *  \brief Structure that represents a haptic direction.
    357 *
    358 *  This is the direction where the force comes from,
    359 *  instead of the direction in which the force is exerted.
    360 *
    361 *  Directions can be specified by:
    362 *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
    363 *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
    364 *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
    365 *
    366 *  Cardinal directions of the haptic device are relative to the positioning
    367 *  of the device.  North is considered to be away from the user.
    368 *
    369 *  The following diagram represents the cardinal directions:
    370 *  \verbatim
    371                 .--.
    372                 |__| .-------.
    373                 |=.| |.-----.|
    374                 |--| ||     ||
    375                 |  | |'-----'|
    376                 |__|~')_____('
    377                   [ COMPUTER ]
    378
    379
    380                     North (0,-1)
    381                         ^
    382                         |
    383                         |
    384   (-1,0)  West <----[ HAPTIC ]----> East (1,0)
    385                         |
    386                         |
    387                         v
    388                      South (0,1)
    389
    390
    391                      [ USER ]
    392                        \|||/
    393                        (o o)
    394                  ---ooO-(_)-Ooo---
    395    \endverbatim
    396 *
    397 *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
    398 *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
    399 *  the first \c dir parameter.  The cardinal directions would be:
    400 *   - North: 0 (0 degrees)
    401 *   - East: 9000 (90 degrees)
    402 *   - South: 18000 (180 degrees)
    403 *   - West: 27000 (270 degrees)
    404 *
    405 *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
    406 *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
    407 *  the first three \c dir parameters.  The cardinal directions would be:
    408 *   - North:  0,-1, 0
    409 *   - East:   1, 0, 0
    410 *   - South:  0, 1, 0
    411 *   - West:  -1, 0, 0
    412 *
    413 *  The Z axis represents the height of the effect if supported, otherwise
    414 *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
    415 *  can use any multiple you want, only the direction matters.
    416 *
    417 *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
    418 *  The first two \c dir parameters are used.  The \c dir parameters are as
    419 *  follows (all values are in hundredths of degrees):
    420 *   - Degrees from (1, 0) rotated towards (0, 1).
    421 *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
    422 *
    423 *
    424 *  Example of force coming from the south with all encodings (force coming
    425 *  from the south means the user will have to pull the stick to counteract):
    426 *  \code
    427 *  SDL_HapticDirection direction;
    428 *
    429 *  // Cartesian directions
    430 *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
    431 *  direction.dir[0] = 0; // X position
    432 *  direction.dir[1] = 1; // Y position
    433 *  // Assuming the device has 2 axes, we don't need to specify third parameter.
    434 *
    435 *  // Polar directions
    436 *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
    437 *  direction.dir[0] = 18000; // Polar only uses first parameter
    438 *
    439 *  // Spherical coordinates
    440 *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
    441 *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
    442 *  \endcode
    443 *
    444 *  \sa SDL_HAPTIC_POLAR
    445 *  \sa SDL_HAPTIC_CARTESIAN
    446 *  \sa SDL_HAPTIC_SPHERICAL
    447 *  \sa SDL_HapticEffect
    448 *  \sa SDL_HapticNumAxes
    449 */
    450typedef struct SDL_HapticDirection
    451{
    452    Uint8 type;         /**< The type of encoding. */
    453    Sint32 dir[3];      /**< The encoded direction. */
    454} SDL_HapticDirection;
    455
    456
    457/**
    458 *  \brief A structure containing a template for a Constant effect.
    459 *
    460 *  This struct is exclusively for the ::SDL_HAPTIC_CONSTANT effect.
    461 *
    462 *  A constant effect applies a constant force in the specified direction
    463 *  to the joystick.
    464 *
    465 *  \sa SDL_HAPTIC_CONSTANT
    466 *  \sa SDL_HapticEffect
    467 */
    468typedef struct SDL_HapticConstant
    469{
    470    /* Header */
    471    Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
    472    SDL_HapticDirection direction;  /**< Direction of the effect. */
    473
    474    /* Replay */
    475    Uint32 length;          /**< Duration of the effect. */
    476    Uint16 delay;           /**< Delay before starting the effect. */
    477
    478    /* Trigger */
    479    Uint16 button;          /**< Button that triggers the effect. */
    480    Uint16 interval;        /**< How soon it can be triggered again after button. */
    481
    482    /* Constant */
    483    Sint16 level;           /**< Strength of the constant effect. */
    484
    485    /* Envelope */
    486    Uint16 attack_length;   /**< Duration of the attack. */
    487    Uint16 attack_level;    /**< Level at the start of the attack. */
    488    Uint16 fade_length;     /**< Duration of the fade. */
    489    Uint16 fade_level;      /**< Level at the end of the fade. */
    490} SDL_HapticConstant;
    491
    492/**
    493 *  \brief A structure containing a template for a Periodic effect.
    494 *
    495 *  The struct handles the following effects:
    496 *   - ::SDL_HAPTIC_SINE
    497 *   - ::SDL_HAPTIC_LEFTRIGHT
    498 *   - ::SDL_HAPTIC_TRIANGLE
    499 *   - ::SDL_HAPTIC_SAWTOOTHUP
    500 *   - ::SDL_HAPTIC_SAWTOOTHDOWN
    501 *
    502 *  A periodic effect consists in a wave-shaped effect that repeats itself
    503 *  over time.  The type determines the shape of the wave and the parameters
    504 *  determine the dimensions of the wave.
    505 *
    506 *  Phase is given by hundredth of a degree meaning that giving the phase a value
    507 *  of 9000 will displace it 25% of its period.  Here are sample values:
    508 *   -     0: No phase displacement.
    509 *   -  9000: Displaced 25% of its period.
    510 *   - 18000: Displaced 50% of its period.
    511 *   - 27000: Displaced 75% of its period.
    512 *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
    513 *
    514 *  Examples:
    515 *  \verbatim
    516    SDL_HAPTIC_SINE
    517      __      __      __      __
    518     /  \    /  \    /  \    /
    519    /    \__/    \__/    \__/
    520
    521    SDL_HAPTIC_SQUARE
    522     __    __    __    __    __
    523    |  |  |  |  |  |  |  |  |  |
    524    |  |__|  |__|  |__|  |__|  |
    525
    526    SDL_HAPTIC_TRIANGLE
    527      /\    /\    /\    /\    /\
    528     /  \  /  \  /  \  /  \  /
    529    /    \/    \/    \/    \/
    530
    531    SDL_HAPTIC_SAWTOOTHUP
    532      /|  /|  /|  /|  /|  /|  /|
    533     / | / | / | / | / | / | / |
    534    /  |/  |/  |/  |/  |/  |/  |
    535
    536    SDL_HAPTIC_SAWTOOTHDOWN
    537    \  |\  |\  |\  |\  |\  |\  |
    538     \ | \ | \ | \ | \ | \ | \ |
    539      \|  \|  \|  \|  \|  \|  \|
    540    \endverbatim
    541 *
    542 *  \sa SDL_HAPTIC_SINE
    543 *  \sa SDL_HAPTIC_LEFTRIGHT
    544 *  \sa SDL_HAPTIC_TRIANGLE
    545 *  \sa SDL_HAPTIC_SAWTOOTHUP
    546 *  \sa SDL_HAPTIC_SAWTOOTHDOWN
    547 *  \sa SDL_HapticEffect
    548 */
    549typedef struct SDL_HapticPeriodic
    550{
    551    /* Header */
    552    Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
    553                             ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
    554                             ::SDL_HAPTIC_SAWTOOTHDOWN */
    555    SDL_HapticDirection direction;  /**< Direction of the effect. */
    556
    557    /* Replay */
    558    Uint32 length;      /**< Duration of the effect. */
    559    Uint16 delay;       /**< Delay before starting the effect. */
    560
    561    /* Trigger */
    562    Uint16 button;      /**< Button that triggers the effect. */
    563    Uint16 interval;    /**< How soon it can be triggered again after button. */
    564
    565    /* Periodic */
    566    Uint16 period;      /**< Period of the wave. */
    567    Sint16 magnitude;   /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */
    568    Sint16 offset;      /**< Mean value of the wave. */
    569    Uint16 phase;       /**< Positive phase shift given by hundredth of a degree. */
    570
    571    /* Envelope */
    572    Uint16 attack_length;   /**< Duration of the attack. */
    573    Uint16 attack_level;    /**< Level at the start of the attack. */
    574    Uint16 fade_length; /**< Duration of the fade. */
    575    Uint16 fade_level;  /**< Level at the end of the fade. */
    576} SDL_HapticPeriodic;
    577
    578/**
    579 *  \brief A structure containing a template for a Condition effect.
    580 *
    581 *  The struct handles the following effects:
    582 *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
    583 *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
    584 *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
    585 *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
    586 *
    587 *  Direction is handled by condition internals instead of a direction member.
    588 *  The condition effect specific members have three parameters.  The first
    589 *  refers to the X axis, the second refers to the Y axis and the third
    590 *  refers to the Z axis.  The right terms refer to the positive side of the
    591 *  axis and the left terms refer to the negative side of the axis.  Please
    592 *  refer to the ::SDL_HapticDirection diagram for which side is positive and
    593 *  which is negative.
    594 *
    595 *  \sa SDL_HapticDirection
    596 *  \sa SDL_HAPTIC_SPRING
    597 *  \sa SDL_HAPTIC_DAMPER
    598 *  \sa SDL_HAPTIC_INERTIA
    599 *  \sa SDL_HAPTIC_FRICTION
    600 *  \sa SDL_HapticEffect
    601 */
    602typedef struct SDL_HapticCondition
    603{
    604    /* Header */
    605    Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
    606                                 ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
    607    SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */
    608
    609    /* Replay */
    610    Uint32 length;          /**< Duration of the effect. */
    611    Uint16 delay;           /**< Delay before starting the effect. */
    612
    613    /* Trigger */
    614    Uint16 button;          /**< Button that triggers the effect. */
    615    Uint16 interval;        /**< How soon it can be triggered again after button. */
    616
    617    /* Condition */
    618    Uint16 right_sat[3];    /**< Level when joystick is to the positive side; max 0xFFFF. */
    619    Uint16 left_sat[3];     /**< Level when joystick is to the negative side; max 0xFFFF. */
    620    Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
    621    Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
    622    Uint16 deadband[3];     /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */
    623    Sint16 center[3];       /**< Position of the dead zone. */
    624} SDL_HapticCondition;
    625
    626/**
    627 *  \brief A structure containing a template for a Ramp effect.
    628 *
    629 *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
    630 *
    631 *  The ramp effect starts at start strength and ends at end strength.
    632 *  It augments in linear fashion.  If you use attack and fade with a ramp
    633 *  the effects get added to the ramp effect making the effect become
    634 *  quadratic instead of linear.
    635 *
    636 *  \sa SDL_HAPTIC_RAMP
    637 *  \sa SDL_HapticEffect
    638 */
    639typedef struct SDL_HapticRamp
    640{
    641    /* Header */
    642    Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
    643    SDL_HapticDirection direction;  /**< Direction of the effect. */
    644
    645    /* Replay */
    646    Uint32 length;          /**< Duration of the effect. */
    647    Uint16 delay;           /**< Delay before starting the effect. */
    648
    649    /* Trigger */
    650    Uint16 button;          /**< Button that triggers the effect. */
    651    Uint16 interval;        /**< How soon it can be triggered again after button. */
    652
    653    /* Ramp */
    654    Sint16 start;           /**< Beginning strength level. */
    655    Sint16 end;             /**< Ending strength level. */
    656
    657    /* Envelope */
    658    Uint16 attack_length;   /**< Duration of the attack. */
    659    Uint16 attack_level;    /**< Level at the start of the attack. */
    660    Uint16 fade_length;     /**< Duration of the fade. */
    661    Uint16 fade_level;      /**< Level at the end of the fade. */
    662} SDL_HapticRamp;
    663
    664/**
    665 * \brief A structure containing a template for a Left/Right effect.
    666 *
    667 * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
    668 *
    669 * The Left/Right effect is used to explicitly control the large and small
    670 * motors, commonly found in modern game controllers. The small (right) motor
    671 * is high frequency, and the large (left) motor is low frequency.
    672 *
    673 * \sa SDL_HAPTIC_LEFTRIGHT
    674 * \sa SDL_HapticEffect
    675 */
    676typedef struct SDL_HapticLeftRight
    677{
    678    /* Header */
    679    Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
    680
    681    /* Replay */
    682    Uint32 length;          /**< Duration of the effect in milliseconds. */
    683
    684    /* Rumble */
    685    Uint16 large_magnitude; /**< Control of the large controller motor. */
    686    Uint16 small_magnitude; /**< Control of the small controller motor. */
    687} SDL_HapticLeftRight;
    688
    689/**
    690 *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
    691 *
    692 *  This struct is exclusively for the ::SDL_HAPTIC_CUSTOM effect.
    693 *
    694 *  A custom force feedback effect is much like a periodic effect, where the
    695 *  application can define its exact shape.  You will have to allocate the
    696 *  data yourself.  Data should consist of channels * samples Uint16 samples.
    697 *
    698 *  If channels is one, the effect is rotated using the defined direction.
    699 *  Otherwise it uses the samples in data for the different axes.
    700 *
    701 *  \sa SDL_HAPTIC_CUSTOM
    702 *  \sa SDL_HapticEffect
    703 */
    704typedef struct SDL_HapticCustom
    705{
    706    /* Header */
    707    Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
    708    SDL_HapticDirection direction;  /**< Direction of the effect. */
    709
    710    /* Replay */
    711    Uint32 length;          /**< Duration of the effect. */
    712    Uint16 delay;           /**< Delay before starting the effect. */
    713
    714    /* Trigger */
    715    Uint16 button;          /**< Button that triggers the effect. */
    716    Uint16 interval;        /**< How soon it can be triggered again after button. */
    717
    718    /* Custom */
    719    Uint8 channels;         /**< Axes to use, minimum of one. */
    720    Uint16 period;          /**< Sample periods. */
    721    Uint16 samples;         /**< Amount of samples. */
    722    Uint16 *data;           /**< Should contain channels*samples items. */
    723
    724    /* Envelope */
    725    Uint16 attack_length;   /**< Duration of the attack. */
    726    Uint16 attack_level;    /**< Level at the start of the attack. */
    727    Uint16 fade_length;     /**< Duration of the fade. */
    728    Uint16 fade_level;      /**< Level at the end of the fade. */
    729} SDL_HapticCustom;
    730
    731/**
    732 *  \brief The generic template for any haptic effect.
    733 *
    734 *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
    735 *  Time values unless specified otherwise are in milliseconds.
    736 *
    737 *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
    738 *  value.  Neither delay, interval, attack_length nor fade_length support
    739 *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
    740 *
    741 *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
    742 *  ::SDL_HAPTIC_INFINITY.
    743 *
    744 *  Button triggers may not be supported on all devices, it is advised to not
    745 *  use them if possible.  Buttons start at index 1 instead of index 0 like
    746 *  the joystick.
    747 *
    748 *  If both attack_length and fade_level are 0, the envelope is not used,
    749 *  otherwise both values are used.
    750 *
    751 *  Common parts:
    752 *  \code
    753 *  // Replay - All effects have this
    754 *  Uint32 length;        // Duration of effect (ms).
    755 *  Uint16 delay;         // Delay before starting effect.
    756 *
    757 *  // Trigger - All effects have this
    758 *  Uint16 button;        // Button that triggers effect.
    759 *  Uint16 interval;      // How soon before effect can be triggered again.
    760 *
    761 *  // Envelope - All effects except condition effects have this
    762 *  Uint16 attack_length; // Duration of the attack (ms).
    763 *  Uint16 attack_level;  // Level at the start of the attack.
    764 *  Uint16 fade_length;   // Duration of the fade out (ms).
    765 *  Uint16 fade_level;    // Level at the end of the fade.
    766 *  \endcode
    767 *
    768 *
    769 *  Here we have an example of a constant effect evolution in time:
    770 *  \verbatim
    771    Strength
    772    ^
    773    |
    774    |    effect level -->  _________________
    775    |                     /                 \
    776    |                    /                   \
    777    |                   /                     \
    778    |                  /                       \
    779    | attack_level --> |                        \
    780    |                  |                        |  <---  fade_level
    781    |
    782    +--------------------------------------------------> Time
    783                       [--]                 [---]
    784                       attack_length        fade_length
    785
    786    [------------------][-----------------------]
    787    delay               length
    788    \endverbatim
    789 *
    790 *  Note either the attack_level or the fade_level may be above the actual
    791 *  effect level.
    792 *
    793 *  \sa SDL_HapticConstant
    794 *  \sa SDL_HapticPeriodic
    795 *  \sa SDL_HapticCondition
    796 *  \sa SDL_HapticRamp
    797 *  \sa SDL_HapticLeftRight
    798 *  \sa SDL_HapticCustom
    799 */
    800typedef union SDL_HapticEffect
    801{
    802    /* Common for all force feedback effects */
    803    Uint16 type;                    /**< Effect type. */
    804    SDL_HapticConstant constant;    /**< Constant effect. */
    805    SDL_HapticPeriodic periodic;    /**< Periodic effect. */
    806    SDL_HapticCondition condition;  /**< Condition effect. */
    807    SDL_HapticRamp ramp;            /**< Ramp effect. */
    808    SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
    809    SDL_HapticCustom custom;        /**< Custom effect. */
    810} SDL_HapticEffect;
    811
    812
    813/* Function prototypes */
    814/**
    815 *  \brief Count the number of haptic devices attached to the system.
    816 *
    817 *  \return Number of haptic devices detected on the system.
    818 */
    819extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
    820
    821/**
    822 *  \brief Get the implementation dependent name of a haptic device.
    823 *
    824 *  This can be called before any joysticks are opened.
    825 *  If no name can be found, this function returns NULL.
    826 *
    827 *  \param device_index Index of the device to get its name.
    828 *  \return Name of the device or NULL on error.
    829 *
    830 *  \sa SDL_NumHaptics
    831 */
    832extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
    833
    834/**
    835 *  \brief Opens a haptic device for use.
    836 *
    837 *  The index passed as an argument refers to the N'th haptic device on this
    838 *  system.
    839 *
    840 *  When opening a haptic device, its gain will be set to maximum and
    841 *  autocenter will be disabled.  To modify these values use
    842 *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
    843 *
    844 *  \param device_index Index of the device to open.
    845 *  \return Device identifier or NULL on error.
    846 *
    847 *  \sa SDL_HapticIndex
    848 *  \sa SDL_HapticOpenFromMouse
    849 *  \sa SDL_HapticOpenFromJoystick
    850 *  \sa SDL_HapticClose
    851 *  \sa SDL_HapticSetGain
    852 *  \sa SDL_HapticSetAutocenter
    853 *  \sa SDL_HapticPause
    854 *  \sa SDL_HapticStopAll
    855 */
    856extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
    857
    858/**
    859 *  \brief Checks if the haptic device at index has been opened.
    860 *
    861 *  \param device_index Index to check to see if it has been opened.
    862 *  \return 1 if it has been opened or 0 if it hasn't.
    863 *
    864 *  \sa SDL_HapticOpen
    865 *  \sa SDL_HapticIndex
    866 */
    867extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
    868
    869/**
    870 *  \brief Gets the index of a haptic device.
    871 *
    872 *  \param haptic Haptic device to get the index of.
    873 *  \return The index of the haptic device or -1 on error.
    874 *
    875 *  \sa SDL_HapticOpen
    876 *  \sa SDL_HapticOpened
    877 */
    878extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
    879
    880/**
    881 *  \brief Gets whether or not the current mouse has haptic capabilities.
    882 *
    883 *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
    884 *
    885 *  \sa SDL_HapticOpenFromMouse
    886 */
    887extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
    888
    889/**
    890 *  \brief Tries to open a haptic device from the current mouse.
    891 *
    892 *  \return The haptic device identifier or NULL on error.
    893 *
    894 *  \sa SDL_MouseIsHaptic
    895 *  \sa SDL_HapticOpen
    896 */
    897extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
    898
    899/**
    900 *  \brief Checks to see if a joystick has haptic features.
    901 *
    902 *  \param joystick Joystick to test for haptic capabilities.
    903 *  \return SDL_TRUE if the joystick is haptic, SDL_FALSE if it isn't
    904 *          or -1 if an error occurred.
    905 *
    906 *  \sa SDL_HapticOpenFromJoystick
    907 */
    908extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
    909
    910/**
    911 *  \brief Opens a haptic device for use from a joystick device.
    912 *
    913 *  You must still close the haptic device separately.  It will not be closed
    914 *  with the joystick.
    915 *
    916 *  When opening from a joystick you should first close the haptic device before
    917 *  closing the joystick device.  If not, on some implementations the haptic
    918 *  device will also get unallocated and you'll be unable to use force feedback
    919 *  on that device.
    920 *
    921 *  \param joystick Joystick to create a haptic device from.
    922 *  \return A valid haptic device identifier on success or NULL on error.
    923 *
    924 *  \sa SDL_HapticOpen
    925 *  \sa SDL_HapticClose
    926 */
    927extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
    928                                                               joystick);
    929
    930/**
    931 *  \brief Closes a haptic device previously opened with SDL_HapticOpen().
    932 *
    933 *  \param haptic Haptic device to close.
    934 */
    935extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
    936
    937/**
    938 *  \brief Returns the number of effects a haptic device can store.
    939 *
    940 *  On some platforms this isn't fully supported, and therefore is an
    941 *  approximation.  Always check to see if your created effect was actually
    942 *  created and do not rely solely on SDL_HapticNumEffects().
    943 *
    944 *  \param haptic The haptic device to query effect max.
    945 *  \return The number of effects the haptic device can store or
    946 *          -1 on error.
    947 *
    948 *  \sa SDL_HapticNumEffectsPlaying
    949 *  \sa SDL_HapticQuery
    950 */
    951extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
    952
    953/**
    954 *  \brief Returns the number of effects a haptic device can play at the same
    955 *         time.
    956 *
    957 *  This is not supported on all platforms, but will always return a value.
    958 *  Added here for the sake of completeness.
    959 *
    960 *  \param haptic The haptic device to query maximum playing effects.
    961 *  \return The number of effects the haptic device can play at the same time
    962 *          or -1 on error.
    963 *
    964 *  \sa SDL_HapticNumEffects
    965 *  \sa SDL_HapticQuery
    966 */
    967extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
    968
    969/**
    970 *  \brief Gets the haptic device's supported features in bitwise manner.
    971 *
    972 *  Example:
    973 *  \code
    974 *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
    975 *      printf("We have constant haptic effect!\n");
    976 *  }
    977 *  \endcode
    978 *
    979 *  \param haptic The haptic device to query.
    980 *  \return Haptic features in bitwise manner (OR'd).
    981 *
    982 *  \sa SDL_HapticNumEffects
    983 *  \sa SDL_HapticEffectSupported
    984 */
    985extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
    986
    987
    988/**
    989 *  \brief Gets the number of haptic axes the device has.
    990 *
    991 *  \sa SDL_HapticDirection
    992 */
    993extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
    994
    995/**
    996 *  \brief Checks to see if effect is supported by haptic.
    997 *
    998 *  \param haptic Haptic device to check on.
    999 *  \param effect Effect to check to see if it is supported.
   1000 *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
   1001 *
   1002 *  \sa SDL_HapticQuery
   1003 *  \sa SDL_HapticNewEffect
   1004 */
   1005extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
   1006                                                      SDL_HapticEffect *
   1007                                                      effect);
   1008
   1009/**
   1010 *  \brief Creates a new haptic effect on the device.
   1011 *
   1012 *  \param haptic Haptic device to create the effect on.
   1013 *  \param effect Properties of the effect to create.
   1014 *  \return The identifier of the effect on success or -1 on error.
   1015 *
   1016 *  \sa SDL_HapticUpdateEffect
   1017 *  \sa SDL_HapticRunEffect
   1018 *  \sa SDL_HapticDestroyEffect
   1019 */
   1020extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
   1021                                                SDL_HapticEffect * effect);
   1022
   1023/**
   1024 *  \brief Updates the properties of an effect.
   1025 *
   1026 *  Can be used dynamically, although behavior when dynamically changing
   1027 *  direction may be strange.  Specifically the effect may reupload itself
   1028 *  and start playing from the start.  You cannot change the type either when
   1029 *  running SDL_HapticUpdateEffect().
   1030 *
   1031 *  \param haptic Haptic device that has the effect.
   1032 *  \param effect Identifier of the effect to update.
   1033 *  \param data New effect properties to use.
   1034 *  \return 0 on success or -1 on error.
   1035 *
   1036 *  \sa SDL_HapticNewEffect
   1037 *  \sa SDL_HapticRunEffect
   1038 *  \sa SDL_HapticDestroyEffect
   1039 */
   1040extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
   1041                                                   int effect,
   1042                                                   SDL_HapticEffect * data);
   1043
   1044/**
   1045 *  \brief Runs the haptic effect on its associated haptic device.
   1046 *
   1047 *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
   1048 *  repeating the envelope (attack and fade) every time.  If you only want the
   1049 *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
   1050 *  parameter.
   1051 *
   1052 *  \param haptic Haptic device to run the effect on.
   1053 *  \param effect Identifier of the haptic effect to run.
   1054 *  \param iterations Number of iterations to run the effect. Use
   1055 *         ::SDL_HAPTIC_INFINITY for infinity.
   1056 *  \return 0 on success or -1 on error.
   1057 *
   1058 *  \sa SDL_HapticStopEffect
   1059 *  \sa SDL_HapticDestroyEffect
   1060 *  \sa SDL_HapticGetEffectStatus
   1061 */
   1062extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
   1063                                                int effect,
   1064                                                Uint32 iterations);
   1065
   1066/**
   1067 *  \brief Stops the haptic effect on its associated haptic device.
   1068 *
   1069 *  \param haptic Haptic device to stop the effect on.
   1070 *  \param effect Identifier of the effect to stop.
   1071 *  \return 0 on success or -1 on error.
   1072 *
   1073 *  \sa SDL_HapticRunEffect
   1074 *  \sa SDL_HapticDestroyEffect
   1075 */
   1076extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
   1077                                                 int effect);
   1078
   1079/**
   1080 *  \brief Destroys a haptic effect on the device.
   1081 *
   1082 *  This will stop the effect if it's running.  Effects are automatically
   1083 *  destroyed when the device is closed.
   1084 *
   1085 *  \param haptic Device to destroy the effect on.
   1086 *  \param effect Identifier of the effect to destroy.
   1087 *
   1088 *  \sa SDL_HapticNewEffect
   1089 */
   1090extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
   1091                                                     int effect);
   1092
   1093/**
   1094 *  \brief Gets the status of the current effect on the haptic device.
   1095 *
   1096 *  Device must support the ::SDL_HAPTIC_STATUS feature.
   1097 *
   1098 *  \param haptic Haptic device to query the effect status on.
   1099 *  \param effect Identifier of the effect to query its status.
   1100 *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
   1101 *
   1102 *  \sa SDL_HapticRunEffect
   1103 *  \sa SDL_HapticStopEffect
   1104 */
   1105extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
   1106                                                      int effect);
   1107
   1108/**
   1109 *  \brief Sets the global gain of the device.
   1110 *
   1111 *  Device must support the ::SDL_HAPTIC_GAIN feature.
   1112 *
   1113 *  The user may specify the maximum gain by setting the environment variable
   1114 *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
   1115 *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
   1116 *  maximum.
   1117 *
   1118 *  \param haptic Haptic device to set the gain on.
   1119 *  \param gain Value to set the gain to, should be between 0 and 100.
   1120 *  \return 0 on success or -1 on error.
   1121 *
   1122 *  \sa SDL_HapticQuery
   1123 */
   1124extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
   1125
   1126/**
   1127 *  \brief Sets the global autocenter of the device.
   1128 *
   1129 *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
   1130 *  autocentering.
   1131 *
   1132 *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
   1133 *
   1134 *  \param haptic Haptic device to set autocentering on.
   1135 *  \param autocenter Value to set autocenter to, 0 disables autocentering.
   1136 *  \return 0 on success or -1 on error.
   1137 *
   1138 *  \sa SDL_HapticQuery
   1139 */
   1140extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
   1141                                                    int autocenter);
   1142
   1143/**
   1144 *  \brief Pauses a haptic device.
   1145 *
   1146 *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
   1147 *  SDL_HapticUnpause() to resume playback.
   1148 *
   1149 *  Do not modify the effects nor add new ones while the device is paused.
   1150 *  That can cause all sorts of weird errors.
   1151 *
   1152 *  \param haptic Haptic device to pause.
   1153 *  \return 0 on success or -1 on error.
   1154 *
   1155 *  \sa SDL_HapticUnpause
   1156 */
   1157extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
   1158
   1159/**
   1160 *  \brief Unpauses a haptic device.
   1161 *
   1162 *  Call to unpause after SDL_HapticPause().
   1163 *
   1164 *  \param haptic Haptic device to unpause.
   1165 *  \return 0 on success or -1 on error.
   1166 *
   1167 *  \sa SDL_HapticPause
   1168 */
   1169extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
   1170
   1171/**
   1172 *  \brief Stops all the currently playing effects on a haptic device.
   1173 *
   1174 *  \param haptic Haptic device to stop.
   1175 *  \return 0 on success or -1 on error.
   1176 */
   1177extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
   1178
   1179/**
   1180 *  \brief Checks to see if rumble is supported on a haptic device.
   1181 *
   1182 *  \param haptic Haptic device to check to see if it supports rumble.
   1183 *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
   1184 *
   1185 *  \sa SDL_HapticRumbleInit
   1186 *  \sa SDL_HapticRumblePlay
   1187 *  \sa SDL_HapticRumbleStop
   1188 */
   1189extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
   1190
   1191/**
   1192 *  \brief Initializes the haptic device for simple rumble playback.
   1193 *
   1194 *  \param haptic Haptic device to initialize for simple rumble playback.
   1195 *  \return 0 on success or -1 on error.
   1196 *
   1197 *  \sa SDL_HapticOpen
   1198 *  \sa SDL_HapticRumbleSupported
   1199 *  \sa SDL_HapticRumblePlay
   1200 *  \sa SDL_HapticRumbleStop
   1201 */
   1202extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
   1203
   1204/**
   1205 *  \brief Runs simple rumble on a haptic device
   1206 *
   1207 *  \param haptic Haptic device to play rumble effect on.
   1208 *  \param strength Strength of the rumble to play as a 0-1 float value.
   1209 *  \param length Length of the rumble to play in milliseconds.
   1210 *  \return 0 on success or -1 on error.
   1211 *
   1212 *  \sa SDL_HapticRumbleSupported
   1213 *  \sa SDL_HapticRumbleInit
   1214 *  \sa SDL_HapticRumbleStop
   1215 */
   1216extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
   1217
   1218/**
   1219 *  \brief Stops the simple rumble on a haptic device.
   1220 *
   1221 *  \param haptic Haptic to stop the rumble on.
   1222 *  \return 0 on success or -1 on error.
   1223 *
   1224 *  \sa SDL_HapticRumbleSupported
   1225 *  \sa SDL_HapticRumbleInit
   1226 *  \sa SDL_HapticRumblePlay
   1227 */
   1228extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
   1229
   1230/* Ends C function definitions when using C++ */
   1231#ifdef __cplusplus
   1232}
   1233#endif
   1234#include "close_code.h"
   1235
   1236#endif /* SDL_haptic_h_ */
   1237
   1238/* vi: set ts=4 sw=4 expandtab: */