SDL Input: Support more types of force feedback for controllers through SDL.
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25fac0282c
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@ -126,6 +126,18 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsi
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// ramp effect
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// ramp effect
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if (supported_effects & SDL_HAPTIC_RAMP)
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if (supported_effects & SDL_HAPTIC_RAMP)
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AddOutput(new RampEffect(m_haptic));
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AddOutput(new RampEffect(m_haptic));
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// sine effect
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if (supported_effects & SDL_HAPTIC_SINE)
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AddOutput(new SineEffect(m_haptic));
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// triangle effect
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if (supported_effects & SDL_HAPTIC_TRIANGLE)
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AddOutput(new TriangleEffect(m_haptic));
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// left-right effect
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if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
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AddOutput(new LeftRightEffect(m_haptic));
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}
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}
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#endif
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#endif
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@ -178,8 +190,24 @@ std::string Joystick::RampEffect::GetName() const
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return "Ramp";
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return "Ramp";
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}
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}
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std::string Joystick::SineEffect::GetName() const
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{
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return "Sine";
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}
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std::string Joystick::TriangleEffect::GetName() const
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{
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return "Triangle";
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}
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std::string Joystick::LeftRightEffect::GetName() const
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{
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return "LeftRight";
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}
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void Joystick::ConstantEffect::SetState(ControlState state)
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void Joystick::ConstantEffect::SetState(ControlState state)
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{
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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if (state)
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{
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{
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m_effect.type = SDL_HAPTIC_CONSTANT;
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m_effect.type = SDL_HAPTIC_CONSTANT;
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@ -196,6 +224,7 @@ void Joystick::ConstantEffect::SetState(ControlState state)
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void Joystick::RampEffect::SetState(ControlState state)
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void Joystick::RampEffect::SetState(ControlState state)
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{
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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if (state)
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{
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{
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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.type = SDL_HAPTIC_RAMP;
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@ -209,6 +238,69 @@ void Joystick::RampEffect::SetState(ControlState state)
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m_effect.ramp.start = (Sint16)(state * 0x7FFF);
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m_effect.ramp.start = (Sint16)(state * 0x7FFF);
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Update();
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Update();
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}
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}
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void Joystick::SineEffect::SetState(ControlState state)
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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{
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m_effect.type = SDL_HAPTIC_SINE;
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m_effect.periodic.period = 1000;
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m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 18000;
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m_effect.periodic.length = SDL_HAPTIC_INFINITY;
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m_effect.periodic.delay = 0;
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m_effect.periodic.attack_length = 0;
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}
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else
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{
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m_effect.type = 0;
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}
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Update();
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}
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void Joystick::TriangleEffect::SetState(ControlState state)
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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{
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m_effect.type = SDL_HAPTIC_TRIANGLE;
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m_effect.periodic.period = 1000;
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m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 18000;
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m_effect.periodic.length = SDL_HAPTIC_INFINITY;
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m_effect.periodic.delay = 0;
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m_effect.periodic.attack_length = 0;
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}
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else
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{
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m_effect.type = 0;
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}
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Update();
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}
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void Joystick::LeftRightEffect::SetState(ControlState state)
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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{
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m_effect.type = SDL_HAPTIC_LEFTRIGHT;
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m_effect.leftright.length = SDL_HAPTIC_INFINITY;
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// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
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m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
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m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);
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}
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else
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{
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m_effect.type = 0;
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}
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Update();
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}
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#endif
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#endif
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void Joystick::UpdateInput()
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void Joystick::UpdateInput()
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@ -98,6 +98,30 @@ private:
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std::string GetName() const override;
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std::string GetName() const override;
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void SetState(ControlState state) override;
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void SetState(ControlState state) override;
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};
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};
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class SineEffect : public HapticEffect
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{
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public:
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SineEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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void SetState(ControlState state) override;
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};
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class TriangleEffect : public HapticEffect
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{
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public:
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TriangleEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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void SetState(ControlState state) override;
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};
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class LeftRightEffect : public HapticEffect
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{
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public:
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LeftRightEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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void SetState(ControlState state) override;
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};
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#endif
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#endif
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public:
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public:
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