Merge pull request #1837 from adamdmoss/sdl-more-haptic
SDL Input: Support more types of force feedback for controllers through SDL
This commit is contained in:
commit
c2bdcbe71c
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@ -18,6 +18,11 @@ namespace ciface
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namespace SDL
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namespace SDL
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{
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{
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// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
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// range, used for periodic haptic effects though often ignored by devices
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static const u16 RUMBLE_PERIOD = 10;
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static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite
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static std::string GetJoystickName(int index)
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static std::string GetJoystickName(int index)
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{
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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@ -126,6 +131,18 @@ 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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@ -178,36 +195,81 @@ 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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void Joystick::ConstantEffect::SetState(ControlState state)
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std::string Joystick::SineEffect::GetName() const
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{
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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::HapticEffect::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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if (state)
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{
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{
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m_effect.type = SDL_HAPTIC_CONSTANT;
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SetSDLHapticEffect(state);
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m_effect.constant.length = SDL_HAPTIC_INFINITY;
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}
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}
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else
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else
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{
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{
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// this module uses type==0 to indicate 'off'
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m_effect.type = 0;
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m_effect.type = 0;
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}
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}
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m_effect.constant.level = (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::RampEffect::SetState(ControlState state)
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void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
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{
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{
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if (state)
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m_effect.type = SDL_HAPTIC_CONSTANT;
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{
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m_effect.constant.length = RUMBLE_LENGTH_MAX;
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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.constant.level = (Sint16)(state * 0x7FFF);
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m_effect.ramp.length = SDL_HAPTIC_INFINITY;
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}
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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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void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.ramp.length = RUMBLE_LENGTH_MAX;
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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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}
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void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_SINE;
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m_effect.periodic.period = RUMBLE_PERIOD;
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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 = RUMBLE_LENGTH_MAX;
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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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void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_TRIANGLE;
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m_effect.periodic.period = RUMBLE_PERIOD;
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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 = RUMBLE_LENGTH_MAX;
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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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void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_LEFTRIGHT;
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m_effect.leftright.length = RUMBLE_LENGTH_MAX;
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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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}
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#endif
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#endif
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@ -77,10 +77,13 @@ private:
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protected:
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protected:
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void Update();
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void Update();
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virtual void SetSDLHapticEffect(ControlState state) = 0;
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SDL_HapticEffect m_effect;
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SDL_HapticEffect m_effect;
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SDL_Haptic* m_haptic;
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SDL_Haptic* m_haptic;
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int m_id;
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int m_id;
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private:
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virtual void SetState(ControlState state) override final;
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};
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};
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class ConstantEffect : public HapticEffect
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class ConstantEffect : public HapticEffect
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@ -88,7 +91,8 @@ private:
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public:
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public:
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ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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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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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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};
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class RampEffect : public HapticEffect
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class RampEffect : public HapticEffect
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@ -96,7 +100,35 @@ private:
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public:
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public:
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RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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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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private:
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void SetSDLHapticEffect(ControlState state) override;
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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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private:
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void SetSDLHapticEffect(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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private:
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void SetSDLHapticEffect(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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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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};
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#endif
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#endif
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