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@@ -45,8 +45,8 @@ main(int argc, char **argv)
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int i;
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char *name;
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int index;
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- SDL_HapticEffect efx[5];
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- int id[5];
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+ SDL_HapticEffect efx[9];
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+ int id[9];
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int nefx;
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unsigned int supported;
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@@ -149,6 +149,7 @@ main(int argc, char **argv)
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}
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nefx++;
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}
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+
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/* Now the classical constant effect. */
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if (supported & SDL_HAPTIC_CONSTANT) {
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SDL_Log(" effect %d: Constant Force\n", nefx);
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@@ -166,6 +167,7 @@ main(int argc, char **argv)
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}
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nefx++;
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}
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+
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/* The cute spring effect. */
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if (supported & SDL_HAPTIC_SPRING) {
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SDL_Log(" effect %d: Condition Spring\n", nefx);
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@@ -185,6 +187,24 @@ main(int argc, char **argv)
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}
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nefx++;
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}
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+ /* The interesting damper effect. */
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+ if (supported & SDL_HAPTIC_DAMPER) {
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+ SDL_Log(" effect %d: Condition Damper\n", nefx);
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+ efx[nefx].type = SDL_HAPTIC_DAMPER;
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+ efx[nefx].condition.length = 5000;
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+ for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
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+ efx[nefx].condition.right_sat[i] = 0xFFFF;
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+ efx[nefx].condition.left_sat[i] = 0xFFFF;
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+ efx[nefx].condition.right_coeff[i] = 0x2000;
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+ efx[nefx].condition.left_coeff[i] = 0x2000;
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+ }
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+ id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
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+ if (id[nefx] < 0) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
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+ abort_execution();
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+ }
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+ nefx++;
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+ }
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/* The pretty awesome inertia effect. */
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if (supported & SDL_HAPTIC_INERTIA) {
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SDL_Log(" effect %d: Condition Inertia\n", nefx);
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@@ -204,6 +224,44 @@ main(int argc, char **argv)
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}
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nefx++;
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}
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+ /* The hot friction effect. */
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+ if (supported & SDL_HAPTIC_FRICTION) {
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+ SDL_Log(" effect %d: Condition Friction\n", nefx);
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+ efx[nefx].type = SDL_HAPTIC_FRICTION;
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+ efx[nefx].condition.length = 5000;
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+ for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
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+ efx[nefx].condition.right_sat[i] = 0xFFFF;
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+ efx[nefx].condition.left_sat[i] = 0xFFFF;
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+ efx[nefx].condition.right_coeff[i] = 0x2000;
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+ efx[nefx].condition.left_coeff[i] = 0x2000;
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+ }
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+ id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
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+ if (id[nefx] < 0) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
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+ abort_execution();
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+ }
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+ nefx++;
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+ }
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+
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+ /* Now we'll try a ramp effect */
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+ if (supported & SDL_HAPTIC_RAMP) {
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+ SDL_Log(" effect %d: Ramp\n", nefx);
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+ efx[nefx].type = SDL_HAPTIC_RAMP;
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+ efx[nefx].ramp.direction.type = SDL_HAPTIC_CARTESIAN;
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+ efx[nefx].ramp.direction.dir[0] = 1; /* Force comes from */
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+ efx[nefx].ramp.direction.dir[1] = -1; /* the north-east. */
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+ efx[nefx].ramp.length = 5000;
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+ efx[nefx].ramp.start = 0x4000;
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+ efx[nefx].ramp.end = -0x4000;
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+ efx[nefx].ramp.attack_length = 1000;
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+ efx[nefx].ramp.fade_length = 1000;
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+ id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
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+ if (id[nefx] < 0) {
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+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
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+ abort_execution();
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+ }
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+ nefx++;
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+ }
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/* Finally we'll try a left/right effect. */
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if (supported & SDL_HAPTIC_LEFTRIGHT) {
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