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| Deletions are marked like this. | Additions are marked like this. |
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| ||||||'''''Header'''''|| | ||||||''Header''|| |
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| ||||||'''''Replay'''''|| | ||||||''Replay''|| |
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| ||||||'''''Trigger'''''|| | ||||||''Trigger''|| |
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| ||Uint16||'''interval'''||how soon it can be triggered again after button|| ||||||'''''Custom'''''|| ||Uint8||'''channels'''||axes to use, minimum of one; see [[#Remarks|Remarks]] for details|| |
||Uint16||'''interval'''||how soon it can be triggered again after '''button'''|| ||||||''Custom''|| ||Uint8||'''channels'''||axes to use, minimum of 1; see [[#Remarks|Remarks]] for details|| |
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| ||Uint16*||'''data'''||should contain channels*samples items; see [[#Remarks|Remarks]] for details|| ||||||'''''Envelope'''''|| |
||Uint16*||'''data'''||should contain '''channels'''*'''samples''' items; see [[#Remarks|Remarks]] for details|| ||||||''Envelope''|| |
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| <<Color2(green,I think this should be a new paragraph or moved down to connect to the next one.)>> '''data''' should consist of channels * samples Uint16 samples. <<Color2(green,This is repeated above. Is there a better way to say this and still be correct and readable to programmers but also to people who speak english?)>> | <<Color2(green,I think this should be a new paragraph or moved down to connect to the next one.)>> '''data''' should consist of '''channels''' * '''samples''' Uint16 samples. <<Color2(green,This is basically repeated above. Is there a better way to say this and still be correct and readable to programmers but also to people who speak english?)>> |
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| If '''channels''' is ''1'', the effect is rotated using the defined direction. Otherwise it uses the samples in '''data''' for the different axes. | If '''channels''' is 1, the effect is rotated using the defined direction. Otherwise it uses the samples in '''data''' for the different axes. |
DRAFT |
SDL_HapticCustom
A structure that contains a template for the SDL_HAPTIC_CUSTOM effect.
Data Fields
Header |
||
Unit16 |
type |
SDL_HAPTIC_CUSTOM |
direction |
direction of the effect (relative to the user) |
|
Replay |
||
Uint32 |
length |
duration of the effect |
Uint16 |
delay |
delay before starting the effect |
Trigger |
||
Uint16 |
button |
button that triggers the effect |
Uint16 |
interval |
how soon it can be triggered again after button |
Custom |
||
Uint8 |
channels |
axes to use, minimum of 1; see Remarks for details |
Uint16 |
period |
sample periods |
Uint16 |
samples |
amount number of samples |
Uint16* |
data |
should contain channels*samples items; see Remarks for details |
Envelope |
||
Uint16 |
attack_length |
duration of the attack |
Uint16 |
attack_level |
level at the start of the attack |
Uint16 |
fade_length |
duration of the fade |
Uint16 |
fade_level |
level at the end of the fade |
Code Examples
You can add your code example here
Remarks
A custom force feedback effect is much like a periodic effect, where the application can define its exact shape. You will have to allocate the data yourself. green
data should consist of channels * samples Uint16 samples. green
If channels is 1, the effect is rotated using the defined direction. Otherwise it uses the samples in data for the different axes.
