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Comment: Added SDL_HapticNewEffect to Related Functions.
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<<Color2(col=green,text="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(col=green,text="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?")>> /* <<Color2(col=green,text="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(col=green,text="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 a custom effect.

Data Fields

Header

Uint16

type

SDL_HAPTIC_CUSTOM

SDL_HapticDirection

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.

data should consist of channels * samples Uint16 samples.

If channels is 1, the effect is rotated using the defined direction. Otherwise it uses the samples in data for the different axes.


CategoryStruct, CategoryForceFeedback

None: SDL_HapticCustom (last edited 2017-03-25 22:43:44 by PhilippWiesemann)

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