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      1 /*
      2   Simple DirectMedia Layer
      3   Copyright (C) 1997-2014 Sam Lantinga <slouken (at) libsdl.org>
      4 
      5   This software is provided 'as-is', without any express or implied
      6   warranty.  In no event will the authors be held liable for any damages
      7   arising from the use of this software.
      8 
      9   Permission is granted to anyone to use this software for any purpose,
     10   including commercial applications, and to alter it and redistribute it
     11   freely, subject to the following restrictions:
     12 
     13   1. The origin of this software must not be misrepresented; you must not
     14      claim that you wrote the original software. If you use this software
     15      in a product, an acknowledgment in the product documentation would be
     16      appreciated but is not required.
     17   2. Altered source versions must be plainly marked as such, and must not be
     18      misrepresented as being the original software.
     19   3. This notice may not be removed or altered from any source distribution.
     20 */
     21 
     22 /**
     23  *  \file SDL_haptic.h
     24  *
     25  *  \brief The SDL Haptic subsystem allows you to control haptic (force feedback)
     26  *         devices.
     27  *
     28  *  The basic usage is as follows:
     29  *   - Initialize the Subsystem (::SDL_INIT_HAPTIC).
     30  *   - Open a Haptic Device.
     31  *    - SDL_HapticOpen() to open from index.
     32  *    - SDL_HapticOpenFromJoystick() to open from an existing joystick.
     33  *   - Create an effect (::SDL_HapticEffect).
     34  *   - Upload the effect with SDL_HapticNewEffect().
     35  *   - Run the effect with SDL_HapticRunEffect().
     36  *   - (optional) Free the effect with SDL_HapticDestroyEffect().
     37  *   - Close the haptic device with SDL_HapticClose().
     38  *
     39  * \par Simple rumble example:
     40  * \code
     41  *    SDL_Haptic *haptic;
     42  *
     43  *    // Open the device
     44  *    haptic = SDL_HapticOpen( 0 );
     45  *    if (haptic == NULL)
     46  *       return -1;
     47  *
     48  *    // Initialize simple rumble
     49  *    if (SDL_HapticRumbleInit( haptic ) != 0)
     50  *       return -1;
     51  *
     52  *    // Play effect at 50% strength for 2 seconds
     53  *    if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0)
     54  *       return -1;
     55  *    SDL_Delay( 2000 );
     56  *
     57  *    // Clean up
     58  *    SDL_HapticClose( haptic );
     59  * \endcode
     60  *
     61  * \par Complete example:
     62  * \code
     63  * int test_haptic( SDL_Joystick * joystick ) {
     64  *    SDL_Haptic *haptic;
     65  *    SDL_HapticEffect effect;
     66  *    int effect_id;
     67  *
     68  *    // Open the device
     69  *    haptic = SDL_HapticOpenFromJoystick( joystick );
     70  *    if (haptic == NULL) return -1; // Most likely joystick isn't haptic
     71  *
     72  *    // See if it can do sine waves
     73  *    if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) {
     74  *       SDL_HapticClose(haptic); // No sine effect
     75  *       return -1;
     76  *    }
     77  *
     78  *    // Create the effect
     79  *    memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default
     80  *    effect.type = SDL_HAPTIC_SINE;
     81  *    effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates
     82  *    effect.periodic.direction.dir[0] = 18000; // Force comes from south
     83  *    effect.periodic.period = 1000; // 1000 ms
     84  *    effect.periodic.magnitude = 20000; // 20000/32767 strength
     85  *    effect.periodic.length = 5000; // 5 seconds long
     86  *    effect.periodic.attack_length = 1000; // Takes 1 second to get max strength
     87  *    effect.periodic.fade_length = 1000; // Takes 1 second to fade away
     88  *
     89  *    // Upload the effect
     90  *    effect_id = SDL_HapticNewEffect( haptic, &effect );
     91  *
     92  *    // Test the effect
     93  *    SDL_HapticRunEffect( haptic, effect_id, 1 );
     94  *    SDL_Delay( 5000); // Wait for the effect to finish
     95  *
     96  *    // We destroy the effect, although closing the device also does this
     97  *    SDL_HapticDestroyEffect( haptic, effect_id );
     98  *
     99  *    // Close the device
    100  *    SDL_HapticClose(haptic);
    101  *
    102  *    return 0; // Success
    103  * }
    104  * \endcode
    105  *
    106  * You can also find out more information on my blog:
    107  * http://bobbens.dyndns.org/journal/2010/sdl_haptic/
    108  *
    109  * \author Edgar Simo Serra
    110  */
    111 
    112 #ifndef _SDL_haptic_h
    113 #define _SDL_haptic_h
    114 
    115 #include "SDL_stdinc.h"
    116 #include "SDL_error.h"
    117 #include "SDL_joystick.h"
    118 
    119 #include "begin_code.h"
    120 /* Set up for C function definitions, even when using C++ */
    121 #ifdef __cplusplus
    122 extern "C" {
    123 #endif /* __cplusplus */
    124 
    125 /**
    126  *  \typedef SDL_Haptic
    127  *
    128  *  \brief The haptic structure used to identify an SDL haptic.
    129  *
    130  *  \sa SDL_HapticOpen
    131  *  \sa SDL_HapticOpenFromJoystick
    132  *  \sa SDL_HapticClose
    133  */
    134 struct _SDL_Haptic;
    135 typedef struct _SDL_Haptic SDL_Haptic;
    136 
    137 
    138 /**
    139  *  \name Haptic features
    140  *
    141  *  Different haptic features a device can have.
    142  */
    143 /* @{ */
    144 
    145 /**
    146  *  \name Haptic effects
    147  */
    148 /* @{ */
    149 
    150 /**
    151  *  \brief Constant effect supported.
    152  *
    153  *  Constant haptic effect.
    154  *
    155  *  \sa SDL_HapticCondition
    156  */
    157 #define SDL_HAPTIC_CONSTANT   (1<<0)
    158 
    159 /**
    160  *  \brief Sine wave effect supported.
    161  *
    162  *  Periodic haptic effect that simulates sine waves.
    163  *
    164  *  \sa SDL_HapticPeriodic
    165  */
    166 #define SDL_HAPTIC_SINE       (1<<1)
    167 
    168 /**
    169  *  \brief Left/Right effect supported.
    170  *
    171  *  Haptic effect for direct control over high/low frequency motors.
    172  *
    173  *  \sa SDL_HapticLeftRight
    174  * \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
    175  *          we ran out of bits, and this is important for XInput devices.
    176  */
    177 #define SDL_HAPTIC_LEFTRIGHT     (1<<2)
    178 
    179 /* !!! FIXME: put this back when we have more bits in 2.1 */
    180 /* #define SDL_HAPTIC_SQUARE     (1<<2) */
    181 
    182 /**
    183  *  \brief Triangle wave effect supported.
    184  *
    185  *  Periodic haptic effect that simulates triangular waves.
    186  *
    187  *  \sa SDL_HapticPeriodic
    188  */
    189 #define SDL_HAPTIC_TRIANGLE   (1<<3)
    190 
    191 /**
    192  *  \brief Sawtoothup wave effect supported.
    193  *
    194  *  Periodic haptic effect that simulates saw tooth up waves.
    195  *
    196  *  \sa SDL_HapticPeriodic
    197  */
    198 #define SDL_HAPTIC_SAWTOOTHUP (1<<4)
    199 
    200 /**
    201  *  \brief Sawtoothdown wave effect supported.
    202  *
    203  *  Periodic haptic effect that simulates saw tooth down waves.
    204  *
    205  *  \sa SDL_HapticPeriodic
    206  */
    207 #define SDL_HAPTIC_SAWTOOTHDOWN (1<<5)
    208 
    209 /**
    210  *  \brief Ramp effect supported.
    211  *
    212  *  Ramp haptic effect.
    213  *
    214  *  \sa SDL_HapticRamp
    215  */
    216 #define SDL_HAPTIC_RAMP       (1<<6)
    217 
    218 /**
    219  *  \brief Spring effect supported - uses axes position.
    220  *
    221  *  Condition haptic effect that simulates a spring.  Effect is based on the
    222  *  axes position.
    223  *
    224  *  \sa SDL_HapticCondition
    225  */
    226 #define SDL_HAPTIC_SPRING     (1<<7)
    227 
    228 /**
    229  *  \brief Damper effect supported - uses axes velocity.
    230  *
    231  *  Condition haptic effect that simulates dampening.  Effect is based on the
    232  *  axes velocity.
    233  *
    234  *  \sa SDL_HapticCondition
    235  */
    236 #define SDL_HAPTIC_DAMPER     (1<<8)
    237 
    238 /**
    239  *  \brief Inertia effect supported - uses axes acceleration.
    240  *
    241  *  Condition haptic effect that simulates inertia.  Effect is based on the axes
    242  *  acceleration.
    243  *
    244  *  \sa SDL_HapticCondition
    245  */
    246 #define SDL_HAPTIC_INERTIA    (1<<9)
    247 
    248 /**
    249  *  \brief Friction effect supported - uses axes movement.
    250  *
    251  *  Condition haptic effect that simulates friction.  Effect is based on the
    252  *  axes movement.
    253  *
    254  *  \sa SDL_HapticCondition
    255  */
    256 #define SDL_HAPTIC_FRICTION   (1<<10)
    257 
    258 /**
    259  *  \brief Custom effect is supported.
    260  *
    261  *  User defined custom haptic effect.
    262  */
    263 #define SDL_HAPTIC_CUSTOM     (1<<11)
    264 
    265 /* @} *//* Haptic effects */
    266 
    267 /* These last few are features the device has, not effects */
    268 
    269 /**
    270  *  \brief Device can set global gain.
    271  *
    272  *  Device supports setting the global gain.
    273  *
    274  *  \sa SDL_HapticSetGain
    275  */
    276 #define SDL_HAPTIC_GAIN       (1<<12)
    277 
    278 /**
    279  *  \brief Device can set autocenter.
    280  *
    281  *  Device supports setting autocenter.
    282  *
    283  *  \sa SDL_HapticSetAutocenter
    284  */
    285 #define SDL_HAPTIC_AUTOCENTER (1<<13)
    286 
    287 /**
    288  *  \brief Device can be queried for effect status.
    289  *
    290  *  Device can be queried for effect status.
    291  *
    292  *  \sa SDL_HapticGetEffectStatus
    293  */
    294 #define SDL_HAPTIC_STATUS     (1<<14)
    295 
    296 /**
    297  *  \brief Device can be paused.
    298  *
    299  *  \sa SDL_HapticPause
    300  *  \sa SDL_HapticUnpause
    301  */
    302 #define SDL_HAPTIC_PAUSE      (1<<15)
    303 
    304 
    305 /**
    306  * \name Direction encodings
    307  */
    308 /* @{ */
    309 
    310 /**
    311  *  \brief Uses polar coordinates for the direction.
    312  *
    313  *  \sa SDL_HapticDirection
    314  */
    315 #define SDL_HAPTIC_POLAR      0
    316 
    317 /**
    318  *  \brief Uses cartesian coordinates for the direction.
    319  *
    320  *  \sa SDL_HapticDirection
    321  */
    322 #define SDL_HAPTIC_CARTESIAN  1
    323 
    324 /**
    325  *  \brief Uses spherical coordinates for the direction.
    326  *
    327  *  \sa SDL_HapticDirection
    328  */
    329 #define SDL_HAPTIC_SPHERICAL  2
    330 
    331 /* @} *//* Direction encodings */
    332 
    333 /* @} *//* Haptic features */
    334 
    335 /*
    336  * Misc defines.
    337  */
    338 
    339 /**
    340  * \brief Used to play a device an infinite number of times.
    341  *
    342  * \sa SDL_HapticRunEffect
    343  */
    344 #define SDL_HAPTIC_INFINITY   4294967295U
    345 
    346 
    347 /**
    348  *  \brief Structure that represents a haptic direction.
    349  *
    350  *  Directions can be specified by:
    351  *   - ::SDL_HAPTIC_POLAR : Specified by polar coordinates.
    352  *   - ::SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates.
    353  *   - ::SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates.
    354  *
    355  *  Cardinal directions of the haptic device are relative to the positioning
    356  *  of the device.  North is considered to be away from the user.
    357  *
    358  *  The following diagram represents the cardinal directions:
    359  *  \verbatim
    360                  .--.
    361                  |__| .-------.
    362                  |=.| |.-----.|
    363                  |--| ||     ||
    364                  |  | |'-----'|
    365                  |__|~')_____('
    366                    [ COMPUTER ]
    367 
    368 
    369                      North (0,-1)
    370                          ^
    371                          |
    372                          |
    373     (1,0)  West <----[ HAPTIC ]----> East (-1,0)
    374                          |
    375                          |
    376                          v
    377                       South (0,1)
    378 
    379 
    380                       [ USER ]
    381                         \|||/
    382                         (o o)
    383                   ---ooO-(_)-Ooo---
    384     \endverbatim
    385  *
    386  *  If type is ::SDL_HAPTIC_POLAR, direction is encoded by hundredths of a
    387  *  degree starting north and turning clockwise.  ::SDL_HAPTIC_POLAR only uses
    388  *  the first \c dir parameter.  The cardinal directions would be:
    389  *   - North: 0 (0 degrees)
    390  *   - East: 9000 (90 degrees)
    391  *   - South: 18000 (180 degrees)
    392  *   - West: 27000 (270 degrees)
    393  *
    394  *  If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions
    395  *  (X axis, Y axis and Z axis (with 3 axes)).  ::SDL_HAPTIC_CARTESIAN uses
    396  *  the first three \c dir parameters.  The cardinal directions would be:
    397  *   - North:  0,-1, 0
    398  *   - East:  -1, 0, 0
    399  *   - South:  0, 1, 0
    400  *   - West:   1, 0, 0
    401  *
    402  *  The Z axis represents the height of the effect if supported, otherwise
    403  *  it's unused.  In cartesian encoding (1, 2) would be the same as (2, 4), you
    404  *  can use any multiple you want, only the direction matters.
    405  *
    406  *  If type is ::SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations.
    407  *  The first two \c dir parameters are used.  The \c dir parameters are as
    408  *  follows (all values are in hundredths of degrees):
    409  *   - Degrees from (1, 0) rotated towards (0, 1).
    410  *   - Degrees towards (0, 0, 1) (device needs at least 3 axes).
    411  *
    412  *
    413  *  Example of force coming from the south with all encodings (force coming
    414  *  from the south means the user will have to pull the stick to counteract):
    415  *  \code
    416  *  SDL_HapticDirection direction;
    417  *
    418  *  // Cartesian directions
    419  *  direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding.
    420  *  direction.dir[0] = 0; // X position
    421  *  direction.dir[1] = 1; // Y position
    422  *  // Assuming the device has 2 axes, we don't need to specify third parameter.
    423  *
    424  *  // Polar directions
    425  *  direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding.
    426  *  direction.dir[0] = 18000; // Polar only uses first parameter
    427  *
    428  *  // Spherical coordinates
    429  *  direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding
    430  *  direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters.
    431  *  \endcode
    432  *
    433  *  \sa SDL_HAPTIC_POLAR
    434  *  \sa SDL_HAPTIC_CARTESIAN
    435  *  \sa SDL_HAPTIC_SPHERICAL
    436  *  \sa SDL_HapticEffect
    437  *  \sa SDL_HapticNumAxes
    438  */
    439 typedef struct SDL_HapticDirection
    440 {
    441     Uint8 type;         /**< The type of encoding. */
    442     Sint32 dir[3];      /**< The encoded direction. */
    443 } SDL_HapticDirection;
    444 
    445 
    446 /**
    447  *  \brief A structure containing a template for a Constant effect.
    448  *
    449  *  The struct is exclusive to the ::SDL_HAPTIC_CONSTANT effect.
    450  *
    451  *  A constant effect applies a constant force in the specified direction
    452  *  to the joystick.
    453  *
    454  *  \sa SDL_HAPTIC_CONSTANT
    455  *  \sa SDL_HapticEffect
    456  */
    457 typedef struct SDL_HapticConstant
    458 {
    459     /* Header */
    460     Uint16 type;            /**< ::SDL_HAPTIC_CONSTANT */
    461     SDL_HapticDirection direction;  /**< Direction of the effect. */
    462 
    463     /* Replay */
    464     Uint32 length;          /**< Duration of the effect. */
    465     Uint16 delay;           /**< Delay before starting the effect. */
    466 
    467     /* Trigger */
    468     Uint16 button;          /**< Button that triggers the effect. */
    469     Uint16 interval;        /**< How soon it can be triggered again after button. */
    470 
    471     /* Constant */
    472     Sint16 level;           /**< Strength of the constant effect. */
    473 
    474     /* Envelope */
    475     Uint16 attack_length;   /**< Duration of the attack. */
    476     Uint16 attack_level;    /**< Level at the start of the attack. */
    477     Uint16 fade_length;     /**< Duration of the fade. */
    478     Uint16 fade_level;      /**< Level at the end of the fade. */
    479 } SDL_HapticConstant;
    480 
    481 /**
    482  *  \brief A structure containing a template for a Periodic effect.
    483  *
    484  *  The struct handles the following effects:
    485  *   - ::SDL_HAPTIC_SINE
    486  *   - ::SDL_HAPTIC_LEFTRIGHT
    487  *   - ::SDL_HAPTIC_TRIANGLE
    488  *   - ::SDL_HAPTIC_SAWTOOTHUP
    489  *   - ::SDL_HAPTIC_SAWTOOTHDOWN
    490  *
    491  *  A periodic effect consists in a wave-shaped effect that repeats itself
    492  *  over time.  The type determines the shape of the wave and the parameters
    493  *  determine the dimensions of the wave.
    494  *
    495  *  Phase is given by hundredth of a cycle meaning that giving the phase a value
    496  *  of 9000 will displace it 25% of its period.  Here are sample values:
    497  *   -     0: No phase displacement.
    498  *   -  9000: Displaced 25% of its period.
    499  *   - 18000: Displaced 50% of its period.
    500  *   - 27000: Displaced 75% of its period.
    501  *   - 36000: Displaced 100% of its period, same as 0, but 0 is preferred.
    502  *
    503  *  Examples:
    504  *  \verbatim
    505     SDL_HAPTIC_SINE
    506       __      __      __      __
    507      /  \    /  \    /  \    /
    508     /    \__/    \__/    \__/
    509 
    510     SDL_HAPTIC_SQUARE
    511      __    __    __    __    __
    512     |  |  |  |  |  |  |  |  |  |
    513     |  |__|  |__|  |__|  |__|  |
    514 
    515     SDL_HAPTIC_TRIANGLE
    516       /\    /\    /\    /\    /\
    517      /  \  /  \  /  \  /  \  /
    518     /    \/    \/    \/    \/
    519 
    520     SDL_HAPTIC_SAWTOOTHUP
    521       /|  /|  /|  /|  /|  /|  /|
    522      / | / | / | / | / | / | / |
    523     /  |/  |/  |/  |/  |/  |/  |
    524 
    525     SDL_HAPTIC_SAWTOOTHDOWN
    526     \  |\  |\  |\  |\  |\  |\  |
    527      \ | \ | \ | \ | \ | \ | \ |
    528       \|  \|  \|  \|  \|  \|  \|
    529     \endverbatim
    530  *
    531  *  \sa SDL_HAPTIC_SINE
    532  *  \sa SDL_HAPTIC_LEFTRIGHT
    533  *  \sa SDL_HAPTIC_TRIANGLE
    534  *  \sa SDL_HAPTIC_SAWTOOTHUP
    535  *  \sa SDL_HAPTIC_SAWTOOTHDOWN
    536  *  \sa SDL_HapticEffect
    537  */
    538 typedef struct SDL_HapticPeriodic
    539 {
    540     /* Header */
    541     Uint16 type;        /**< ::SDL_HAPTIC_SINE, ::SDL_HAPTIC_LEFTRIGHT,
    542                              ::SDL_HAPTIC_TRIANGLE, ::SDL_HAPTIC_SAWTOOTHUP or
    543                              ::SDL_HAPTIC_SAWTOOTHDOWN */
    544     SDL_HapticDirection direction;  /**< Direction of the effect. */
    545 
    546     /* Replay */
    547     Uint32 length;      /**< Duration of the effect. */
    548     Uint16 delay;       /**< Delay before starting the effect. */
    549 
    550     /* Trigger */
    551     Uint16 button;      /**< Button that triggers the effect. */
    552     Uint16 interval;    /**< How soon it can be triggered again after button. */
    553 
    554     /* Periodic */
    555     Uint16 period;      /**< Period of the wave. */
    556     Sint16 magnitude;   /**< Peak value. */
    557     Sint16 offset;      /**< Mean value of the wave. */
    558     Uint16 phase;       /**< Horizontal shift given by hundredth of a cycle. */
    559 
    560     /* Envelope */
    561     Uint16 attack_length;   /**< Duration of the attack. */
    562     Uint16 attack_level;    /**< Level at the start of the attack. */
    563     Uint16 fade_length; /**< Duration of the fade. */
    564     Uint16 fade_level;  /**< Level at the end of the fade. */
    565 } SDL_HapticPeriodic;
    566 
    567 /**
    568  *  \brief A structure containing a template for a Condition effect.
    569  *
    570  *  The struct handles the following effects:
    571  *   - ::SDL_HAPTIC_SPRING: Effect based on axes position.
    572  *   - ::SDL_HAPTIC_DAMPER: Effect based on axes velocity.
    573  *   - ::SDL_HAPTIC_INERTIA: Effect based on axes acceleration.
    574  *   - ::SDL_HAPTIC_FRICTION: Effect based on axes movement.
    575  *
    576  *  Direction is handled by condition internals instead of a direction member.
    577  *  The condition effect specific members have three parameters.  The first
    578  *  refers to the X axis, the second refers to the Y axis and the third
    579  *  refers to the Z axis.  The right terms refer to the positive side of the
    580  *  axis and the left terms refer to the negative side of the axis.  Please
    581  *  refer to the ::SDL_HapticDirection diagram for which side is positive and
    582  *  which is negative.
    583  *
    584  *  \sa SDL_HapticDirection
    585  *  \sa SDL_HAPTIC_SPRING
    586  *  \sa SDL_HAPTIC_DAMPER
    587  *  \sa SDL_HAPTIC_INERTIA
    588  *  \sa SDL_HAPTIC_FRICTION
    589  *  \sa SDL_HapticEffect
    590  */
    591 typedef struct SDL_HapticCondition
    592 {
    593     /* Header */
    594     Uint16 type;            /**< ::SDL_HAPTIC_SPRING, ::SDL_HAPTIC_DAMPER,
    595                                  ::SDL_HAPTIC_INERTIA or ::SDL_HAPTIC_FRICTION */
    596     SDL_HapticDirection direction;  /**< Direction of the effect - Not used ATM. */
    597 
    598     /* Replay */
    599     Uint32 length;          /**< Duration of the effect. */
    600     Uint16 delay;           /**< Delay before starting the effect. */
    601 
    602     /* Trigger */
    603     Uint16 button;          /**< Button that triggers the effect. */
    604     Uint16 interval;        /**< How soon it can be triggered again after button. */
    605 
    606     /* Condition */
    607     Uint16 right_sat[3];    /**< Level when joystick is to the positive side. */
    608     Uint16 left_sat[3];     /**< Level when joystick is to the negative side. */
    609     Sint16 right_coeff[3];  /**< How fast to increase the force towards the positive side. */
    610     Sint16 left_coeff[3];   /**< How fast to increase the force towards the negative side. */
    611     Uint16 deadband[3];     /**< Size of the dead zone. */
    612     Sint16 center[3];       /**< Position of the dead zone. */
    613 } SDL_HapticCondition;
    614 
    615 /**
    616  *  \brief A structure containing a template for a Ramp effect.
    617  *
    618  *  This struct is exclusively for the ::SDL_HAPTIC_RAMP effect.
    619  *
    620  *  The ramp effect starts at start strength and ends at end strength.
    621  *  It augments in linear fashion.  If you use attack and fade with a ramp
    622  *  the effects get added to the ramp effect making the effect become
    623  *  quadratic instead of linear.
    624  *
    625  *  \sa SDL_HAPTIC_RAMP
    626  *  \sa SDL_HapticEffect
    627  */
    628 typedef struct SDL_HapticRamp
    629 {
    630     /* Header */
    631     Uint16 type;            /**< ::SDL_HAPTIC_RAMP */
    632     SDL_HapticDirection direction;  /**< Direction of the effect. */
    633 
    634     /* Replay */
    635     Uint32 length;          /**< Duration of the effect. */
    636     Uint16 delay;           /**< Delay before starting the effect. */
    637 
    638     /* Trigger */
    639     Uint16 button;          /**< Button that triggers the effect. */
    640     Uint16 interval;        /**< How soon it can be triggered again after button. */
    641 
    642     /* Ramp */
    643     Sint16 start;           /**< Beginning strength level. */
    644     Sint16 end;             /**< Ending strength level. */
    645 
    646     /* Envelope */
    647     Uint16 attack_length;   /**< Duration of the attack. */
    648     Uint16 attack_level;    /**< Level at the start of the attack. */
    649     Uint16 fade_length;     /**< Duration of the fade. */
    650     Uint16 fade_level;      /**< Level at the end of the fade. */
    651 } SDL_HapticRamp;
    652 
    653 /**
    654  * \brief A structure containing a template for a Left/Right effect.
    655  *
    656  * This struct is exclusively for the ::SDL_HAPTIC_LEFTRIGHT effect.
    657  *
    658  * The Left/Right effect is used to explicitly control the large and small
    659  * motors, commonly found in modern game controllers. One motor is high
    660  * frequency, the other is low frequency.
    661  *
    662  * \sa SDL_HAPTIC_LEFTRIGHT
    663  * \sa SDL_HapticEffect
    664  */
    665 typedef struct SDL_HapticLeftRight
    666 {
    667     /* Header */
    668     Uint16 type;            /**< ::SDL_HAPTIC_LEFTRIGHT */
    669 
    670     /* Replay */
    671     Uint32 length;          /**< Duration of the effect. */
    672 
    673     /* Rumble */
    674     Uint16 large_magnitude; /**< Control of the large controller motor. */
    675     Uint16 small_magnitude; /**< Control of the small controller motor. */
    676 } SDL_HapticLeftRight;
    677 
    678 /**
    679  *  \brief A structure containing a template for the ::SDL_HAPTIC_CUSTOM effect.
    680  *
    681  *  A custom force feedback effect is much like a periodic effect, where the
    682  *  application can define its exact shape.  You will have to allocate the
    683  *  data yourself.  Data should consist of channels * samples Uint16 samples.
    684  *
    685  *  If channels is one, the effect is rotated using the defined direction.
    686  *  Otherwise it uses the samples in data for the different axes.
    687  *
    688  *  \sa SDL_HAPTIC_CUSTOM
    689  *  \sa SDL_HapticEffect
    690  */
    691 typedef struct SDL_HapticCustom
    692 {
    693     /* Header */
    694     Uint16 type;            /**< ::SDL_HAPTIC_CUSTOM */
    695     SDL_HapticDirection direction;  /**< Direction of the effect. */
    696 
    697     /* Replay */
    698     Uint32 length;          /**< Duration of the effect. */
    699     Uint16 delay;           /**< Delay before starting the effect. */
    700 
    701     /* Trigger */
    702     Uint16 button;          /**< Button that triggers the effect. */
    703     Uint16 interval;        /**< How soon it can be triggered again after button. */
    704 
    705     /* Custom */
    706     Uint8 channels;         /**< Axes to use, minimum of one. */
    707     Uint16 period;          /**< Sample periods. */
    708     Uint16 samples;         /**< Amount of samples. */
    709     Uint16 *data;           /**< Should contain channels*samples items. */
    710 
    711     /* Envelope */
    712     Uint16 attack_length;   /**< Duration of the attack. */
    713     Uint16 attack_level;    /**< Level at the start of the attack. */
    714     Uint16 fade_length;     /**< Duration of the fade. */
    715     Uint16 fade_level;      /**< Level at the end of the fade. */
    716 } SDL_HapticCustom;
    717 
    718 /**
    719  *  \brief The generic template for any haptic effect.
    720  *
    721  *  All values max at 32767 (0x7FFF).  Signed values also can be negative.
    722  *  Time values unless specified otherwise are in milliseconds.
    723  *
    724  *  You can also pass ::SDL_HAPTIC_INFINITY to length instead of a 0-32767
    725  *  value.  Neither delay, interval, attack_length nor fade_length support
    726  *  ::SDL_HAPTIC_INFINITY.  Fade will also not be used since effect never ends.
    727  *
    728  *  Additionally, the ::SDL_HAPTIC_RAMP effect does not support a duration of
    729  *  ::SDL_HAPTIC_INFINITY.
    730  *
    731  *  Button triggers may not be supported on all devices, it is advised to not
    732  *  use them if possible.  Buttons start at index 1 instead of index 0 like
    733  *  the joystick.
    734  *
    735  *  If both attack_length and fade_level are 0, the envelope is not used,
    736  *  otherwise both values are used.
    737  *
    738  *  Common parts:
    739  *  \code
    740  *  // Replay - All effects have this
    741  *  Uint32 length;        // Duration of effect (ms).
    742  *  Uint16 delay;         // Delay before starting effect.
    743  *
    744  *  // Trigger - All effects have this
    745  *  Uint16 button;        // Button that triggers effect.
    746  *  Uint16 interval;      // How soon before effect can be triggered again.
    747  *
    748  *  // Envelope - All effects except condition effects have this
    749  *  Uint16 attack_length; // Duration of the attack (ms).
    750  *  Uint16 attack_level;  // Level at the start of the attack.
    751  *  Uint16 fade_length;   // Duration of the fade out (ms).
    752  *  Uint16 fade_level;    // Level at the end of the fade.
    753  *  \endcode
    754  *
    755  *
    756  *  Here we have an example of a constant effect evolution in time:
    757  *  \verbatim
    758     Strength
    759     ^
    760     |
    761     |    effect level -->  _________________
    762     |                     /                 \
    763     |                    /                   \
    764     |                   /                     \
    765     |                  /                       \
    766     | attack_level --> |                        \
    767     |                  |                        |  <---  fade_level
    768     |
    769     +--------------------------------------------------> Time
    770                        [--]                 [---]
    771                        attack_length        fade_length
    772 
    773     [------------------][-----------------------]
    774     delay               length
    775     \endverbatim
    776  *
    777  *  Note either the attack_level or the fade_level may be above the actual
    778  *  effect level.
    779  *
    780  *  \sa SDL_HapticConstant
    781  *  \sa SDL_HapticPeriodic
    782  *  \sa SDL_HapticCondition
    783  *  \sa SDL_HapticRamp
    784  *  \sa SDL_HapticLeftRight
    785  *  \sa SDL_HapticCustom
    786  */
    787 typedef union SDL_HapticEffect
    788 {
    789     /* Common for all force feedback effects */
    790     Uint16 type;                    /**< Effect type. */
    791     SDL_HapticConstant constant;    /**< Constant effect. */
    792     SDL_HapticPeriodic periodic;    /**< Periodic effect. */
    793     SDL_HapticCondition condition;  /**< Condition effect. */
    794     SDL_HapticRamp ramp;            /**< Ramp effect. */
    795     SDL_HapticLeftRight leftright;  /**< Left/Right effect. */
    796     SDL_HapticCustom custom;        /**< Custom effect. */
    797 } SDL_HapticEffect;
    798 
    799 
    800 /* Function prototypes */
    801 /**
    802  *  \brief Count the number of haptic devices attached to the system.
    803  *
    804  *  \return Number of haptic devices detected on the system.
    805  */
    806 extern DECLSPEC int SDLCALL SDL_NumHaptics(void);
    807 
    808 /**
    809  *  \brief Get the implementation dependent name of a Haptic device.
    810  *
    811  *  This can be called before any joysticks are opened.
    812  *  If no name can be found, this function returns NULL.
    813  *
    814  *  \param device_index Index of the device to get its name.
    815  *  \return Name of the device or NULL on error.
    816  *
    817  *  \sa SDL_NumHaptics
    818  */
    819 extern DECLSPEC const char *SDLCALL SDL_HapticName(int device_index);
    820 
    821 /**
    822  *  \brief Opens a Haptic device for usage.
    823  *
    824  *  The index passed as an argument refers to the N'th Haptic device on this
    825  *  system.
    826  *
    827  *  When opening a haptic device, its gain will be set to maximum and
    828  *  autocenter will be disabled.  To modify these values use
    829  *  SDL_HapticSetGain() and SDL_HapticSetAutocenter().
    830  *
    831  *  \param device_index Index of the device to open.
    832  *  \return Device identifier or NULL on error.
    833  *
    834  *  \sa SDL_HapticIndex
    835  *  \sa SDL_HapticOpenFromMouse
    836  *  \sa SDL_HapticOpenFromJoystick
    837  *  \sa SDL_HapticClose
    838  *  \sa SDL_HapticSetGain
    839  *  \sa SDL_HapticSetAutocenter
    840  *  \sa SDL_HapticPause
    841  *  \sa SDL_HapticStopAll
    842  */
    843 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpen(int device_index);
    844 
    845 /**
    846  *  \brief Checks if the haptic device at index has been opened.
    847  *
    848  *  \param device_index Index to check to see if it has been opened.
    849  *  \return 1 if it has been opened or 0 if it hasn't.
    850  *
    851  *  \sa SDL_HapticOpen
    852  *  \sa SDL_HapticIndex
    853  */
    854 extern DECLSPEC int SDLCALL SDL_HapticOpened(int device_index);
    855 
    856 /**
    857  *  \brief Gets the index of a haptic device.
    858  *
    859  *  \param haptic Haptic device to get the index of.
    860  *  \return The index of the haptic device or -1 on error.
    861  *
    862  *  \sa SDL_HapticOpen
    863  *  \sa SDL_HapticOpened
    864  */
    865 extern DECLSPEC int SDLCALL SDL_HapticIndex(SDL_Haptic * haptic);
    866 
    867 /**
    868  *  \brief Gets whether or not the current mouse has haptic capabilities.
    869  *
    870  *  \return SDL_TRUE if the mouse is haptic, SDL_FALSE if it isn't.
    871  *
    872  *  \sa SDL_HapticOpenFromMouse
    873  */
    874 extern DECLSPEC int SDLCALL SDL_MouseIsHaptic(void);
    875 
    876 /**
    877  *  \brief Tries to open a haptic device from the current mouse.
    878  *
    879  *  \return The haptic device identifier or NULL on error.
    880  *
    881  *  \sa SDL_MouseIsHaptic
    882  *  \sa SDL_HapticOpen
    883  */
    884 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromMouse(void);
    885 
    886 /**
    887  *  \brief Checks to see if a joystick has haptic features.
    888  *
    889  *  \param joystick Joystick to test for haptic capabilities.
    890  *  \return 1 if the joystick is haptic, 0 if it isn't
    891  *          or -1 if an error ocurred.
    892  *
    893  *  \sa SDL_HapticOpenFromJoystick
    894  */
    895 extern DECLSPEC int SDLCALL SDL_JoystickIsHaptic(SDL_Joystick * joystick);
    896 
    897 /**
    898  *  \brief Opens a Haptic device for usage from a Joystick device.
    899  *
    900  *  You must still close the haptic device seperately.  It will not be closed
    901  *  with the joystick.
    902  *
    903  *  When opening from a joystick you should first close the haptic device before
    904  *  closing the joystick device.  If not, on some implementations the haptic
    905  *  device will also get unallocated and you'll be unable to use force feedback
    906  *  on that device.
    907  *
    908  *  \param joystick Joystick to create a haptic device from.
    909  *  \return A valid haptic device identifier on success or NULL on error.
    910  *
    911  *  \sa SDL_HapticOpen
    912  *  \sa SDL_HapticClose
    913  */
    914 extern DECLSPEC SDL_Haptic *SDLCALL SDL_HapticOpenFromJoystick(SDL_Joystick *
    915                                                                joystick);
    916 
    917 /**
    918  *  \brief Closes a Haptic device previously opened with SDL_HapticOpen().
    919  *
    920  *  \param haptic Haptic device to close.
    921  */
    922 extern DECLSPEC void SDLCALL SDL_HapticClose(SDL_Haptic * haptic);
    923 
    924 /**
    925  *  \brief Returns the number of effects a haptic device can store.
    926  *
    927  *  On some platforms this isn't fully supported, and therefore is an
    928  *  approximation.  Always check to see if your created effect was actually
    929  *  created and do not rely solely on SDL_HapticNumEffects().
    930  *
    931  *  \param haptic The haptic device to query effect max.
    932  *  \return The number of effects the haptic device can store or
    933  *          -1 on error.
    934  *
    935  *  \sa SDL_HapticNumEffectsPlaying
    936  *  \sa SDL_HapticQuery
    937  */
    938 extern DECLSPEC int SDLCALL SDL_HapticNumEffects(SDL_Haptic * haptic);
    939 
    940 /**
    941  *  \brief Returns the number of effects a haptic device can play at the same
    942  *         time.
    943  *
    944  *  This is not supported on all platforms, but will always return a value.
    945  *  Added here for the sake of completeness.
    946  *
    947  *  \param haptic The haptic device to query maximum playing effects.
    948  *  \return The number of effects the haptic device can play at the same time
    949  *          or -1 on error.
    950  *
    951  *  \sa SDL_HapticNumEffects
    952  *  \sa SDL_HapticQuery
    953  */
    954 extern DECLSPEC int SDLCALL SDL_HapticNumEffectsPlaying(SDL_Haptic * haptic);
    955 
    956 /**
    957  *  \brief Gets the haptic devices supported features in bitwise matter.
    958  *
    959  *  Example:
    960  *  \code
    961  *  if (SDL_HapticQuery(haptic) & SDL_HAPTIC_CONSTANT) {
    962  *      printf("We have constant haptic effect!");
    963  *  }
    964  *  \endcode
    965  *
    966  *  \param haptic The haptic device to query.
    967  *  \return Haptic features in bitwise manner (OR'd).
    968  *
    969  *  \sa SDL_HapticNumEffects
    970  *  \sa SDL_HapticEffectSupported
    971  */
    972 extern DECLSPEC unsigned int SDLCALL SDL_HapticQuery(SDL_Haptic * haptic);
    973 
    974 
    975 /**
    976  *  \brief Gets the number of haptic axes the device has.
    977  *
    978  *  \sa SDL_HapticDirection
    979  */
    980 extern DECLSPEC int SDLCALL SDL_HapticNumAxes(SDL_Haptic * haptic);
    981 
    982 /**
    983  *  \brief Checks to see if effect is supported by haptic.
    984  *
    985  *  \param haptic Haptic device to check on.
    986  *  \param effect Effect to check to see if it is supported.
    987  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
    988  *
    989  *  \sa SDL_HapticQuery
    990  *  \sa SDL_HapticNewEffect
    991  */
    992 extern DECLSPEC int SDLCALL SDL_HapticEffectSupported(SDL_Haptic * haptic,
    993                                                       SDL_HapticEffect *
    994                                                       effect);
    995 
    996 /**
    997  *  \brief Creates a new haptic effect on the device.
    998  *
    999  *  \param haptic Haptic device to create the effect on.
   1000  *  \param effect Properties of the effect to create.
   1001  *  \return The id of the effect on success or -1 on error.
   1002  *
   1003  *  \sa SDL_HapticUpdateEffect
   1004  *  \sa SDL_HapticRunEffect
   1005  *  \sa SDL_HapticDestroyEffect
   1006  */
   1007 extern DECLSPEC int SDLCALL SDL_HapticNewEffect(SDL_Haptic * haptic,
   1008                                                 SDL_HapticEffect * effect);
   1009 
   1010 /**
   1011  *  \brief Updates the properties of an effect.
   1012  *
   1013  *  Can be used dynamically, although behaviour when dynamically changing
   1014  *  direction may be strange.  Specifically the effect may reupload itself
   1015  *  and start playing from the start.  You cannot change the type either when
   1016  *  running SDL_HapticUpdateEffect().
   1017  *
   1018  *  \param haptic Haptic device that has the effect.
   1019  *  \param effect Effect to update.
   1020  *  \param data New effect properties to use.
   1021  *  \return 0 on success or -1 on error.
   1022  *
   1023  *  \sa SDL_HapticNewEffect
   1024  *  \sa SDL_HapticRunEffect
   1025  *  \sa SDL_HapticDestroyEffect
   1026  */
   1027 extern DECLSPEC int SDLCALL SDL_HapticUpdateEffect(SDL_Haptic * haptic,
   1028                                                    int effect,
   1029                                                    SDL_HapticEffect * data);
   1030 
   1031 /**
   1032  *  \brief Runs the haptic effect on its associated haptic device.
   1033  *
   1034  *  If iterations are ::SDL_HAPTIC_INFINITY, it'll run the effect over and over
   1035  *  repeating the envelope (attack and fade) every time.  If you only want the
   1036  *  effect to last forever, set ::SDL_HAPTIC_INFINITY in the effect's length
   1037  *  parameter.
   1038  *
   1039  *  \param haptic Haptic device to run the effect on.
   1040  *  \param effect Identifier of the haptic effect to run.
   1041  *  \param iterations Number of iterations to run the effect. Use
   1042  *         ::SDL_HAPTIC_INFINITY for infinity.
   1043  *  \return 0 on success or -1 on error.
   1044  *
   1045  *  \sa SDL_HapticStopEffect
   1046  *  \sa SDL_HapticDestroyEffect
   1047  *  \sa SDL_HapticGetEffectStatus
   1048  */
   1049 extern DECLSPEC int SDLCALL SDL_HapticRunEffect(SDL_Haptic * haptic,
   1050                                                 int effect,
   1051                                                 Uint32 iterations);
   1052 
   1053 /**
   1054  *  \brief Stops the haptic effect on its associated haptic device.
   1055  *
   1056  *  \param haptic Haptic device to stop the effect on.
   1057  *  \param effect Identifier of the effect to stop.
   1058  *  \return 0 on success or -1 on error.
   1059  *
   1060  *  \sa SDL_HapticRunEffect
   1061  *  \sa SDL_HapticDestroyEffect
   1062  */
   1063 extern DECLSPEC int SDLCALL SDL_HapticStopEffect(SDL_Haptic * haptic,
   1064                                                  int effect);
   1065 
   1066 /**
   1067  *  \brief Destroys a haptic effect on the device.
   1068  *
   1069  *  This will stop the effect if it's running.  Effects are automatically
   1070  *  destroyed when the device is closed.
   1071  *
   1072  *  \param haptic Device to destroy the effect on.
   1073  *  \param effect Identifier of the effect to destroy.
   1074  *
   1075  *  \sa SDL_HapticNewEffect
   1076  */
   1077 extern DECLSPEC void SDLCALL SDL_HapticDestroyEffect(SDL_Haptic * haptic,
   1078                                                      int effect);
   1079 
   1080 /**
   1081  *  \brief Gets the status of the current effect on the haptic device.
   1082  *
   1083  *  Device must support the ::SDL_HAPTIC_STATUS feature.
   1084  *
   1085  *  \param haptic Haptic device to query the effect status on.
   1086  *  \param effect Identifier of the effect to query its status.
   1087  *  \return 0 if it isn't playing, 1 if it is playing or -1 on error.
   1088  *
   1089  *  \sa SDL_HapticRunEffect
   1090  *  \sa SDL_HapticStopEffect
   1091  */
   1092 extern DECLSPEC int SDLCALL SDL_HapticGetEffectStatus(SDL_Haptic * haptic,
   1093                                                       int effect);
   1094 
   1095 /**
   1096  *  \brief Sets the global gain of the device.
   1097  *
   1098  *  Device must support the ::SDL_HAPTIC_GAIN feature.
   1099  *
   1100  *  The user may specify the maximum gain by setting the environment variable
   1101  *  SDL_HAPTIC_GAIN_MAX which should be between 0 and 100.  All calls to
   1102  *  SDL_HapticSetGain() will scale linearly using SDL_HAPTIC_GAIN_MAX as the
   1103  *  maximum.
   1104  *
   1105  *  \param haptic Haptic device to set the gain on.
   1106  *  \param gain Value to set the gain to, should be between 0 and 100.
   1107  *  \return 0 on success or -1 on error.
   1108  *
   1109  *  \sa SDL_HapticQuery
   1110  */
   1111 extern DECLSPEC int SDLCALL SDL_HapticSetGain(SDL_Haptic * haptic, int gain);
   1112 
   1113 /**
   1114  *  \brief Sets the global autocenter of the device.
   1115  *
   1116  *  Autocenter should be between 0 and 100.  Setting it to 0 will disable
   1117  *  autocentering.
   1118  *
   1119  *  Device must support the ::SDL_HAPTIC_AUTOCENTER feature.
   1120  *
   1121  *  \param haptic Haptic device to set autocentering on.
   1122  *  \param autocenter Value to set autocenter to, 0 disables autocentering.
   1123  *  \return 0 on success or -1 on error.
   1124  *
   1125  *  \sa SDL_HapticQuery
   1126  */
   1127 extern DECLSPEC int SDLCALL SDL_HapticSetAutocenter(SDL_Haptic * haptic,
   1128                                                     int autocenter);
   1129 
   1130 /**
   1131  *  \brief Pauses a haptic device.
   1132  *
   1133  *  Device must support the ::SDL_HAPTIC_PAUSE feature.  Call
   1134  *  SDL_HapticUnpause() to resume playback.
   1135  *
   1136  *  Do not modify the effects nor add new ones while the device is paused.
   1137  *  That can cause all sorts of weird errors.
   1138  *
   1139  *  \param haptic Haptic device to pause.
   1140  *  \return 0 on success or -1 on error.
   1141  *
   1142  *  \sa SDL_HapticUnpause
   1143  */
   1144 extern DECLSPEC int SDLCALL SDL_HapticPause(SDL_Haptic * haptic);
   1145 
   1146 /**
   1147  *  \brief Unpauses a haptic device.
   1148  *
   1149  *  Call to unpause after SDL_HapticPause().
   1150  *
   1151  *  \param haptic Haptic device to pause.
   1152  *  \return 0 on success or -1 on error.
   1153  *
   1154  *  \sa SDL_HapticPause
   1155  */
   1156 extern DECLSPEC int SDLCALL SDL_HapticUnpause(SDL_Haptic * haptic);
   1157 
   1158 /**
   1159  *  \brief Stops all the currently playing effects on a haptic device.
   1160  *
   1161  *  \param haptic Haptic device to stop.
   1162  *  \return 0 on success or -1 on error.
   1163  */
   1164 extern DECLSPEC int SDLCALL SDL_HapticStopAll(SDL_Haptic * haptic);
   1165 
   1166 /**
   1167  *  \brief Checks to see if rumble is supported on a haptic device.
   1168  *
   1169  *  \param haptic Haptic device to check to see if it supports rumble.
   1170  *  \return SDL_TRUE if effect is supported, SDL_FALSE if it isn't or -1 on error.
   1171  *
   1172  *  \sa SDL_HapticRumbleInit
   1173  *  \sa SDL_HapticRumblePlay
   1174  *  \sa SDL_HapticRumbleStop
   1175  */
   1176 extern DECLSPEC int SDLCALL SDL_HapticRumbleSupported(SDL_Haptic * haptic);
   1177 
   1178 /**
   1179  *  \brief Initializes the haptic device for simple rumble playback.
   1180  *
   1181  *  \param haptic Haptic device to initialize for simple rumble playback.
   1182  *  \return 0 on success or -1 on error.
   1183  *
   1184  *  \sa SDL_HapticOpen
   1185  *  \sa SDL_HapticRumbleSupported
   1186  *  \sa SDL_HapticRumblePlay
   1187  *  \sa SDL_HapticRumbleStop
   1188  */
   1189 extern DECLSPEC int SDLCALL SDL_HapticRumbleInit(SDL_Haptic * haptic);
   1190 
   1191 /**
   1192  *  \brief Runs simple rumble on a haptic device
   1193  *
   1194  *  \param haptic Haptic device to play rumble effect on.
   1195  *  \param strength Strength of the rumble to play as a 0-1 float value.
   1196  *  \param length Length of the rumble to play in milliseconds.
   1197  *  \return 0 on success or -1 on error.
   1198  *
   1199  *  \sa SDL_HapticRumbleSupported
   1200  *  \sa SDL_HapticRumbleInit
   1201  *  \sa SDL_HapticRumbleStop
   1202  */
   1203 extern DECLSPEC int SDLCALL SDL_HapticRumblePlay(SDL_Haptic * haptic, float strength, Uint32 length );
   1204 
   1205 /**
   1206  *  \brief Stops the simple rumble on a haptic device.
   1207  *
   1208  *  \param haptic Haptic to stop the rumble on.
   1209  *  \return 0 on success or -1 on error.
   1210  *
   1211  *  \sa SDL_HapticRumbleSupported
   1212  *  \sa SDL_HapticRumbleInit
   1213  *  \sa SDL_HapticRumblePlay
   1214  */
   1215 extern DECLSPEC int SDLCALL SDL_HapticRumbleStop(SDL_Haptic * haptic);
   1216 
   1217 /* Ends C function definitions when using C++ */
   1218 #ifdef __cplusplus
   1219 }
   1220 #endif
   1221 #include "close_code.h"
   1222 
   1223 #endif /* _SDL_haptic_h */
   1224 
   1225 /* vi: set ts=4 sw=4 expandtab: */
   1226