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SDL Input: More minor refactoring of SDL haptic effects
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@ -208,90 +208,63 @@ std::string Joystick::LeftRightEffect::GetName() const
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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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SetSDLHapticEffect(state);
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if (state)
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{
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SetSDLHapticEffect(state);
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}
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else
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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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}
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Update();
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}
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void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
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{
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if (state)
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{
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m_effect.type = SDL_HAPTIC_CONSTANT;
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m_effect.constant.length = SDL_HAPTIC_INFINITY;
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m_effect.constant.level = (Sint16)(state * 0x7FFF);
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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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m_effect.type = SDL_HAPTIC_CONSTANT;
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m_effect.constant.length = SDL_HAPTIC_INFINITY;
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m_effect.constant.level = (Sint16)(state * 0x7FFF);
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}
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void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
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{
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if (state)
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{
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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.ramp.length = SDL_HAPTIC_INFINITY;
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m_effect.ramp.start = (Sint16)(state * 0x7FFF);
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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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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.ramp.length = SDL_HAPTIC_INFINITY;
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m_effect.ramp.start = (Sint16)(state * 0x7FFF);
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}
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void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
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{
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if (state)
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{
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m_effect.type = SDL_HAPTIC_SINE;
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m_effect.periodic.period = 1000;
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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 = SDL_HAPTIC_INFINITY;
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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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else
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{
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m_effect.type = 0;
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}
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m_effect.type = SDL_HAPTIC_SINE;
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m_effect.periodic.period = 1000;
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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 = SDL_HAPTIC_INFINITY;
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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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if (state)
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{
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m_effect.type = SDL_HAPTIC_TRIANGLE;
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m_effect.periodic.period = 1000;
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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 = SDL_HAPTIC_INFINITY;
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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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else
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{
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m_effect.type = 0;
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}
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m_effect.type = SDL_HAPTIC_TRIANGLE;
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m_effect.periodic.period = 1000;
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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 = SDL_HAPTIC_INFINITY;
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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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if (state)
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{
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m_effect.type = SDL_HAPTIC_LEFTRIGHT;
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m_effect.leftright.length = SDL_HAPTIC_INFINITY;
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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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else
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{
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m_effect.type = 0;
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}
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m_effect.type = SDL_HAPTIC_LEFTRIGHT;
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m_effect.leftright.length = SDL_HAPTIC_INFINITY;
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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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#endif
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