Include File(s): SDL_haptic.h
The SDL haptic subsystem allows you to control haptic (force feedback) devices.
The basic usage is as follows:
1. Initialize the subsystem (SDL_INIT_HAPTIC) 1. Open a haptic device a. [[SDL_HapticOpen]]() to open from index a. [[SDL_HapticOpenFromJoystick]]() to open from an existing joystick 1. Create an effect ([[SDL_HapticEffect]]) 1. Upload the effect with [[SDL_HapticNewEffect]]() 1. Run the effect with [[SDL_HapticRunEffect]]() 1. (optional) Free the effect with [[SDL_HapticDestroyEffect]]() 1. Close the haptic device with [[SDL_HapticClose]]()
Simple rumble example:
<syntaxhighlight lang="c++"> SDL_Haptic *haptic; // Open the device haptic = SDL_HapticOpen( 0 ); if (haptic == NULL) return -1; // Initialize simple rumble if (SDL_HapticRumbleInit( haptic ) != 0) return -1; // Play effect at 50% strength for 2 seconds if (SDL_HapticRumblePlay( haptic, 0.5, 2000 ) != 0) return -1; SDL_Delay( 2000 ); // Clean up SDL_HapticClose( haptic ); </syntaxhighlight>Complete example:
<syntaxhighlight lang="c++"> int test_haptic( SDL_Joystick * joystick ) { SDL_Haptic *haptic; SDL_HapticEffect effect; int effect_id; // Open the device haptic = SDL_HapticOpenFromJoystick( joystick ); if (haptic == NULL) return -1; // Most likely joystick isn't haptic // See if it can do sine waves if ((SDL_HapticQuery(haptic) & SDL_HAPTIC_SINE)==0) { SDL_HapticClose(haptic); // No sine effect return -1; } // Create the effect SDL_memset( &effect, 0, sizeof(SDL_HapticEffect) ); // 0 is safe default effect.type = SDL_HAPTIC_SINE; effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates effect.periodic.direction.dir[0] = 18000; // Force comes from south effect.periodic.period = 1000; // 1000 ms effect.periodic.magnitude = 20000; // 20000/32767 strength effect.periodic.length = 5000; // 5 seconds long effect.periodic.attack_length = 1000; // Takes 1 second to get max strength effect.periodic.fade_length = 1000; // Takes 1 second to fade away // Upload the effect effect_id = SDL_HapticNewEffect( haptic, &effect ); // Test the effect SDL_HapticRunEffect( haptic, effect_id, 1 ); SDL_Delay( 5000); // Wait for the effect to finish // We destroy the effect, although closing the device also does this SDL_HapticDestroyEffect( haptic, effect_id ); // Close the device SDL_HapticClose(haptic); return 0; // Success } </syntaxhighlight>You can find more information in this blog by Edgar Simo Serra: SDL Haptic In Depth(Archive)
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- SDL_HapticClose
- SDL_HapticCondition
- SDL_HapticConstant
- SDL_HapticCustom
- SDL_HapticDestroyEffect
- SDL_HapticDirection
- SDL_HapticEffect
- SDL_HapticEffectSupported
- SDL_HapticGetEffectStatus
- SDL_HapticIndex
- SDL_HapticLeftRight
- SDL_HapticName
- SDL_HapticNewEffect
- SDL_HapticNumAxes
- SDL_HapticNumEffects
- SDL_HapticNumEffectsPlaying
- SDL_HapticOpen
- SDL_HapticOpened
- SDL_HapticOpenFromJoystick
- SDL_HapticOpenFromMouse
- SDL_HapticPause
- SDL_HapticPeriodic
- SDL_HapticQuery
- SDL_HapticRamp
- SDL_HapticRumbleInit
- SDL_HapticRumblePlay
- SDL_HapticRumbleStop
- SDL_HapticRumbleSupported
- SDL_HapticRunEffect
- SDL_HapticSetAutocenter
- SDL_HapticSetGain
- SDL_HapticStopAll
- SDL_HapticStopEffect
- SDL_HapticUnpause
- SDL_HapticUpdateEffect
- SDL_JoystickIsHaptic
- SDL_MouseIsHaptic
- SDL_NumHaptics
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