Haptic: Add some missing haptic types to test, and fix wrong array-sizes.

Thanks, Elias!

Fixes Bugzilla #2686.
(along with the last several commits.)
This commit is contained in:
Ryan C. Gordon 2014-08-16 16:50:10 -04:00
parent e2bbc17d11
commit d72c61d8c7
1 changed files with 60 additions and 2 deletions

View File

@ -45,8 +45,8 @@ main(int argc, char **argv)
int i; int i;
char *name; char *name;
int index; int index;
SDL_HapticEffect efx[5]; SDL_HapticEffect efx[9];
int id[5]; int id[9];
int nefx; int nefx;
unsigned int supported; unsigned int supported;
@ -149,6 +149,7 @@ main(int argc, char **argv)
} }
nefx++; nefx++;
} }
/* Now the classical constant effect. */ /* Now the classical constant effect. */
if (supported & SDL_HAPTIC_CONSTANT) { if (supported & SDL_HAPTIC_CONSTANT) {
SDL_Log(" effect %d: Constant Force\n", nefx); SDL_Log(" effect %d: Constant Force\n", nefx);
@ -166,6 +167,7 @@ main(int argc, char **argv)
} }
nefx++; nefx++;
} }
/* The cute spring effect. */ /* The cute spring effect. */
if (supported & SDL_HAPTIC_SPRING) { if (supported & SDL_HAPTIC_SPRING) {
SDL_Log(" effect %d: Condition Spring\n", nefx); SDL_Log(" effect %d: Condition Spring\n", nefx);
@ -185,6 +187,24 @@ main(int argc, char **argv)
} }
nefx++; nefx++;
} }
/* The interesting damper effect. */
if (supported & SDL_HAPTIC_DAMPER) {
SDL_Log(" effect %d: Condition Damper\n", nefx);
efx[nefx].type = SDL_HAPTIC_DAMPER;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
}
id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
abort_execution();
}
nefx++;
}
/* The pretty awesome inertia effect. */ /* The pretty awesome inertia effect. */
if (supported & SDL_HAPTIC_INERTIA) { if (supported & SDL_HAPTIC_INERTIA) {
SDL_Log(" effect %d: Condition Inertia\n", nefx); SDL_Log(" effect %d: Condition Inertia\n", nefx);
@ -204,6 +224,44 @@ main(int argc, char **argv)
} }
nefx++; nefx++;
} }
/* The hot friction effect. */
if (supported & SDL_HAPTIC_FRICTION) {
SDL_Log(" effect %d: Condition Friction\n", nefx);
efx[nefx].type = SDL_HAPTIC_FRICTION;
efx[nefx].condition.length = 5000;
for (i = 0; i < SDL_HapticNumAxes(haptic); i++) {
efx[nefx].condition.right_sat[i] = 0xFFFF;
efx[nefx].condition.left_sat[i] = 0xFFFF;
efx[nefx].condition.right_coeff[i] = 0x2000;
efx[nefx].condition.left_coeff[i] = 0x2000;
}
id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Now we'll try a ramp effect */
if (supported & SDL_HAPTIC_RAMP) {
SDL_Log(" effect %d: Ramp\n", nefx);
efx[nefx].type = SDL_HAPTIC_RAMP;
efx[nefx].ramp.direction.type = SDL_HAPTIC_CARTESIAN;
efx[nefx].ramp.direction.dir[0] = 1; /* Force comes from */
efx[nefx].ramp.direction.dir[1] = -1; /* the north-east. */
efx[nefx].ramp.length = 5000;
efx[nefx].ramp.start = 0x4000;
efx[nefx].ramp.end = -0x4000;
efx[nefx].ramp.attack_length = 1000;
efx[nefx].ramp.fade_length = 1000;
id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]);
if (id[nefx] < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "UPLOADING EFFECT ERROR: %s\n", SDL_GetError());
abort_execution();
}
nefx++;
}
/* Finally we'll try a left/right effect. */ /* Finally we'll try a left/right effect. */
if (supported & SDL_HAPTIC_LEFTRIGHT) { if (supported & SDL_HAPTIC_LEFTRIGHT) {