Expand description
Force feedback module.
To use force feedback, you have to create one or more Effects. Each
Effect contains one or more BasicEffects and parameters that
describe effect’s source, like it’s position, gain or used
DistanceModel. Final strength of effect is based on saturating sum
(to u16::MAX) of all base effects and time from the start of playback, attenuation from
distance between effect source and listener (represented by gamepad) and effect’s gain.
See also Gilrs::set_listener_position()
and Gamepad::is_ff_supported().
§Example
use gilrs::Gilrs;
use gilrs::ff::{EffectBuilder, Replay, BaseEffect, BaseEffectType, Ticks};
let mut gilrs = Gilrs::new().unwrap();
let support_ff = gilrs
.gamepads()
.filter_map(|(id, gp)| if gp.is_ff_supported() { Some(id) } else { None })
.collect::<Vec<_>>();
let duration = Ticks::from_ms(150);
let effect = EffectBuilder::new()
.add_effect(BaseEffect {
kind: BaseEffectType::Strong { magnitude: 60_000 },
scheduling: Replay { play_for: duration, with_delay: duration * 3, ..Default::default() },
envelope: Default::default(),
})
.add_effect(BaseEffect {
kind: BaseEffectType::Weak { magnitude: 60_000 },
scheduling: Replay { after: duration * 2, play_for: duration, with_delay: duration * 3 },
..Default::default()
})
.gamepads(&support_ff)
.finish(&mut gilrs).unwrap();
effect.play().unwrap();See examples/ff_pos.rs for
more advanced example.
Structs§
- Basic building block used to create more complex force feedback effects.
- Handle to force feedback effect.
- Creates new
Effect. - Envelope shaped attenuation(time) function.
- Defines scheduling of the basic force feedback effect.
- Represents duration.
Enums§
- Kind of
BaseEffect. - Specifies how distance between effect source and listener attenuates effect.
- Error that can be returned when passing
DistanceModelwith invalid value. - Basic error type in force feedback module.
- Describes how long effect should be played.