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another-boids-in-rust/vendor/gilrs/src/ff/mod.rs

459 lines
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Rust

// Copyright 2016-2018 Mateusz Sieczko and other GilRs Developers
//
// Licensed under the Apache License, Version 2.0, <LICENSE-APACHE or
// http://apache.org/licenses/LICENSE-2.0> or the MIT license <LICENSE-MIT or
// http://opensource.org/licenses/MIT>, at your option. This file may not be
// copied, modified, or distributed except according to those terms.
// This code is not used on wasm
#![cfg_attr(target_arch = "wasm32", allow(dead_code))]
//! Force feedback module.
//!
//! To use force feedback, you have to create one or more [`Effect`s](struct.Effect.html). Each
//! `Effect` contains one or more [`BasicEffect`s](struct.BasicEffect.html) and parameters that
//! describe effect's source, like it's position, gain or used
//! [`DistanceModel`](enum.DistanceModel.html). 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()`](../struct.Gilrs.html#method.set_listener_position)
//! and [`Gamepad::is_ff_supported()`](../struct.Gamepad.html#method.is_ff_supported).
//!
//! # Example
//!
//! ```rust
//! 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`](https://gitlab.com/gilrs-project/gilrs/blob/v0.11.0/examples/ff_pos.rs) for
//! more advanced example.
mod base_effect;
mod effect_source;
pub(crate) mod server;
mod time;
pub use self::base_effect::{BaseEffect, BaseEffectType, Envelope, Replay};
pub use self::effect_source::{DistanceModel, DistanceModelError};
#[allow(unused_imports)]
pub(crate) use self::time::TICK_DURATION;
pub use self::time::{Repeat, Ticks};
use std::error::Error as StdError;
use std::hash::{Hash, Hasher};
use std::sync::mpsc::{SendError, Sender};
use std::{f32, fmt};
use self::effect_source::EffectSource;
use crate::ff::server::Message;
use crate::gamepad::{Gamepad, GamepadId, Gilrs};
use crate::utils;
use vec_map::VecMap;
/// Handle to force feedback effect.
///
/// `Effect` represents force feedback effect that can be played on one or more gamepads. It uses a
/// form of reference counting, so it can be cheaply cloned. To create new `Effect` use
/// [`EffectBuilder`](struct.EffectBuilder.html).
///
/// All methods on can return `Error::SendFailed` although it shouldn't normally happen.
pub struct Effect {
id: usize,
tx: Sender<Message>,
}
impl PartialEq for Effect {
fn eq(&self, other: &Effect) -> bool {
self.id == other.id
}
}
impl Eq for Effect {}
impl Hash for Effect {
fn hash<H: Hasher>(&self, state: &mut H) {
self.id.hash(state);
}
}
impl Clone for Effect {
fn clone(&self) -> Self {
let _ = self.tx.send(Message::HandleCloned { id: self.id });
Effect {
id: self.id,
tx: self.tx.clone(),
}
}
}
impl Drop for Effect {
fn drop(&mut self) {
let _ = self.tx.send(Message::HandleDropped { id: self.id });
}
}
impl Effect {
/// Plays effect on all associated gamepads.
pub fn play(&self) -> Result<(), Error> {
self.tx.send(Message::Play { id: self.id })?;
Ok(())
}
pub fn stop(&self) -> Result<(), Error> {
self.tx.send(Message::Stop { id: self.id })?;
Ok(())
}
/// Changes gamepads that are associated with effect. Effect will be only played on gamepads
/// from last call to this function.
///
/// # Errors
///
/// Returns `Error::Disconnected(id)` or `Error::FfNotSupported(id)` on first gamepad in `ids`
/// that is disconnected or doesn't support force feedback.
pub fn set_gamepads(&self, ids: &[GamepadId], gilrs: &Gilrs) -> Result<(), Error> {
let mut gamepads = VecMap::new();
for dev in ids.iter().cloned() {
if !gilrs
.connected_gamepad(dev)
.ok_or(Error::Disconnected(dev))?
.is_ff_supported()
{
return Err(Error::FfNotSupported(dev));
} else {
gamepads.insert(dev.0, ());
}
}
self.tx.send(Message::SetGamepads {
id: self.id,
gamepads,
})?;
Ok(())
}
/// Adds gamepad to the list of gamepads associated with effect.
///
/// # Errors
///
/// Returns `Error::Disconnected(id)` or `Error::FfNotSupported(id)` if gamepad is not connected
/// or does not support force feedback.
pub fn add_gamepad(&self, gamepad: &Gamepad<'_>) -> Result<(), Error> {
if !gamepad.is_connected() {
Err(Error::Disconnected(gamepad.id()))
} else if !gamepad.is_ff_supported() {
Err(Error::FfNotSupported(gamepad.id()))
} else {
self.tx.send(Message::AddGamepad {
id: self.id,
gamepad_id: gamepad.id(),
})?;
Ok(())
}
}
/// Changes what should happen to effect when it ends.
pub fn set_repeat(&self, repeat: Repeat) -> Result<(), Error> {
self.tx.send(Message::SetRepeat {
id: self.id,
repeat,
})?;
Ok(())
}
/// Changes distance model associated with effect.
///
/// # Errors
///
/// Returns `Error::InvalidDistanceModel` if `model` is not valid. See
/// [`DistanceModel`](enum.DistanceModelError.html) for details.
pub fn set_distance_model(&self, model: DistanceModel) -> Result<(), Error> {
model.validate()?;
self.tx
.send(Message::SetDistanceModel { id: self.id, model })?;
Ok(())
}
/// Changes position of the source of effect.
pub fn set_position<Vec3f: Into<[f32; 3]>>(&self, position: Vec3f) -> Result<(), Error> {
let position = position.into();
self.tx.send(Message::SetPosition {
id: self.id,
position,
})?;
Ok(())
}
/// Changes gain of the effect. `gain` will be clamped to \[0.0, f32::MAX\].
pub fn set_gain(&self, gain: f32) -> Result<(), Error> {
let gain = utils::clamp(gain, 0.0, f32::MAX);
self.tx.send(Message::SetGain { id: self.id, gain })?;
Ok(())
}
}
/// Creates new [`Effect`](struct.Effect.html).
#[derive(Clone, PartialEq, Debug)]
pub struct EffectBuilder {
base_effects: Vec<BaseEffect>,
devices: VecMap<()>,
repeat: Repeat,
dist_model: DistanceModel,
position: [f32; 3],
gain: f32,
}
impl EffectBuilder {
/// Creates new builder with following defaults: no gamepads, no base effects, repeat set to
/// infinitely, no distance model, position in (0.0, 0.0, 0.0) and gain 1.0. Use `finish()` to
/// create new effect.
pub fn new() -> Self {
EffectBuilder {
base_effects: Vec::new(),
devices: VecMap::new(),
repeat: Repeat::Infinitely,
dist_model: DistanceModel::None,
position: [0.0, 0.0, 0.0],
gain: 1.0,
}
}
/// Adds new [`BaseEffect`](struct.BaseEffect.html).
pub fn add_effect(&mut self, effect: BaseEffect) -> &mut Self {
self.base_effects.push(effect);
self
}
/// Changes gamepads that are associated with effect. Effect will be only played on gamepads
/// from last call to this function.
pub fn gamepads(&mut self, ids: &[GamepadId]) -> &mut Self {
for dev in ids {
self.devices.insert(dev.0, ());
}
self
}
/// Adds gamepad to the list of gamepads associated with effect.
pub fn add_gamepad(&mut self, gamepad: &Gamepad<'_>) -> &mut Self {
self.devices.insert(gamepad.id().0, ());
self
}
/// Changes what should happen to effect when it ends.
pub fn repeat(&mut self, repeat: Repeat) -> &mut Self {
self.repeat = repeat;
self
}
/// Changes distance model associated with effect.
pub fn distance_model(&mut self, model: DistanceModel) -> &mut Self {
self.dist_model = model;
self
}
/// Changes position of the source of effect.
pub fn position<Vec3f: Into<[f32; 3]>>(&mut self, position: Vec3f) -> &mut Self {
self.position = position.into();
self
}
/// Changes gain of the effect. `gain` will be clamped to \[0.0, f32::MAX\].
pub fn gain(&mut self, gain: f32) -> &mut Self {
self.gain = utils::clamp(gain, 0.0, f32::MAX);
self
}
/// Validates all parameters and creates new effect.
///
/// # Errors
///
/// Returns `Error::Disconnected(id)` or `Error::FfNotSupported(id)` on first gamepad in `ids`
/// that is disconnected or doesn't support force feedback.
///
/// Returns `Error::InvalidDistanceModel` if `model` is not valid. See
/// [`DistanceModel`](enum.DistanceModelError.html) for details.
pub fn finish(&mut self, gilrs: &mut Gilrs) -> Result<Effect, Error> {
for (dev, _) in &self.devices {
let dev = GamepadId(dev);
if !gilrs
.connected_gamepad(dev)
.ok_or(Error::Disconnected(dev))?
.is_ff_supported()
{
return Err(Error::FfNotSupported(dev));
}
}
self.dist_model.validate()?;
let effect = EffectSource::new(
self.base_effects.clone(),
self.devices.clone(),
self.repeat,
self.dist_model,
self.position,
self.gain,
);
let id = gilrs.next_ff_id();
let tx = gilrs.ff_sender();
tx.send(Message::Create {
id,
effect: Box::new(effect),
})?;
Ok(Effect { id, tx: tx.clone() })
}
}
impl Default for EffectBuilder {
fn default() -> Self {
Self::new()
}
}
/// Basic error type in force feedback module.
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[non_exhaustive]
pub enum Error {
/// Force feedback is not supported by device with this ID
FfNotSupported(GamepadId),
/// Device is not connected
Disconnected(GamepadId),
/// Distance model is invalid.
InvalidDistanceModel(DistanceModelError),
/// The other end of channel was dropped.
SendFailed,
/// Unexpected error has occurred
Other,
}
impl StdError for Error {
fn source(&self) -> Option<&(dyn StdError + 'static)> {
match self {
Error::InvalidDistanceModel(m) => Some(m),
_ => None,
}
}
}
impl fmt::Display for Error {
fn fmt(&self, fmt: &mut fmt::Formatter<'_>) -> fmt::Result {
let sbuf;
let s = match self {
Error::FfNotSupported(id) => {
sbuf = format!(
"force feedback is not supported by device with id {}.",
id.0
);
sbuf.as_ref()
}
Error::Disconnected(id) => {
sbuf = format!("device with id {} is not connected.", id.0);
sbuf.as_ref()
}
Error::InvalidDistanceModel(_) => "distance model is invalid",
Error::SendFailed => "receiving end of a channel is disconnected.",
Error::Other => "unespected error has occurred.",
};
fmt.write_str(s)
}
}
impl<T> From<SendError<T>> for Error {
fn from(_: SendError<T>) -> Self {
Error::SendFailed
}
}
impl From<DistanceModelError> for Error {
fn from(f: DistanceModelError) -> Self {
Error::InvalidDistanceModel(f)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn envelope() {
let env = Envelope {
attack_length: Ticks(10),
attack_level: 0.2,
fade_length: Ticks(10),
fade_level: 0.2,
};
let dur = Ticks(40);
assert_eq!(env.at(Ticks(0), dur), 0.2);
assert_eq!(env.at(Ticks(5), dur), 0.6);
assert_eq!(env.at(Ticks(10), dur), 1.0);
assert_eq!(env.at(Ticks(20), dur), 1.0);
assert_eq!(env.at(Ticks(30), dur), 1.0);
assert_eq!(env.at(Ticks(35), dur), 0.6);
assert_eq!(env.at(Ticks(40), dur), 0.19999999);
}
#[test]
fn envelope_default() {
let env = Envelope::default();
let dur = Ticks(40);
assert_eq!(env.at(Ticks(0), dur), 1.0);
assert_eq!(env.at(Ticks(20), dur), 1.0);
assert_eq!(env.at(Ticks(40), dur), 1.0);
}
#[test]
fn replay() {
let replay = Replay {
after: Ticks(10),
play_for: Ticks(50),
with_delay: Ticks(20),
};
assert_eq!(replay.at(Ticks(0)), 1.0);
assert_eq!(replay.at(Ticks(9)), 1.0);
assert_eq!(replay.at(Ticks(10)), 1.0);
assert_eq!(replay.at(Ticks(30)), 1.0);
assert_eq!(replay.at(Ticks(59)), 0.0);
assert_eq!(replay.at(Ticks(60)), 0.0);
assert_eq!(replay.at(Ticks(70)), 0.0);
}
}