Module gilrs::ff

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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