Project

General

Profile

Actions

Emulator Issues #6491

closed

SDL_HAPTIC_SQUARE not decleared in final SDL 2.0 release.

Added by phire over 11 years ago.

Status:
Fixed
Priority:
Urgent
Assignee:
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Current
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Dolphin doesn't compile with the final release of SDL 2.0

/home/phire/projects/dolphin-emu/Source/Core/InputCommon/Src/ControllerInterface/SDL/SDL.cpp:135: error: 'SDL_HAPTIC_SQUARE' was not declared in this scope
   if (supported_effects & SDL_HAPTIC_SQUARE)
                           ^

From SDL_haptic.h:

/**
* \brief Left/Right effect supported.
*
* Haptic effect for direct control over high/low frequency motors.
*
* \sa SDL_HapticLeftRight
* \warning this value was SDL_HAPTIC_SQUARE right before 2.0.0 shipped. Sorry,
* we ran out of bits, and this is important for XInput devices.
*/
#define SDL_HAPTIC_LEFTRIGHT (1<<2)

/* !!! FIXME: put this back when we have more bits in 2.1 */
/*#define SDL_HAPTIC_SQUARE     (1&lt;&lt;2)*/
Actions #1

Updated by delroth over 11 years ago

  • Status changed from New to Accepted
  • Priority set to Urgent
  • Milestone set to Current
  • Operating system N/A added

I need to do more testing with the SDL 2.0 release - we want to make sure Dolphin 4.0 will interact well with it.

Actions #2

Updated by matthewharveys over 11 years ago

The name of SDL_HAPTIC_SQUARE was changed to SDL_HAPTIC_LEFTRIGHT as per commit 7621 of SDL 2.0
The attached patch makes that simple fix and it builds and runs great for me.

Actions #3

Updated by oreauS over 11 years ago

It seems a comment should be added about why this is being changed. According to the header, this is a problem specific to this 2.0 release and should be fixed in coming versions.

Actions #4

Updated by phire over 11 years ago

No, that don't seem right.

SDL_HAPTIC_SQUARE (a motor generating a square wave) was replaced with SDL_HAPTIC_LEFTRIGHT (a low frequency linear actuator, used to shift weight from one side of the controller to the other), a completely different capability.

They ran out of bits to describe capabilities and decided LEFTRIGHT was more important than SQUARE.

Would probably be better to do something along the lines of adding an #ifdef SDL_HAPTIC_SQUARE around the blocks of code which use it, that way it will still work on older versions of SDL and possibly newer versions once they add support back in.

Actions #5

Updated by parlane over 11 years ago

Um so what should one use instead of SDL_HAPTIC_SQUARE ?

Actions #6

Updated by oreauS over 11 years ago

SDL_HAPTIC_SQUARE is effectively disabled in this release of SDL without an alternative. PhireN's suggestion sounds reasonable, can we see a patch for that?

Actions #7

Updated by tehgordon over 11 years ago

(Hi, I'm the person that disabled SDL_HAPTIC_SQUARE.)

We needed a way to map Microsoft's XInput API to the haptic subsystem...it only lets you power the two motors in the X360 controller at different speeds. Normally we would just add another capability bit, but as was noted, we didn't have any left and couldn't break the ABI for existing games by moving from 16 to 32 bits.

We felt it was less risky (although not awesome) to pick an effect people weren't likely to be using.

If you are legitimately in need of SDL_HAPTIC_SQUARE, you should use SDL_HAPTIC_SINE and maybe increase the magnitude a little...it's close enough in most cases.

This wasn't an ideal solution, and we apologize for the inconvenience. We'll fix this in 2.1, when we can break the ABI again, but that's some time out still.

--ryan.

Actions #8

Updated by delroth over 11 years ago

  • Status changed from Accepted to Fixed

Fixed by revision c3065ecb6697. Thanks for the info, Ryan.

Actions

Also available in: Atom PDF