1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
// 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/v0.8.1/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() })
    }
}

/// Basic error type in force feedback module.
#[derive(Copy, Clone, Debug, PartialEq)]
#[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);
    }
}