Input: ff-memless - add notion of direction to for rumble effects
This adds simple direction calculation when combining effects. It's useful to decide motor direction for rumble (vibrator). Signed-off-by: Jari Vanhala <ext-jari.vanhala@nokia.com> Acked-by: Anssi Hannula <anssi.hannula@iki.fi> Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
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@ -220,6 +220,22 @@ static int get_compatible_type(struct ff_device *ff, int effect_type)
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return 0;
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return 0;
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}
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}
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/*
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* Only left/right direction should be used (under/over 0x8000) for
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* forward/reverse motor direction (to keep calculation fast & simple).
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*/
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static u16 ml_calculate_direction(u16 direction, u16 force,
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u16 new_direction, u16 new_force)
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{
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if (!force)
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return new_direction;
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if (!new_force)
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return direction;
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return (((u32)(direction >> 1) * force +
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(new_direction >> 1) * new_force) /
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(force + new_force)) << 1;
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}
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/*
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/*
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* Combine two effects and apply gain.
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* Combine two effects and apply gain.
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*/
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*/
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@ -254,6 +270,19 @@ static void ml_combine_effects(struct ff_effect *effect,
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case FF_RUMBLE:
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case FF_RUMBLE:
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strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
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strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
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weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff;
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weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff;
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if (effect->u.rumble.strong_magnitude + strong)
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effect->direction = ml_calculate_direction(
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effect->direction,
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effect->u.rumble.strong_magnitude,
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new->direction, strong);
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else if (effect->u.rumble.weak_magnitude + weak)
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effect->direction = ml_calculate_direction(
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effect->direction,
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effect->u.rumble.weak_magnitude,
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new->direction, weak);
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else
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effect->direction = 0;
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effect->u.rumble.strong_magnitude =
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effect->u.rumble.strong_magnitude =
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min(strong + effect->u.rumble.strong_magnitude,
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min(strong + effect->u.rumble.strong_magnitude,
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0xffffU);
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0xffffU);
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@ -268,6 +297,13 @@ static void ml_combine_effects(struct ff_effect *effect,
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/* here we also scale it 0x7fff => 0xffff */
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/* here we also scale it 0x7fff => 0xffff */
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i = i * gain / 0x7fff;
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i = i * gain / 0x7fff;
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if (effect->u.rumble.strong_magnitude + i)
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effect->direction = ml_calculate_direction(
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effect->direction,
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effect->u.rumble.strong_magnitude,
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new->direction, i);
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else
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effect->direction = 0;
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effect->u.rumble.strong_magnitude =
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effect->u.rumble.strong_magnitude =
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min(i + effect->u.rumble.strong_magnitude, 0xffffU);
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min(i + effect->u.rumble.strong_magnitude, 0xffffU);
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effect->u.rumble.weak_magnitude =
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effect->u.rumble.weak_magnitude =
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