[PATCH v2] Input: Add direction to ff-memless
From: Jari Vanhala <hidden>
Date: 2009-12-23 13:01:21
Subsystem:
input (keyboard, mouse, joystick, touchscreen) drivers, the rest · Maintainers:
Dmitry Torokhov, Linus Torvalds
This adds simple direction calculation to effect combine. It's useful to decide motor direction for rumble (vibrator). Signed-off-by: Jari Vanhala <redacted> --- drivers/input/ff-memless.c | 36 ++++++++++++++++++++++++++++++++++++ 1 files changed, 36 insertions(+), 0 deletions(-)
diff --git a/drivers/input/ff-memless.c b/drivers/input/ff-memless.c
index b483b29..5914a7d 100644
--- a/drivers/input/ff-memless.c
+++ b/drivers/input/ff-memless.c@@ -221,6 +221,22 @@ static int get_compatible_type(struct ff_device *ff, int effect_type) } /* + * Only left/right direction should be used (under/over 0x8000) for + * forward/reverse motor direction (to keep calculation fast & simple). + */ +static u16 ml_calculate_direction(u16 direction, u16 force, + u16 new_direction, u16 new_force) +{ + if (!force) + return new_direction; + if (!new_force) + return direction; + return (((u32)(direction >> 1) * force + + (new_direction >> 1) * new_force) / + (force + new_force)) << 1; +} + +/* * Combine two effects and apply gain. */ static void ml_combine_effects(struct ff_effect *effect,
@@ -254,6 +270,19 @@ static void ml_combine_effects(struct ff_effect *effect, case FF_RUMBLE: strong = new->u.rumble.strong_magnitude * gain / 0xffff; weak = new->u.rumble.weak_magnitude * gain / 0xffff; + + if (effect->u.rumble.strong_magnitude + strong) + effect->direction = ml_calculate_direction( + effect->direction, + effect->u.rumble.strong_magnitude, + new->direction, strong); + else if (effect->u.rumble.weak_magnitude + weak) + effect->direction = ml_calculate_direction( + effect->direction, + effect->u.rumble.weak_magnitude, + new->direction, weak); + else + effect->direction = 0; effect->u.rumble.strong_magnitude = min(strong + effect->u.rumble.strong_magnitude, 0xffffU);
@@ -268,6 +297,13 @@ static void ml_combine_effects(struct ff_effect *effect, /* here we also scale it 0x7fff => 0xffff */ i = i * gain / 0x7fff; + if (effect->u.rumble.strong_magnitude + i) + effect->direction = ml_calculate_direction( + effect->direction, + effect->u.rumble.strong_magnitude, + new->direction, i); + else + effect->direction = 0; effect->u.rumble.strong_magnitude = min(i + effect->u.rumble.strong_magnitude, 0xffffU); effect->u.rumble.weak_magnitude =
--
1.6.3.3