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authorJari Vanhala <ext-jari.vanhala@nokia.com>2009-12-25 00:52:20 -0500
committerDmitry Torokhov <dmitry.torokhov@gmail.com>2009-12-25 00:54:29 -0500
commit94ec26c855bc675259e4f1658673f458040affd7 (patch)
treea5af53ce488e6f0b8e5ca521ebc861a96ed1ffa8 /drivers/input/ff-memless.c
parent1b11c88d3e8f55dc9d193d19de11e3f7abc1b7d7 (diff)
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>
Diffstat (limited to 'drivers/input/ff-memless.c')
-rw-r--r--drivers/input/ff-memless.c36
1 files changed, 36 insertions, 0 deletions
diff --git a/drivers/input/ff-memless.c b/drivers/input/ff-memless.c
index 9667a5fd6bd7..f967008f332e 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)
221} 221}
222 222
223/* 223/*
224 * Only left/right direction should be used (under/over 0x8000) for
225 * forward/reverse motor direction (to keep calculation fast & simple).
226 */
227static u16 ml_calculate_direction(u16 direction, u16 force,
228 u16 new_direction, u16 new_force)
229{
230 if (!force)
231 return new_direction;
232 if (!new_force)
233 return direction;
234 return (((u32)(direction >> 1) * force +
235 (new_direction >> 1) * new_force) /
236 (force + new_force)) << 1;
237}
238
239/*
224 * Combine two effects and apply gain. 240 * Combine two effects and apply gain.
225 */ 241 */
226static void ml_combine_effects(struct ff_effect *effect, 242static void ml_combine_effects(struct ff_effect *effect,
@@ -254,6 +270,19 @@ static void ml_combine_effects(struct ff_effect *effect,
254 case FF_RUMBLE: 270 case FF_RUMBLE:
255 strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff; 271 strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
256 weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff; 272 weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff;
273
274 if (effect->u.rumble.strong_magnitude + strong)
275 effect->direction = ml_calculate_direction(
276 effect->direction,
277 effect->u.rumble.strong_magnitude,
278 new->direction, strong);
279 else if (effect->u.rumble.weak_magnitude + weak)
280 effect->direction = ml_calculate_direction(
281 effect->direction,
282 effect->u.rumble.weak_magnitude,
283 new->direction, weak);
284 else
285 effect->direction = 0;
257 effect->u.rumble.strong_magnitude = 286 effect->u.rumble.strong_magnitude =
258 min(strong + effect->u.rumble.strong_magnitude, 287 min(strong + effect->u.rumble.strong_magnitude,
259 0xffffU); 288 0xffffU);
@@ -268,6 +297,13 @@ static void ml_combine_effects(struct ff_effect *effect,
268 /* here we also scale it 0x7fff => 0xffff */ 297 /* here we also scale it 0x7fff => 0xffff */
269 i = i * gain / 0x7fff; 298 i = i * gain / 0x7fff;
270 299
300 if (effect->u.rumble.strong_magnitude + i)
301 effect->direction = ml_calculate_direction(
302 effect->direction,
303 effect->u.rumble.strong_magnitude,
304 new->direction, i);
305 else
306 effect->direction = 0;
271 effect->u.rumble.strong_magnitude = 307 effect->u.rumble.strong_magnitude =
272 min(i + effect->u.rumble.strong_magnitude, 0xffffU); 308 min(i + effect->u.rumble.strong_magnitude, 0xffffU);
273 effect->u.rumble.weak_magnitude = 309 effect->u.rumble.weak_magnitude =