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Commit 94ec26c8 authored by Jari Vanhala's avatar Jari Vanhala Committed by Dmitry Torokhov
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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: default avatarJari Vanhala <ext-jari.vanhala@nokia.com>
Acked-by: default avatarAnssi Hannula <anssi.hannula@iki.fi>
Signed-off-by: default avatarDmitry Torokhov <dtor@mail.ru>
parent 1b11c88d
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+36 −0
Original line number Original line Diff line number Diff line
@@ -220,6 +220,22 @@ static int get_compatible_type(struct ff_device *ff, int effect_type)
	return 0;
	return 0;
}
}


/*
 * 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.
 * Combine two effects and apply gain.
 */
 */
@@ -254,6 +270,19 @@ static void ml_combine_effects(struct ff_effect *effect,
	case FF_RUMBLE:
	case FF_RUMBLE:
		strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
		strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
		weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff;
		weak = (u32)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 =
		effect->u.rumble.strong_magnitude =
			min(strong + effect->u.rumble.strong_magnitude,
			min(strong + effect->u.rumble.strong_magnitude,
			    0xffffU);
			    0xffffU);
@@ -268,6 +297,13 @@ static void ml_combine_effects(struct ff_effect *effect,
		/* here we also scale it 0x7fff => 0xffff */
		/* here we also scale it 0x7fff => 0xffff */
		i = i * gain / 0x7fff;
		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 =
		effect->u.rumble.strong_magnitude =
			min(i + effect->u.rumble.strong_magnitude, 0xffffU);
			min(i + effect->u.rumble.strong_magnitude, 0xffffU);
		effect->u.rumble.weak_magnitude =
		effect->u.rumble.weak_magnitude =