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authorJari Vanhala <ext-jari.vanhala@nokia.com>2009-12-24 21:52:20 -0800
committerDmitry Torokhov <dmitry.torokhov@gmail.com>2009-12-24 21:54:29 -0800
commit94ec26c855bc675259e4f1658673f458040affd7 (patch)
treea5af53ce488e6f0b8e5ca521ebc861a96ed1ffa8
parent1b11c88d3e8f55dc9d193d19de11e3f7abc1b7d7 (diff)
downloadop-kernel-dev-94ec26c855bc675259e4f1658673f458040affd7.zip
op-kernel-dev-94ec26c855bc675259e4f1658673f458040affd7.tar.gz
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>
-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 9667a5f..f967008 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 = (u32)new->u.rumble.strong_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 =
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 =
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