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<h3 align="center">TABLE OF CONTENTS</h3>
<ul>
<li><a href="#robo0">Steering.Wheel.SDK/SteeringWheelSDK[1.00.002]</a></li>
<li><a href="#robo1">Steering.Wheel.SDK/Wheel(ControllerInput*.controllerInput)</a></li>
<li><a href="#robo2">Steering.Wheel.SDK/Update()</a></li>
<li><a href="#robo3">Steering.Wheel.SDK/IsConnected(INT.index)</a></li>
<li><a href="#robo4">Steering.Wheel.SDK/IsConnected(INT.index,DeviceType.deviceType)</a></li>
<li><a href="#robo5">Steering.Wheel.SDK/IsConnected(INT.index,ManufacturerName.manufacturerName)</a></li>
<li><a href="#robo6">Steering.Wheel.SDK/IsConnected(INT.index,ModelName.modelName)</a></li>
<li><a href="#robo7">Steering.Wheel.SDK/GetState(INT.index)</a></li>
<li><a href="#robo8">Steering.Wheel.SDK/GetFriendlyProductName(INT.index)</a></li>
<li><a href="#robo9">Steering.Wheel.SDK/ButtonTriggered(INT.index,INT.buttonNbr)</a></li>
<li><a href="#robo10">Steering.Wheel.SDK/ButtonReleased(INT.index,INT.buttonNbr)</a></li>
<li><a href="#robo11">Steering.Wheel.SDK/ButtonIsPressed(INT.index,INT.buttonNbr)</a></li>
<li><a href="#robo12">Steering.Wheel.SDK/SetPreferredControllerProperties(ControllerPropertiesData.properties)</a></li>
<li><a href="#robo13">Steering.Wheel.SDK/GetCurrentControllerProperties(INT.index,ControllerPropertiesData&amp;.properties)</a></li>
<li><a href="#robo14">Steering.Wheel.SDK/GetShifterMode(INT.index)</a></li>
<li><a href="#robo15">Steering.Wheel.SDK/PlayLeds(INT.index,FLOAT.currentRPM,FLOAT.rpmFirstLedTurnsOn,FLOAT.rpmRedLine)</a></li>
<li><a href="#robo16">Steering.Wheel.SDK/HasForceFeedback(INT.index)</a></li>
<li><a href="#robo17">Steering.Wheel.SDK/IsPlaying(INT.index,ForceType.forceType)</a></li>
<li><a href="#robo18">Steering.Wheel.SDK/GenerateNonLinearValues(INT.index,INT.nonLinCoeff)</a></li>
<li><a href="#robo19">Steering.Wheel.SDK/GetNonLinearValue(INT.index,INT.inputValue)</a></li>
<li><a href="#robo20">Steering.Wheel.SDK/PlaySpringForce(INT.index,INT.offsetPercentage,INT.saturationPercentage,INT.coefficientPercentage)</a></li>
<li><a href="#robo21">Steering.Wheel.SDK/StopSpringForce(INT.index)</a></li>
<li><a href="#robo22">Steering.Wheel.SDK/PlayConstantForce(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo23">Steering.Wheel.SDK/StopConstantForce(INT.index)</a></li>
<li><a href="#robo24">Steering.Wheel.SDK/PlayDamperForce(INT.index,INT.coefficientPercentage)</a></li>
<li><a href="#robo25">Steering.Wheel.SDK/StopDamperForce(INT.index)</a></li>
<li><a href="#robo26">Steering.Wheel.SDK/PlaySideCollisionForce(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo27">Steering.Wheel.SDK/PlayFrontalCollisionForce(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo28">Steering.Wheel.SDK/PlayDirtRoadEffect(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo29">Steering.Wheel.SDK/StopDirtRoadEffect(INT.index)</a></li>
<li><a href="#robo30">Steering.Wheel.SDK/PlayBumpyRoadEffect(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo31">Steering.Wheel.SDK/StopBumpyRoadEffect(INT.index)</a></li>
<li><a href="#robo32">Steering.Wheel.SDK/PlaySlipperyRoadEffect(INT.index,INT.magnitudePercentage)</a></li>
<li><a href="#robo33">Steering.Wheel.SDK/StopSlipperyRoadEffect(INT.index)</a></li>
<li><a href="#robo34">Steering.Wheel.SDK/PlaySurfaceEffect(INT.index,PeriodicType.type,INT.magnitudePercentage,INT.period)</a></li>
<li><a href="#robo35">Steering.Wheel.SDK/StopSurfaceEffect(INT.index)</a></li>
<li><a href="#robo36">Steering.Wheel.SDK/PlayCarAirborne(INT.index)</a></li>
<li><a href="#robo37">Steering.Wheel.SDK/StopCarAirborne(INT.index)</a></li>
<li><a href="#robo38">Steering.Wheel.SDK/PlaySoftstopForce(INT.index,INT.usableRangePercentage)</a></li>
<li><a href="#robo39">Steering.Wheel.SDK/StopSoftstopForce(INT.index)</a></li>
</ul>
<hr />
<h2><a name="robo0"><a name="Steering2eWheel2eSDK2fSteeringWheelSDK5b12e002e0025d">
Steering.Wheel.SDK/SteeringWheelSDK[1.00.002]</a></h2>
<p><strong>NAME</strong></p>
<pre> Steering Wheel SDK
</pre><p><strong>COPYRIGHT</strong></p>
<pre> The Logitech Steering Wheel SDK, including all accompanying
documentation, is protected by intellectual property laws. All
rights not expressly granted by Logitech are reserved.
</pre><p><strong>PURPOSE</strong></p>
<pre> The Steering Wheel SDK is an addition to Microsoft's DirectInput
in DirectX. It is aimed at driving games and enables to
dramatically shorten development time and improve implementation
quality for various types of game controllers (USB/gameport
wheels/joysticks/game pads, FF enabled or not). The Steering Wheel
SDK has been developed and tested for wheels and joysticks using
the Logitech, Microsoft and Immersion drivers. It also works with
Logitech rumble pads (it has not been tested with non-Logitech
rumble pads). By using the Steering Wheel SDK you have the
guarantee that all wheels and joysticks will function
flawlessly. No more situations where force feedback in a game
behaves very differently from one wheel/joystick to another, which
in turn results in user frustration and product returns. The
Steering Wheel SDK comes with a very intuitive and easy to use
interface which enables to read the wheel/joystick's axes and
buttons, and also to create all the force feedback effects that
are necessary for a good and complete implementation. See the
following files to get started:
- readme.txt: tells you how to get started.
- SampleInGameImplementation.cpp: shows line by line how to
use the Steering Wheel SDK's interface to do a complete
implementation for PC game controllers in your driving
game. The idea is to develop support for the steering
wheel. But if a user plugs in a joystick or game pad he can
play as well and get force feedback or rumble. If a joystick
is plugged in, all forces generated by the Steering Wheel
SDK will be played on the X axis and there will be a
constant spring on the Y axis.
- SteeringWheelSDK.cpp: demonstrates force feedback
effects. Just compile, run and plug in a FF wheel, joystick
or rumble pad. See usage at top of SteeringWheelSDK.cpp.
For more details see DirectInput documentation which is part of
Microsoft's DirectX.
</pre><p><strong>AUTHOR</strong></p>
<pre> Christophe Juncker (cj@wingmanteam.com)
</pre>
<hr />
<h2><a name="robo1"><a name="Steering2eWheel2eSDK2fWheel28ControllerInput2a2econtrollerInput29">
Steering.Wheel.SDK/Wheel(ControllerInput*.controllerInput)</a></h2>
<p><strong>NAME</strong></p>
<pre> Wheel(ControllerInput* controllerInput) -- Does necessary
initialization.
</pre><p><strong>INPUTS</strong></p>
<pre> controllerInput - handle to instance of Controller Input SDK.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see an
example.
</pre>
<hr />
<h2><a name="robo2"><a name="Steering2eWheel2eSDK2fUpdate2829">
Steering.Wheel.SDK/Update()</a></h2>
<p><strong>NAME</strong></p>
<pre> VOID Wheel::<strong>Update()</strong> -- keeps forces and controller connections up
to date.
</pre><p><strong>NOTES</strong></p>
<pre> Must be called every frame.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo3"><a name="Steering2eWheel2eSDK2fIsConnected28INT2eindex29">
Steering.Wheel.SDK/IsConnected(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL IsConnected(INT index) -- Check if a game controller is
connected at the specified index.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if a PC wheel/joystick/game pad is connected, FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo4">IsConnected(INT.index,DeviceType.deviceType)</a>
<a href="#robo5">IsConnected(INT.index,ManufacturerName.manufacturerName)</a>
<a href="#robo6">IsConnected(INT.index,ModelName.modelName)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo4"><a name="Steering2eWheel2eSDK2fIsConnected28INT2eindex2cDeviceType2edeviceType29">
Steering.Wheel.SDK/IsConnected(INT.index,DeviceType.deviceType)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL IsConnected(INT index, DeviceType deviceType) -- Check if a
game controller is connected at the specified index.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
deviceType - type of the device to check for. Possible types are:
- LG_DEVICE_TYPE_WHEEL
- LG_DEVICE_TYPE_JOYSTICK
- LG_DEVICE_TYPE_GAMEPAD
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if a PC controller of specified type is connected, FALSE
otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo3">IsConnected(INT.index)</a>
<a href="#robo5">IsConnected(INT.index,ManufacturerName.manufacturerName)</a>
<a href="#robo6">IsConnected(INT.index,ModelName.modelName)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo5"><a name="Steering2eWheel2eSDK2fIsConnected28INT2eindex2cManufacturerName2emanufacturerName29">
Steering.Wheel.SDK/IsConnected(INT.index,ManufacturerName.manufacturerName)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL IsConnected(INT index, ManufacturerName manufacturerName) --
Check if a game controller is connected at the specified index.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
manufacturerName - name of the manufacturer the device has been
made by. Possible names are:
- LG_MANUFACTURER_LOGITECH
- LG_MANUFACTURER_MICROSOFT
- LG_MANUFACTURER_OTHER
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if a PC controller of specified manufacturer is connected,
FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo3">IsConnected(INT.index)</a>
<a href="#robo4">IsConnected(INT.index,DeviceType.deviceType)</a>
<a href="#robo6">IsConnected(INT.index,ModelName.modelName)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo6"><a name="Steering2eWheel2eSDK2fIsConnected28INT2eindex2cModelName2emodelName29">
Steering.Wheel.SDK/IsConnected(INT.index,ModelName.modelName)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL IsConnected(INT index, ModelName modelName) -- Check if a game
controller is connected at the specified index.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
modelName - name of the model of the device. Possible models are:
- LG_MODEL_G27
- LG_MODEL_G25
- LG_MODEL_MOMO_RACING
- LG_MODEL_MOMO_FORCE
- LG_MODEL_DRIVING_FORCE_PRO
- LG_MODEL_DRIVING_FORCE
- LG_MODEL_NASCAR_RACING_WHEEL
- LG_MODEL_FORMULA_FORCE
- LG_MODEL_FORMULA_FORCE_GP
- LG_MODEL_FORCE_3D_PRO
- LG_MODEL_EXTREME_3D_PRO
- LG_MODEL_FREEDOM_24
- LG_MODEL_ATTACK_3
- LG_MODEL_FORCE_3D
- LG_MODEL_STRIKE_FORCE_3D
- LG_MODEL_RUMBLEPAD
- LG_MODEL_RUMBLEPAD_2
- LG_MODEL_CORDLESS_RUMBLEPAD_2
- LG_MODEL_CORDLESS_GAMEPAD
- LG_MODEL_DUAL_ACTION_GAMEPAD
- LG_MODEL_PRECISION_GAMEPAD_2
- LG_MODEL_CHILLSTREAM
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if specific PC controller is connected, FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo3">IsConnected(INT.index)</a>
<a href="#robo4">IsConnected(INT.index,DeviceType.deviceType)</a>
<a href="#robo5">IsConnected(INT.index,ManufacturerName.manufacturerName)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo7"><a name="Steering2eWheel2eSDK2fGetState28INT2eindex29">
Steering.Wheel.SDK/GetState(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> DIJOYSTATE2* GetState(INT index) -- Get the state of the
controller.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first game controller connected. Index 1 to the second game
controller.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> DIJOYSTATE2 structure containing the device's positional
information for axes, POVs and buttons.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo8"><a name="Steering2eWheel2eSDK2fGetFriendlyProductName28INT2eindex29">
Steering.Wheel.SDK/GetFriendlyProductName(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> LPCTSTR GetFriendlyProductName(INT index) -- Get the device's
friendly product name.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first game controller connected. Index 1 to the second game
controller.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> Device friendly product name.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo9"><a name="Steering2eWheel2eSDK2fButtonTriggered28INT2eindex2cINT2ebuttonNbr29">
Steering.Wheel.SDK/ButtonTriggered(INT.index,INT.buttonNbr)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL ButtonTriggered(INT index, INT buttonNbr) -- Check if a
certain button was triggered.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
buttonNbr - the number of the button that we want to
check. Possible numbers are: 0 to 127.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if the button was triggered, FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo11">ButtonIsPressed(INT.index,INT.buttonNbr)</a>
<a href="#robo10">ButtonReleased(INT.index,INT.buttonNbr)</a>
</pre>
<hr />
<h2><a name="robo10"><a name="Steering2eWheel2eSDK2fButtonReleased28INT2eindex2cINT2ebuttonNbr29">
Steering.Wheel.SDK/ButtonReleased(INT.index,INT.buttonNbr)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL ButtonReleased(INT index, INT buttonNbr) -- Check if a certain
button was released.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
buttonNbr - the number of the button that we want to
check. Possible numbers are: 0 to 127.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if the button was released, FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo11">ButtonIsPressed(INT.index,INT.buttonNbr)</a>
<a href="#robo9">ButtonTriggered(INT.index,INT.buttonNbr)</a>
</pre>
<hr />
<h2><a name="robo11"><a name="Steering2eWheel2eSDK2fButtonIsPressed28INT2eindex2cINT2ebuttonNbr29">
Steering.Wheel.SDK/ButtonIsPressed(INT.index,INT.buttonNbr)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL ButtonIsPressed(INT index, INT buttonNbr) -- Check if a
certain button is being pressed.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
buttonNbr - the number of the button that we want to
check. Possible numbers are: 0 to 127.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if the button is being pressed, FALSE otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo10">ButtonReleased(INT.index,INT.buttonNbr)</a>
<a href="#robo9">ButtonTriggered(INT.index,INT.buttonNbr)</a>
</pre>
<hr />
<h2><a name="robo12"><a name="Steering2eWheel2eSDK2fSetPreferredControllerProperties28ControllerPropertiesData2eproperties29">
Steering.Wheel.SDK/SetPreferredControllerProperties(ControllerPropertiesData.properties)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT SetPreferredControllerProperties(ControllerPropertiesData
properties) -- set preferred wheel properties.
</pre><p><strong>INPUTS</strong></p>
<pre> properties - structure containing all the fields to be set.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> E_INVALIDARG if argument is wrong (individual settings out of
bounds).
E_FAIL if Logitech Gaming Software is older than 5.03.
S_OK otherwise.
</pre><p><strong>NOTES</strong></p>
<pre> This function merely sets the game's preference. The Steering Wheel
SDK will attempt to set the wheel's settings when necessary.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo13">GetCurrentControllerProperties(INT.index,ControllerPropertiesData&amp;.properties)</a>
<a href="#robo14">GetShifterMode(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo13"><a name="Steering2eWheel2eSDK2fGetCurrentControllerProperties28INT2eindex2cControllerPropertiesData262eproperties29">
Steering.Wheel.SDK/GetCurrentControllerProperties(INT.index,ControllerPropertiesData&amp;.properties)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL GetCurrentControllerProperties(INT index,
ControllerPropertiesData&amp; properties) -- get current properties.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller.
properties - structure to receive current properties.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if current value was received from Logitech driver.
FALSE if function failed or current value is default value.
</pre><p><strong>NOTES</strong></p>
<pre> Function will fail and return default properties if user has older
than 5.03 Logitech Gaming Software installed.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo12">SetPreferredControllerProperties(ControllerPropertiesData.properties)</a>
<a href="#robo14">GetShifterMode(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo14"><a name="Steering2eWheel2eSDK2fGetShifterMode28INT2eindex29">
Steering.Wheel.SDK/GetShifterMode(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> INT GetShifterMode(INT index) -- get current shifter mode (gated or
sequential).
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> 1 if shifter is gated
0 if shifter is sequential
-1 if unknown
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo12">SetPreferredControllerProperties(ControllerPropertiesData.properties)</a>
<a href="#robo13">GetCurrentControllerProperties(INT.index,ControllerPropertiesData&amp;.properties)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see an
example.
</pre>
<hr />
<h2><a name="robo15"><a name="Steering2eWheel2eSDK2fPlayLeds28INT2eindex2cFLOAT2ecurrentRPM2cFLOAT2erpmFirstLedTurnsOn2cFLOAT2erpmRedLine29">
Steering.Wheel.SDK/PlayLeds(INT.index,FLOAT.currentRPM,FLOAT.rpmFirstLedTurnsOn,FLOAT.rpmRedLine)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayLeds(INT index, FLOAT currentRPM, FLOAT
rpmFirstLedTurnsOn, FLOAT rpmRedLine) -- play LEDs on G27.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller.
currentRPM - current RPM.
rpmFirstLedTurnsOn - RPM when first LEDs are to turn on.
rpmRedLine - just below this RPM, all LEDs will be on. Just above,
all LEDs will start flashing.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo16"><a name="Steering2eWheel2eSDK2fHasForceFeedback28INT2eindex29">
Steering.Wheel.SDK/HasForceFeedback(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL HasForceFeedback(INT index) -- Check if a game controller has
force feedback.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if the specified device can do force feedback, FALSE
otherwise.
</pre>
<hr />
<h2><a name="robo17"><a name="Steering2eWheel2eSDK2fIsPlaying28INT2eindex2cForceType2eforceType29">
Steering.Wheel.SDK/IsPlaying(INT.index,ForceType.forceType)</a></h2>
<p><strong>NAME</strong></p>
<pre> BOOL IsPlaying(INT index, ForceType forceType) -- check if a
certain force effect is currently playing.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller that we want to check. Index
0 corresponds to the first game controller connected. Index 1 to
the second game controller.
forceType - the type of the force that we want to check to see if
it is playing. Possible types are:
- LG_FORCE_SPRING
- LG_FORCE_CONSTANT
- LG_FORCE_DAMPER
- LG_FORCE_SIDE_COLLISION
- LG_FORCE_FRONTAL_COLLISION
- LG_FORCE_DIRT_ROAD
- LG_FORCE_BUMPY_ROAD
- LG_FORCE_SLIPPERY_ROAD
- LG_FORCE_SURFACE_EFFECT
- LG_FORCE_CAR_AIRBORNE
</pre><p><strong>RETURN VALUE</strong></p>
<pre> TRUE if the force is playing, FALSE otherwise.
</pre>
<hr />
<h2><a name="robo18"><a name="Steering2eWheel2eSDK2fGenerateNonLinearValues28INT2eindex2cINT2enonLinCoeff29">
Steering.Wheel.SDK/GenerateNonLinearValues(INT.index,INT.nonLinCoeff)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT GenerateNonLinearValues(int index, int nonLinCoeff) --
Generate non-linear values for the game controller's axis.
</pre><p><strong>FUNCTION</strong></p>
<pre> Gaming wheels/joysticks/game pads have very different behavior from
real steering wheels. The reason for single-turn wheels is that
they only do up to three quarters of a turn lock to lock, compared
to about 3 turns for a real car.
This directly affects the steering ratio (15:1 to 20:1 for a real
car, but only 4:1 for a gaming wheel!). Joysticks and game pads
have a much shorter range of movement than a real steering wheel as
well.
Because of this very short steering ratio or short range, the
gaming wheel/joystick/game pad will feel highly sensitive which may
make game play very difficult.
Especially it may be difficult to drive in a straight line at speed
(tendency to swerve back and forth).
One way to get around this problem is to use a sensitivity
curve. This is a curve that defines the sensitivity of the game
controller depending on speed. This type of curve is usually used
for game pads to make up for their low physical range. The result
of applying such a curve is that at high speed the car's wheels
will physically turn less than if the car is moving very slowly.
For example the car's wheels may turn 60 degrees lock to lock at
low speed but only 10 degrees lock to lock at higher speeds. If
you calculate the resulting steering ratio for 10 degrees lock to
lock you find that if you use a steering wheel that turns 180
degrees lock to lock the ratio is equal to 180/10 = 18, which
corresponds to a real car's steering ratio.
If the sensitivity curve has been implemented for the
wheel/joystick, adding a non-linear curve probably is not
necessary. But you may find that even after applying a sensitivity
curve, the car still feels a little twitchy on a straight line when
driving fast. This may be because in your game you need more than
10 degrees lock to lock even at high speeds. Or maybe the car is
moving at very high speeds where even a normal steering ratio is
not good enough to eliminate high sensitivity.
The best way at this point is to add a non-linear curve on top of
the sensitivity curve.
The effect of the non-linear curve with positive nonLinCoeff is
that around center position the wheel/joystick will be less
sensitive. Yet at locked position left or right the car's wheels
will turn the same amount of degrees as without the non-linear
response curve. Therefore the car will become more controllable on
a straight line and game-play will be improved.
There can sometimes be cases where the wheel does not feel
sensitive enough. In that case it is possible to add a non-linear
curve with the inverse effect (makes the steering more sensitive
around center position) by using negative values for
nonLinCoeff. This method lets you define a non-linearity
coefficient which will determine how strongly non-linear the curve
will be. When running the method it will generate a mapping table
in the form of an array. For each of the 1024 entries in this array
there will be a corresponding non-linear value which can be used as
the wheel/joystick's axis position instead of the original
value. See Sample_In-game_Implementation.cs for an example.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index to which the concerned game controller is connected.
Index 0 corresponds to the first game controller connected. Index 1
to the second game controller.
nonLinCoeff - value representing how much non-linearity should be
applied. Range is -100 to 100. 0 = linear curve, 100 = maximum
non-linear curve with less sensitivity around center, -100 =
maximum non-linearity with more sensitivity around center position.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> S_OK if successful, E_FAIL otherwise.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo19">GetNonLinearValue(INT.index,INT.inputValue)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo19"><a name="Steering2eWheel2eSDK2fGetNonLinearValue28INT2eindex2cINT2einputValue29">
Steering.Wheel.SDK/GetNonLinearValue(INT.index,INT.inputValue)</a></h2>
<p><strong>NAME</strong></p>
<pre> INT GetNonLinearValue(INT index, INT inputValue) -- Get a
non-linear value from a table previously generated. This can be
used for the response of a steering wheel.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first game controller connected. Index 1 to the second game
controller.
inputValue - value between -32768 and 32767 corresponding to
original value of an axis.
</pre><p><strong>RETURN VALUE</strong></p>
<pre> Value between -32768 and 32767 corresponding to the level of
non-linearity previously set with GenerateNonLinearValues(...).
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo18">GenerateNonLinearValues(INT.index,INT.nonLinCoeff)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see an
example.
</pre>
<hr />
<h2><a name="robo20"><a name="Steering2eWheel2eSDK2fPlaySpringForce28INT2eindex2cINT2eoffsetPercentage2cINT2esaturationPercentage2cINT2ecoefficientPercentage29">
Steering.Wheel.SDK/PlaySpringForce(INT.index,INT.offsetPercentage,INT.saturationPercentage,INT.coefficientPercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlaySpringForce(INT index, INT offsetPercentage, INT
saturationPercentage, INT coefficientPercentage) -- Play the spring
force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
offsetPercentage - Specifies the center of the spring force effect.
Valid range is -100 to 100. Specifying 0 centers the spring. Any
values outside this range are silently clamped.
saturationPercentage - Specify the level of saturation of the
spring force effect. The saturation stays constant after a certain
deflection from the center of the spring. It is comparable to a
magnitude. Valid ranges are 0 to 100. Any value higher than 100 is
silently clamped.
coefficientPercentage - Specify the slope of the effect strength
increase relative to the amount of deflection from the center of
the condition. Higher values mean that the saturation level is
reached sooner. Valid ranges are -100 to 100. Any value outside
the valid range is silently clamped.
</pre><p><strong>NOTES</strong></p>
<pre> The dynamic spring force gets played on the X axis. If a joystick
is connected, all forces generated by the Steering Wheel SDK will be
played on the X axis. And in addition there will be a constant
spring on the Y axis.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo21">StopSpringForce(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo21"><a name="Steering2eWheel2eSDK2fStopSpringForce28INT2eindex29">
Steering.Wheel.SDK/StopSpringForce(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopSpringForce(INT index) -- Stop the spring force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo20">PlaySpringForce(INT.index,INT.offsetPercentage,INT.saturationPercentage,INT.coefficientPercentage)</a>
</pre>
<hr />
<h2><a name="robo22"><a name="Steering2eWheel2eSDK2fPlayConstantForce28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlayConstantForce(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayConstantForce(INT index, INT magnitudePercentage) --
Play the constant force.
</pre><p><strong>FUNCTION</strong></p>
<pre> A constant force works best when continuously updated with a value
tied to the physics engine.
Tie the steering wheel/joystick to the car's physics engine via a
vector force. This will create a centering spring effect, a sliding
effect, a feeling for the car's inertia, and depending on the
physics engine it should also give side collisions (wheel/joystick
jerks in the opposite way of the wall the car just touched).
The vector force could for example be calculated from the lateral
force measured at the front tires. This vector force should be 0
when at a stop or driving straight. When driving through a turn or
when driving on a banked surface the vector force should have a
magnitude that grows in a proportional way.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - Specifies the magnitude of the constant force
effect. A negative value reverses the direction of the force.
Valid ranges for magnitudePercentage are -100 to 100. Any values
outside the valid range are silently clamped.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo23">StopConstantForce(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo23"><a name="Steering2eWheel2eSDK2fStopConstantForce28INT2eindex29">
Steering.Wheel.SDK/StopConstantForce(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopConstantForce(INT index) -- stop the constant force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo22">PlayConstantForce(INT.index,INT.magnitudePercentage)</a>
</pre>
<hr />
<h2><a name="robo24"><a name="Steering2eWheel2eSDK2fPlayDamperForce28INT2eindex2cINT2ecoefficientPercentage29">
Steering.Wheel.SDK/PlayDamperForce(INT.index,INT.coefficientPercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayDamperForce(INT index, INT coefficientPercentage) --
Play the damper force.
</pre><p><strong>FUNCTION</strong></p>
<pre> Simulate surfaces that are hard to turn on (mud, car at a stop) or
slippery surfaces (snow, ice).
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
coefficientPercentage - specify the slope of the effect strength
increase relative to the amount of deflection from the center of
the condition. Higher values mean that the saturation level is
reached sooner. Valid ranges are -100 to 100. Any value outside
the valid range is silently clamped. -100 simulates a very slippery
effect, +100 makes the wheel/joystick very hard to move, simulating
the car at a stop or in mud.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo25">StopDamperForce(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo25"><a name="Steering2eWheel2eSDK2fStopDamperForce28INT2eindex29">
Steering.Wheel.SDK/StopDamperForce(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopDamperForce(INT index) -- stop the damper force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo24">PlayDamperForce(INT.index,INT.coefficientPercentage)</a>
</pre>
<hr />
<h2><a name="robo26"><a name="Steering2eWheel2eSDK2fPlaySideCollisionForce28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlaySideCollisionForce(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlaySideCollisionForce(INT index, INT magnitudePercentage)
-- play a side collision force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - Specifies the magnitude of the side collision
force effect. A negative value reverses the direction of the force.
Valid ranges for magnitudePercentage are -100 to 100. Any values
outside the valid range are silently clamped.
</pre><p><strong>NOTES</strong></p>
<pre> If you are already using a constant force tied to a vector force
from the physics engine, then you may not need to add side
collisions since depending on your physics engine the side
collisions may automatically be taken care of by the constant
force.
</pre>
<hr />
<h2><a name="robo27"><a name="Steering2eWheel2eSDK2fPlayFrontalCollisionForce28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlayFrontalCollisionForce(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayFrontalCollisionForce(INT index, INT
magnitudePercentage) -- Play a frontal collision force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - specifies the magnitude of the frontal
collision force effect. Valid ranges for magnitudePercentage are 0
to 100. Values higher than 100 are silently clamped.
</pre><p><strong>SEE ALSO</strong></p>
<pre> SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo28"><a name="Steering2eWheel2eSDK2fPlayDirtRoadEffect28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlayDirtRoadEffect(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayDirtRoadEffect(INT index, INT magnitudePercentage) --
Play a surface effect that feels like driving on a dirt road.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - Specifies the magnitude of the dirt road
effect. Valid ranges for magnitudePercentage are 0 to 100. Values
higher than 100 are silently clamped.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo29">StopDirtRoadEffect(INT.index)</a>
PlaySurfaceEffect(INT.index,PeriodicType.type,INT.magnitude,INT.period)
</pre>
<hr />
<h2><a name="robo29"><a name="Steering2eWheel2eSDK2fStopDirtRoadEffect28INT2eindex29">
Steering.Wheel.SDK/StopDirtRoadEffect(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopDirtRoadEffect(INT index) -- stop the dirt road effect.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo28">PlayDirtRoadEffect(INT.index,INT.magnitudePercentage)</a>
</pre>
<hr />
<h2><a name="robo30"><a name="Steering2eWheel2eSDK2fPlayBumpyRoadEffect28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlayBumpyRoadEffect(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayBumpyRoadEffect(INT index, INT magnitudePercentage) --
Play a surface effect that feels like driving on a bumpy road (like
on cobblestones for example).
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - Specifies the magnitude of the bumpy road
effect. Valid ranges for magnitudePercentage are 0 to 100. Values
higher than 100 are silently clamped.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo31">StopBumpyRoadEffect(INT.index)</a>
<a href="#robo34">PlaySurfaceEffect(INT.index,PeriodicType.type,INT.magnitudePercentage,INT.period)</a>
</pre>
<hr />
<h2><a name="robo31"><a name="Steering2eWheel2eSDK2fStopBumpyRoadEffect28INT2eindex29">
Steering.Wheel.SDK/StopBumpyRoadEffect(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopBumpyRoadEffect(INT index) -- stop the bumpy road
effect.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo30">PlayBumpyRoadEffect(INT.index,INT.magnitudePercentage)</a>
</pre>
<hr />
<h2><a name="robo32"><a name="Steering2eWheel2eSDK2fPlaySlipperyRoadEffect28INT2eindex2cINT2emagnitudePercentage29">
Steering.Wheel.SDK/PlaySlipperyRoadEffect(INT.index,INT.magnitudePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlaySlipperyRoadEffect(INT index, INT magnitudePercentage)
-- Play a slippery road effect (snow, ice).
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
magnitudePercentage - Specifies the magnitude of the slippery road
effect. Valid ranges for magnitudePercentage are 0 to 100. 100
corresponds to the most slippery effect.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo33">StopSlipperyRoadEffect(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo33"><a name="Steering2eWheel2eSDK2fStopSlipperyRoadEffect28INT2eindex29">
Steering.Wheel.SDK/StopSlipperyRoadEffect(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopSlipperyRoadEffect(INT index) -- stop the slippery road
effect.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo32">PlaySlipperyRoadEffect(INT.index,INT.magnitudePercentage)</a>
</pre>
<hr />
<h2><a name="robo34"><a name="Steering2eWheel2eSDK2fPlaySurfaceEffect28INT2eindex2cPeriodicType2etype2cINT2emagnitudePercentage2cINT2eperiod29">
Steering.Wheel.SDK/PlaySurfaceEffect(INT.index,PeriodicType.type,INT.magnitudePercentage,INT.period)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlaySurfaceEffect(INT index, PeriodicType type, INT
magnitudePercentage, INT period) -- play any type of rumble to
simulate surface effects.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
type - Specifies the type of force effect. Can be one of the
following values:
- PeriodicType.LG_TYPE_SINE
- PeriodicType.LG_TYPE_SQUARE
magnitudePercentage - Specifies the magnitude of the surface
effect. Valid ranges for magnitudePercentage are 0 to 100. Values
higher than 100 are silently clamped.
period - Specifies the period of the periodic force effect. The
value is the duration for one full cycle of the periodic function
measured in milliseconds. A good range of values for the period is
20 ms (sand) to 120 ms (wooden bridge or cobblestones). For a
surface effect the period should not be any bigger than 150 ms.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo35">StopSurfaceEffect(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo35"><a name="Steering2eWheel2eSDK2fStopSurfaceEffect28INT2eindex29">
Steering.Wheel.SDK/StopSurfaceEffect(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopSurfaceEffect(INT index) -- stop the surface effect.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo34">PlaySurfaceEffect(INT.index,PeriodicType.type,INT.magnitudePercentage,INT.period)</a>
</pre>
<hr />
<h2><a name="robo36"><a name="Steering2eWheel2eSDK2fPlayCarAirborne28INT2eindex29">
Steering.Wheel.SDK/PlayCarAirborne(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlayCarAirborne(INT index) -- play an effect that simulates
a car that is airborne or where the front wheels do not touch the
ground.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo37">StopCarAirborne(INT.index)</a>
SampleInGameImplementation.cpp or SteeringWheelSDKDemo.cpp to see
an example.
</pre>
<hr />
<h2><a name="robo37"><a name="Steering2eWheel2eSDK2fStopCarAirborne28INT2eindex29">
Steering.Wheel.SDK/StopCarAirborne(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopCarAirborne(INT index) -- stop the car airborne effect
and resume any forces that were playing before the car was
airborne.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller. Index 0 corresponds to the
first wheel/joystick connected. Index 1 to the second
wheel/joystick.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo36">PlayCarAirborne(INT.index)</a>
</pre>
<hr />
<h2><a name="robo38"><a name="Steering2eWheel2eSDK2fPlaySoftstopForce28INT2eindex2cINT2eusableRangePercentage29">
Steering.Wheel.SDK/PlaySoftstopForce(INT.index,INT.usableRangePercentage)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT PlaySoftstopForce(INT index, INT usableRangePercentage) --
Play a spring force that acts like a soft stop in order to limit a
wheel's range.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller.
usableRangePercentage - Specifies the deadband in percentage of the
softstop force effect.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo39">StopSoftstopForce(INT.index)</a>
</pre>
<hr />
<h2><a name="robo39"><a name="Steering2eWheel2eSDK2fStopSoftstopForce28INT2eindex29">
Steering.Wheel.SDK/StopSoftstopForce(INT.index)</a></h2>
<p><strong>NAME</strong></p>
<pre> HRESULT StopSoftstopForce(INT index) -- stop the "softstop" spring
force.
</pre><p><strong>INPUTS</strong></p>
<pre> index - index of the game controller.
</pre><p><strong>SEE ALSO</strong></p>
<pre> <a href="#robo38">PlaySoftstopForce(INT.index,INT.usableRangePercentage)</a>
</pre>
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