#ifndef _SURVIVE_H #define _SURVIVE_H #include #define SV_FLOAT double struct SurviveContext; //DANGER: This structure may be redefined. Note that it is logically split into 64-bit chunks //for optimization on 32- and 64-bit systems. struct SurviveObject { struct SurviveContext * ctx; char codename[4]; //3 letters, null-terminated. Currently HMD, WM0, WM1. int16_t buttonmask; int16_t axis1; int16_t axis2; int16_t axis3; int8_t charge; int8_t charging:1; int8_t ison:1; int8_t additional_flags:6; SV_FLOAT * sensor_locations; SV_FLOAT * sensor_normals; int8_t nr_locations; //Flood info, for calculating which laser is currently sweeping. int8_t oldcode; uint32_t last_time[2]; //0 = master, 1 = slave. Hardcoded, because it cannot simply be expanded. uint32_t last_length[2]; int8_t sync_set_number; //0 = master, 1 = slave, -1 = fault. Possibly more lighthouses??? int8_t did_handle_ootx; uint32_t recent_sync_time; uint32_t last_lighttime; //May be a 24- or 32- bit number depending on what device. //Debug int tsl; }; typedef void (*text_feedback_fnptr)( struct SurviveContext * ctx, const char * fault ); typedef void (*light_process_func)( struct SurviveObject * so, int sensor_id, int acode, int timeinsweep, uint32_t timecode, uint32_t length ); typedef void (*imu_process_func)( struct SurviveObject * so, int16_t * accelgyro, uint32_t timecode, int id ); struct SurviveContext * survive_init(); //For any of these, you may pass in 0 for the function pointer to use default behavior. void survive_install_info_fn( struct SurviveContext * ctx, text_feedback_fnptr fbp ); void survive_install_error_fn( struct SurviveContext * ctx, text_feedback_fnptr fbp ); void survive_install_light_fn( struct SurviveContext * ctx, light_process_func fbp ); void survive_install_imu_fn( struct SurviveContext * ctx, imu_process_func fbp ); void survive_close( struct SurviveContext * ctx ); int survive_poll(); struct SurviveObject * survive_get_so_by_name( struct SurviveContext * ctx, const char * name ); //Utilitiy functions. int survive_simple_inflate( struct SurviveContext * ctx, const char * input, int inlen, char * output, int outlen ); //TODO: Need to make this do haptic responses for hands. int survive_usb_send_magic( struct SurviveContext * ctx, int on ); #endif