jedi-academy/code/win32/FeelIt/FeelTexture.h

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/**********************************************************************
Copyright (c) 1997 Immersion Corporation
Permission to use, copy, modify, distribute, and sell this
software and its documentation may be granted without fee;
interested parties are encouraged to request permission from
Immersion Corporation
2158 Paragon Drive
San Jose, CA 95131
408-467-1900
IMMERSION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
IN NO EVENT SHALL IMMERSION BE LIABLE FOR ANY SPECIAL, INDIRECT OR
CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
FILE: FeelTexture.h
PURPOSE: Texture Class for Feelit API Foundation Classes
STARTED: 2/27/98
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/2/99 jrm: Added GetIsCompatibleGUID
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(AFX_FeelTexture_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FeelTexture_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include <windows.h>
#include "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
const POINT FEEL_TEXTURE_PT_NULL = { 0, 0 };
const POINT FEEL_TEXTURE_DEFAULT_OFFSET_POINT = { 0, 0};
#define FEEL_TEXTURE_DEFAULT_MAGNITUDE 5000
#define FEEL_TEXTURE_DEFAULT_WIDTH 10
#define FEEL_TEXTURE_DEFAULT_SPACING 20
//
// FORCE --> FEEL Wrappers
//
#define FORCE_TEXTURE_PT_NULL FEEL_TEXTURE_PT_NULL
#define FORCE_TEXTURE_DEFAULT_OFFSET_POINT FEEL_TEXTURE_DEFAULT_OFFSET_POINT
#define FORCE_TEXTURE_DEFAULT_MAGNITUDE FEEL_TEXTURE_DEFAULT_MAGNITUDE
#define FORCE_TEXTURE_DEFAULT_WIDTH FEEL_TEXTURE_DEFAULT_WIDTH
#define FORCE_TEXTURE_DEFAULT_SPACING FEEL_TEXTURE_DEFAULT_SPACING
//================================================================
// CFeelTexture
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelTexture : public CFeelEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelTexture();
// Destructor
virtual
~CFeelTexture();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
// Use this form for single-axis and dual-axis effects
BOOL
ChangeTextureParams(
LPCFEELIT_TEXTURE pTextureX,
LPCFEELIT_TEXTURE pTextureY
);
// Use this form for directional effects
BOOL
ChangeTextureParams(
LPCFEELIT_TEXTURE pTexture,
LONG lDirectionX,
LONG lDirectionY
);
// Use this form for directional effects
BOOL
ChangeTextureParamsPolar(
LPCFEELIT_TEXTURE pTexture,
LONG lAngle
);
// Use this form for single-axis, dual-axis symetrical, or directional effects
BOOL
ChangeTextureParams(
LONG lPosBumpMag = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPosBumpWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPosBumpSpacing = FEEL_EFFECT_DONT_CHANGE,
LONG lNegBumpMag = FEEL_EFFECT_DONT_CHANGE,
DWORD dwNegBumpWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwNegBumpSpacing = FEEL_EFFECT_DONT_CHANGE,
POINT pntOffset = FEEL_EFFECT_DONT_CHANGE_POINT,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
// Use this form for single-axis, dual-axis symetrical, or directional effects
BOOL
ChangeTextureParamsPolar(
LONG lPosBumpMag = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPosBumpWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPosBumpSpacing = FEEL_EFFECT_DONT_CHANGE,
LONG lNegBumpMag = FEEL_EFFECT_DONT_CHANGE,
DWORD dwNegBumpWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwNegBumpSpacing = FEEL_EFFECT_DONT_CHANGE,
POINT pntOffset = FEEL_EFFECT_DONT_CHANGE_POINT,
LONG lAngle = FEEL_EFFECT_DONT_CHANGE
);
BOOL
SetOffset(
POINT pntOffset
);
//
// OPERATIONS
//
public:
// Use this form for single-axis and dual-axis effects
BOOL
InitTexture(
CFeelDevice* pDevice,
LPCFEELIT_TEXTURE pTextureX,
LPCFEELIT_TEXTURE pTextureY
);
// Use this form for directional effects
BOOL
InitTexture(
CFeelDevice* pDevice,
LPCFEELIT_TEXTURE pTexture,
LONG lDirectionX,
LONG lDirectionY
);
// Use this form for directional effects
BOOL
InitTexturePolar(
CFeelDevice* pDevice,
LPCFEELIT_TEXTURE pTexture,
LONG lAngle
);
// Use this form for single-axis, dual-axis symetrical, or directional effects
BOOL
InitTexture(
CFeelDevice* pDevice,
LONG lPosBumpMag = FEEL_TEXTURE_DEFAULT_MAGNITUDE,
DWORD dwPosBumpWidth = FEEL_TEXTURE_DEFAULT_WIDTH,
DWORD dwPosBumpSpacing = FEEL_TEXTURE_DEFAULT_SPACING,
LONG lNegBumpMag = FEEL_TEXTURE_DEFAULT_MAGNITUDE,
DWORD dwNegBumpWidth = FEEL_TEXTURE_DEFAULT_WIDTH,
DWORD dwNegBumpSpacing = FEEL_TEXTURE_DEFAULT_SPACING,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
POINT pntOffset = FEEL_TEXTURE_DEFAULT_OFFSET_POINT,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
);
// Use this form for directional effects
BOOL
InitTexturePolar(
CFeelDevice* pDevice,
LONG lPosBumpMag = FEEL_TEXTURE_DEFAULT_MAGNITUDE,
DWORD dwPosBumpWidth = FEEL_TEXTURE_DEFAULT_WIDTH,
DWORD dwPosBumpSpacing = FEEL_TEXTURE_DEFAULT_SPACING,
LONG lNegBumpMag = FEEL_TEXTURE_DEFAULT_MAGNITUDE,
DWORD dwNegBumpWidth = FEEL_TEXTURE_DEFAULT_WIDTH,
DWORD dwNegBumpSpacing = FEEL_TEXTURE_DEFAULT_SPACING,
POINT pntOffset = FEEL_TEXTURE_DEFAULT_OFFSET_POINT,
LONG lAngle = FEEL_EFFECT_DEFAULT_ANGLE
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
DWORD dwfAxis,
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
LPCFEELIT_TEXTURE pTextureX,
LPCFEELIT_TEXTURE pTextureY
);
BOOL
set_parameters(
DWORD dwfAxis,
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
LONG lPosBumpMag,
DWORD dwPosBumpWidth,
DWORD dwPosBumpSpacing,
LONG lNegBumpMag,
DWORD dwNegBumpWidth,
DWORD dwNegBumpSpacing,
POINT pntOffset
);
//
// INTERNAL DATA
//
FEEL_TEXTURE m_aTexture[2];
DWORD m_dwfAxis;
protected:
};
//
// INLINES
//
inline BOOL
CFeelTexture::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Texture);
}
#endif // !defined(AFX_FeelTexture_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)