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https://github.com/ioquake/jedi-academy.git
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344 lines
8.1 KiB
C++
344 lines
8.1 KiB
C++
/**********************************************************************
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Copyright (c) 1997 Immersion Corporation
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Permission to use, copy, modify, distribute, and sell this
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software and its documentation may be granted without fee;
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interested parties are encouraged to request permission from
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Immersion Corporation
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2158 Paragon Drive
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San Jose, CA 95131
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408-467-1900
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IMMERSION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
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IN NO EVENT SHALL IMMERSION BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
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NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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FILE: FeelEffect.h
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PURPOSE: Base Effect Class for Feelit API Foundation Classes
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STARTED: 10/10/97
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NOTES/REVISIONS:
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3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
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3/2/99 jrm: Added GetIsCompatibleGUID and feel_to_DI_GUID
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3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
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**********************************************************************/
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#if !defined(AFX_FEELEFFECT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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#define AFX_FEELEFFECT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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#ifndef _FFCDLL_
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#define DLLFFC __declspec(dllimport)
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#else
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#define DLLFFC __declspec(dllexport)
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#endif
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#include "FeelBaseTypes.h"
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#include "FeelDevice.h"
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class CFeelProject;
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//================================================================
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// Constants
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//================================================================
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#define FEEL_EFFECT_AXIS_X 1
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#define FEEL_EFFECT_AXIS_Y 2
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#define FEEL_EFFECT_AXIS_BOTH 3
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#define FEEL_EFFECT_AXIS_DIRECTIONAL 4
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#define FEEL_EFFECT_DONT_CHANGE MINLONG
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#define FEEL_EFFECT_DONT_CHANGE_PTR MAXDWORD
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const POINT FEEL_EFFECT_DONT_CHANGE_POINT = { 0xFFFFFFFF, 0xFFFFFFFF };
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const POINT FEEL_EFFECT_MOUSE_POS_AT_START = { MAXLONG, MAXLONG };
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#define FEEL_EFFECT_DEFAULT_ENVELOPE NULL
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#define FEEL_EFFECT_DEFAULT_DIRECTION_X 1
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#define FEEL_EFFECT_DEFAULT_DIRECTION_Y 1
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#define FEEL_EFFECT_DEFAULT_ANGLE 0
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//
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// FORCE --> FEEL Wrappers
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//
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#define FORCE_EFFECT_AXIS_X FEEL_EFFECT_AXIS_X
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#define FORCE_EFFECT_AXIS_Y FEEL_EFFECT_AXIS_Y
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#define FORCE_EFFECT_AXIS_BOTH FEEL_EFFECT_AXIS_BOTH
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#define FORCE_EFFECT_AXIS_DIRECTIONAL FEEL_EFFECT_AXIS_DIRECTIONAL
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#define FORCE_EFFECT_DONT_CHANGE FEEL_EFFECT_DONT_CHANGE
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#define FORCE_EFFECT_DONT_CHANGE_PTR FEEL_EFFECT_DONT_CHANGE_PTR
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#define FORCE_EFFECT_DONT_CHANGE_POINT FEEL_EFFECT_DONT_CHANGE_POINT
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#define FORCE_EFFECT_MOUSE_POS_AT_START FEEL_EFFECT_MOUSE_POS_AT_START
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#define FORCE_EFFECT_DEFAULT_ENVELOPE FEEL_EFFECT_DEFAULT_ENVELOPE
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#define FORCE_EFFECT_DEFAULT_DIRECTION_X FEEL_EFFECT_DEFAULT_DIRECTION_X
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#define FORCE_EFFECT_DEFAULT_DIRECTION_Y FEEL_EFFECT_DEFAULT_DIRECTION_Y
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#define FORCE_EFFECT_DEFAULT_ANGLE FEEL_EFFECT_DEFAULT_ANGLE
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// GENERIC_EFFECT_PTR
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// This is really a pointer to a child of CFeelEffect.
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typedef class CFeelEffect * GENERIC_EFFECT_PTR;
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//================================================================
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// CFeelEffect
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//================================================================
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//
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// ------ PUBLIC INTERFACE ------
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//
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class DLLFFC CFeelEffect
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{
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//
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// CONSTRUCTOR/DESTRUCTOR
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//
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public:
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// Constructor
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CFeelEffect(
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const GUID& rguidEffect
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);
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// Destructor
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virtual
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~CFeelEffect();
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//
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// ATTRIBUTES
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//
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public:
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LPIFEEL_EFFECT
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GetEffect()
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{ return m_piFeelitEffect; }
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BOOL
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GetStatus(
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DWORD* pdwStatus
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)
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#if (FFC_VERSION >= 0x0110) || defined(FFC_EFFECT_CACHING)
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const
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#endif
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;
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GUID
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GetGUID()
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{ return m_guidEffect; }
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virtual BOOL
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GetIsCompatibleGUID(
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GUID & /* guid */
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)
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{ return true; }
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// Allocates an object of the correct FFC class from the given GUID
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static GENERIC_EFFECT_PTR
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NewObjectFromGUID(
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GUID &guid
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);
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BOOL
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ChangeBaseParams(
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LONG lDirectionX,
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LONG lDirectionY,
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DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
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LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR,
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DWORD dwSamplePeriod = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwGain = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwTriggerButton = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwTriggerRepeatInterval = FEEL_EFFECT_DONT_CHANGE
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#ifdef FFC_START_DELAY
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,DWORD dwStartDelay = FEEL_EFFECT_DONT_CHANGE
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#endif
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);
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BOOL
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ChangeBaseParamsPolar(
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LONG lAngle,
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DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
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LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR,
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DWORD dwSamplePeriod = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwGain = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwTriggerButton = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwTriggerRepeatInterval = FEEL_EFFECT_DONT_CHANGE
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#ifdef FFC_START_DELAY
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,DWORD dwStartDelay = FEEL_EFFECT_DONT_CHANGE
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#endif
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);
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BOOL
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ChangeDirection(
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LONG lDirectionX,
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LONG lDirectionY
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);
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BOOL
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ChangeDirection(
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LONG lAngle
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);
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BOOL
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SetEnvelope(
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DWORD dwAttackLevel,
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DWORD dwAttackTime,
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DWORD dwFadeLevel,
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DWORD dwFadeTime
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);
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BOOL
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SetEnvelope(
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LPFEEL_ENVELOPE pEnvelope
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);
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//
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// OPERATIONS
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//
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public:
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virtual BOOL
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Initialize(
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CFeelDevice* pDevice,
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const FEEL_EFFECT &effect
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);
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virtual BOOL
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InitializeFromProject(
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CFeelProject &project,
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LPCSTR lpszEffectName,
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CFeelDevice* pDevice = NULL
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);
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virtual BOOL
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Start(
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DWORD dwIterations = 1,
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DWORD dwFlags = 0
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);
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#ifdef FFC_START_DELAY
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virtual BOOL
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StartNow(
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DWORD dwIterations = 1,
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DWORD dwFlags = 0
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);
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#endif
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virtual BOOL
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Stop();
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//
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// ------ PRIVATE INTERFACE ------
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//
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//
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// CACHING
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//
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#ifdef FFC_EFFECT_CACHING
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public:
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BOOL GetIsPlaying() const;
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BOOL GetIsTriggered() const;
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short GetPriority() const { return m_Priority; }
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void SetPriority(short priority) { m_Priority = priority; }
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HRESULT Unload();
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void Reload();
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public:
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ECacheState m_CacheState; // effect's status in the cache
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BOOL m_bInCurrentSuite; // is the effect in the currently loaded suite?
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short m_Priority; // Priority within suite: higher number is higher priority
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DWORD m_dwLastStarted; // when last started (0 = never) or when param change made on device
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DWORD m_dwLastStopped; // when last stopped (0 = not since last start)
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DWORD m_dwLastLoaded; // when last loaded with CFeelEffectSuite::Load or Create
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protected:
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CFeelDevice *m_pFeelDevice; // ### Use instead of m_piFeelitDevice
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#endif
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//
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// HELPERS
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//
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protected:
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#ifdef FFC_EFFECT_CACHING
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public: // initalize needs to be called by CFeelDevice
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#endif
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BOOL
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initialize(
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CFeelDevice* pDevice
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);
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#ifdef FFC_EFFECT_CACHING
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protected:
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#endif
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HRESULT
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set_parameters_on_device(
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DWORD dwFlags
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);
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void
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feel_to_DI_GUID(
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GUID &guid
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);
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void
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reset();
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void
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reset_effect_struct();
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//
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// INTERNAL DATA
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//
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protected:
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FEEL_EFFECT m_Effect;
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DWORD m_dwaAxes[2];
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LONG m_laDirections[2];
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GUID m_guidEffect;
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BOOL m_bIsPlaying;
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DWORD m_dwDeviceType;
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LPIFEEL_DEVICE m_piFeelitDevice; // Might also be holding LPDIRECTINPUTDEVICE2
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LPIFEEL_EFFECT m_piFeelitEffect;
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DWORD m_cAxes; // Number of axes
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#ifdef FFC_START_DELAY
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public:
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// Prevents access to dangling pointer when this is deleted
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// All relevent code may be removed when all hardware and drivers support start delay
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CFeelEffect **m_ppTimerRef; // pointer to pointer to this.
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#endif
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};
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#if (DIRECTINPUT_VERSION >= 0x0700)
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#define DIRECT_INPUT_STARTDELAY_SUPPORTED TRUE
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#else
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#define DIRECT_INPUT_STARTDELAY_SUPPORTED FALSE
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#endif /* DIRECTINPUT_VERSION >= 0x0700 */
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#endif // !defined(AFX_FEELEFFECT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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