mirror of
https://github.com/ioquake/jedi-academy.git
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191 lines
4.7 KiB
C++
191 lines
4.7 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: FeelSpring.h
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PURPOSE: Feelit API Spring Class
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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
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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_FEELSPRING_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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#define AFX_FEELSPRING_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 <windows.h>
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#include "FeelCondition.h"
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//================================================================
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// Constants
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//================================================================
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#define FEEL_SPRING_DEFAULT_STIFFNESS 2500
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#define FEEL_SPRING_DEFAULT_SATURATION 10000
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#define FEEL_SPRING_DEFAULT_DEADBAND 100
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#define FEEL_SPRING_DEFAULT_CENTER_POINT FEEL_EFFECT_MOUSE_POS_AT_START
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#define FEEL_SPRING_DEFAULT_DIRECTION_X 1
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#define FEEL_SPRING_DEFAULT_DIRECTION_Y 0
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#define FEEL_SPRING_DEFAULT_ANGLE 0
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//
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// FORCE --> FEEL Wrappers
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//
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#define FORCE_SPRING_DEFAULT_STIFFNESS FEEL_SPRING_DEFAULT_STIFFNESS
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#define FORCE_SPRING_DEFAULT_SATURATION FEEL_SPRING_DEFAULT_SATURATION
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#define FORCE_SPRING_DEFAULT_DEADBAND FEEL_SPRING_DEFAULT_DEADBAND
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#define FORCE_SPRING_DEFAULT_CENTER_POINT FEEL_SPRING_DEFAULT_CENTER_POINT
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#define FORCE_SPRING_DEFAULT_DIRECTION_X FEEL_SPRING_DEFAULT_DIRECTION_X
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#define FORCE_SPRING_DEFAULT_DIRECTION_Y FEEL_SPRING_DEFAULT_DIRECTION_Y
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#define FORCE_SPRING_DEFAULT_ANGLE FEEL_SPRING_DEFAULT_ANGLE
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//================================================================
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// CFeelSpring
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//================================================================
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//
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// ------ PUBLIC INTERFACE ------
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//
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class DLLFFC CFeelSpring : public CFeelCondition
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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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CFeelSpring();
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// Destructor
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virtual
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~CFeelSpring();
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//
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// ATTRIBUTES
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//
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public:
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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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BOOL
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ChangeParameters(
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POINT pntCenter,
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LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
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DWORD dwDeadband = FEEL_EFFECT_DONT_CHANGE,
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LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
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LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
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);
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BOOL
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ChangeParametersPolar(
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POINT pntCenter,
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LONG lStiffness,
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DWORD dwSaturation,
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DWORD dwDeadband,
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LONG lAngle
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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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LONG lStiffness = FEEL_SPRING_DEFAULT_STIFFNESS,
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DWORD dwSaturation = FEEL_SPRING_DEFAULT_SATURATION,
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DWORD dwDeadband = FEEL_SPRING_DEFAULT_DEADBAND,
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DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
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POINT pntCenter = FEEL_SPRING_DEFAULT_CENTER_POINT,
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LONG lDirectionX = FEEL_SPRING_DEFAULT_DIRECTION_X,
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LONG lDirectionY = FEEL_SPRING_DEFAULT_DIRECTION_Y,
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BOOL bUseDeviceCoordinates = FALSE
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);
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virtual BOOL
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InitializePolar(
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CFeelDevice* pDevice,
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LONG lStiffness,
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DWORD dwSaturation,
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DWORD dwDeadband,
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POINT pntCenter,
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LONG lAngle,
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BOOL bUseDeviceCoordinates = FALSE
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);
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//
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// ------ PRIVATE INTERFACE ------
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//
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//
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// HELPERS
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//
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protected:
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//
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// INTERNAL DATA
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//
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protected:
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};
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//
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// INLINES
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//
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inline BOOL
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CFeelSpring::GetIsCompatibleGUID(GUID &guid)
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{
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return IsEqualGUID(guid, GUID_Feel_Spring);
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}
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#endif // !defined(AFX_FEELSPRING_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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