remove 3rd party libs

This commit is contained in:
James Monroe 2013-04-05 15:44:25 -05:00
parent 7b74950e24
commit bd062e82af
32 changed files with 0 additions and 7539 deletions

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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: FeelBaseTypes.h
PURPOSE: Base Types for Feelit API Foundation Classes
STARTED: 10/29/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
**********************************************************************/
#if !defined(AFX_FEELBASETYPES_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELBASETYPES_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
//#include <windows.h>
#include "FeelitApi.h"
#ifndef FFC_VERSION
#define FFC_VERSION 0x0100
#endif
#if (FFC_VERSION >= 0x0110)
#define FFC_START_DELAY
#define FFC_EFFECT_CACHING
#endif
// These are defined in FEELitAPI.h
//
// #define FEELIT_DEVICETYPE_DEVICE 1
// #define FEELIT_DEVICETYPE_MOUSE 2
// #define FEELIT_DEVICETYPE_HID 0x00010000
//
// Add define for DirectInput Device emulating FEELit Device
#define FEELIT_DEVICETYPE_DIRECTINPUT 3
//================================================================
// TYPE WRAPPERS
//================================================================
//
// FEEL --> FEELIT Wrappers
//
#define FEEL_DEVICETYPE_DEVICE FEELIT_DEVICETYPE_DEVICE
#define FEEL_DEVICETYPE_MOUSE FEELIT_DEVICETYPE_MOUSE
#define FEEL_DEVICETYPE_DIRECTINPUT FEELIT_DEVICETYPE_DIRECTINPUT
#define FEEL_EFFECT FEELIT_EFFECT
#define LPFEEL_EFFECT LPFEELIT_EFFECT
#define LPCFEEL_EFFECT LPCFEELIT_EFFECT
#define FEEL_CONDITION FEELIT_CONDITION
#define LPFEEL_CONDITION LPFEELIT_CONDITION
#define LPCFEEL_CONDITION LPCFEELIT_CONDITION
#define FEEL_TEXTURE FEELIT_TEXTURE
#define LPFEEL_TEXTURE LPFEELIT_TEXTURE
#define LPCFEEL_TEXTURE LPCFEELIT_TEXTURE
#define FEEL_PERIODIC FEELIT_PERIODIC
#define LPFEEL_PERIODIC LPFEELIT_PERIODIC
#define LPCFEEL_PERIODIC LPCFEELIT_PERIODIC
#define FEEL_CONSTANTFORCE FEELIT_CONSTANTFORCE
#define LPFEEL_CONSTANTFORCE LPFEELIT_CONSTANTFORCE
#define LPCFEEL_CONSTANTFORCE LPCFEELIT_CONSTANTFORCE
#define FEEL_RAMPFORCE FEELIT_RAMPFORCE
#define LPFEEL_RAMPFORCE LPFEELIT_RAMPFORCE
#define LPCFEEL_RAMPFORCE LPCFEELIT_RAMPFORCE
#define FEEL_ENVELOPE FEELIT_ENVELOPE
#define LPFEEL_ENVELOPE LPFEELIT_ENVELOPE
#define LPCFEEL_ENVELOPE LPCFEELIT_ENVELOPE
#define LPIFEEL_API LPIFEELIT
#define LPIFEEL_EFFECT LPIFEELIT_EFFECT
#define LPIFEEL_DEVICE LPIFEELIT_DEVICE
#define LPFEEL_DEVICEINSTANCE LPFEELIT_DEVICEINSTANCE
#define LPCFEEL_DEVICEOBJECTINSTANCE LPCFEELIT_DEVICEOBJECTINSTANCE
#define LPCFEEL_EFFECTINFO LPCFEELIT_EFFECTINFO
#define FEEL_FPARAM_DURATION FEELIT_FPARAM_DURATION
#define FEEL_FPARAM_SAMPLEPERIOD FEELIT_FPARAM_SAMPLEPERIOD
#define FEEL_FPARAM_GAIN FEELIT_FPARAM_GAIN
#define FEEL_FPARAM_TRIGGERBUTTON FEELIT_FPARAM_TRIGGERBUTTON
#define FEEL_FPARAM_TRIGGERREPEATINTERVAL FEELIT_FPARAM_TRIGGERREPEATINTERVAL
#define FEEL_FPARAM_AXES FEELIT_FPARAM_AXES
#define FEEL_FPARAM_DIRECTION FEELIT_FPARAM_DIRECTION
#define FEEL_FPARAM_ENVELOPE FEELIT_FPARAM_ENVELOPE
#define FEEL_FPARAM_TYPESPECIFICPARAMS FEELIT_FPARAM_TYPESPECIFICPARAMS
#define FEEL_FPARAM_ALLPARAMS FEELIT_FPARAM_ALLPARAMS
#define FEEL_FPARAM_START FEELIT_FPARAM_START
#define FEEL_FPARAM_NORESTART FEELIT_FPARAM_NORESTART
#define FEEL_FPARAM_NODOWNLOAD FEELIT_FPARAM_NODOWNLOAD
#define FEEL_FEFFECT_OBJECTIDS FEELIT_FEFFECT_OBJECTIDS
#define FEEL_FEFFECT_OBJECTOFFSETS FEELIT_FEFFECT_OBJECTOFFSETS
#define FEEL_FEFFECT_CARTESIAN FEELIT_FEFFECT_CARTESIAN
#define FEEL_FEFFECT_POLAR FEELIT_FEFFECT_POLAR
#define FEEL_FEFFECT_SPHERICAL FEELIT_FEFFECT_SPHERICAL
#define FEEL_PARAM_NOTRIGGER FEELIT_PARAM_NOTRIGGER
#define FEEL_MOUSEOFFSET_XAXIS FEELIT_MOUSEOFFSET_XAXIS
#define FEEL_MOUSEOFFSET_YAXIS FEELIT_MOUSEOFFSET_YAXIS
#define FEEL_MOUSEOFFSET_ZAXIS FEELIT_MOUSEOFFSET_ZAXIS
//
// FORCE --> FEELIT Wrappers
//
#define FORCE_EFFECT FEELIT_EFFECT
#define LPFORCE_EFFECT LPFEELIT_EFFECT
#define LPCFORCE_EFFECT LPCFEELIT_EFFECT
#define FORCE_CONDITION FEELIT_CONDITION
#define LPFORCE_CONDITION LPFEELIT_CONDITION
#define LPCFORCE_CONDITION LPCFEELIT_CONDITION
#define FORCE_TEXTURE FEELIT_TEXTURE
#define LPFORCE_TEXTURE LPFEELIT_TEXTURE
#define LPCFORCE_TEXTURE LPCFEELIT_TEXTURE
#define FORCE_PERIODIC FEELIT_PERIODIC
#define LPFORCE_PERIODIC LPFEELIT_PERIODIC
#define LPCFORCE_PERIODIC LPCFEELIT_PERIODIC
#define FORCE_CONSTANTFORCE FEELIT_CONSTANTFORCE
#define LPFORCE_CONSTANTFORCE LPFEELIT_CONSTANTFORCE
#define LPCFORCE_CONSTANTFORCE LPCFEELIT_CONSTANTFORCE
#define FORCE_RAMPFORCE FEELIT_RAMPFORCE
#define LPFORCE_RAMPFORCE LPFEELIT_RAMPFORCE
#define LPCFORCE_RAMPFORCE LPCFEELIT_RAMPFORCE
#define FORCE_ENVELOPE FEELIT_ENVELOPE
#define LPFORCE_ENVELOPE LPFEELIT_ENVELOPE
#define LPCFORCE_ENVELOPE LPCFEELIT_ENVELOPE
#define LPIFORCE_API LPIFEELIT
#define LPIFORCE_EFFECT LPIFEELIT_EFFECT
#define LPIFORCE_DEVICE LPIFEELIT_DEVICE
#define LPFORCE_DEVICEINSTANCE LPFEELIT_DEVICEINSTANCE
#define LPCFORCE_DEVICEOBJECTINSTANCE LPCFEELIT_DEVICEOBJECTINSTANCE
#define LPCFORCE_EFFECTINFO LPCFEELIT_EFFECTINFO
#define FORCE_FPARAM_DURATION FEELIT_FPARAM_DURATION
#define FORCE_FPARAM_SAMPLEPERIOD FEELIT_FPARAM_SAMPLEPERIOD
#define FORCE_FPARAM_GAIN FEELIT_FPARAM_GAIN
#define FORCE_FPARAM_TRIGGERBUTTON FEELIT_FPARAM_TRIGGERBUTTON
#define FORCE_FPARAM_TRIGGERREPEATINTERVAL FEELIT_FPARAM_TRIGGERREPEATINTERVAL
#define FORCE_FPARAM_AXES FEELIT_FPARAM_AXES
#define FORCE_FPARAM_DIRECTION FEELIT_FPARAM_DIRECTION
#define FORCE_FPARAM_ENVELOPE FEELIT_FPARAM_ENVELOPE
#define FORCE_FPARAM_TYPESPECIFICPARAMS FEELIT_FPARAM_TYPESPECIFICPARAMS
#define FORCE_FPARAM_ALLPARAMS FEELIT_FPARAM_ALLPARAMS
#define FORCE_FPARAM_START FEELIT_FPARAM_START
#define FORCE_FPARAM_NORESTART FEELIT_FPARAM_NORESTART
#define FORCE_FPARAM_NODOWNLOAD FEELIT_FPARAM_NODOWNLOAD
#define FORCE_FEFFECT_OBJECTIDS FEELIT_FEFFECT_OBJECTIDS
#define FORCE_FEFFECT_OBJECTOFFSETS FEELIT_FEFFECT_OBJECTOFFSETS
#define FORCE_FEFFECT_CARTESIAN FEELIT_FEFFECT_CARTESIAN
#define FORCE_FEFFECT_POLAR FEELIT_FEFFECT_POLAR
#define FORCE_FEFFECT_SPHERICAL FEELIT_FEFFECT_SPHERICAL
#define FORCE_PARAM_NOTRIGGER FEELIT_PARAM_NOTRIGGER
#define FORCE_MOUSEOFFSET_XAXIS FEELIT_MOUSEOFFSET_XAXIS
#define FORCE_MOUSEOFFSET_YAXIS FEELIT_MOUSEOFFSET_YAXIS
#define FORCE_MOUSEOFFSET_ZAXIS FEELIT_MOUSEOFFSET_ZAXIS
//================================================================
// GUID WRAPPERS
//================================================================
//
// Feel --> Feelit Wrappers
//
#define GUID_Feel_ConstantForce GUID_Feelit_ConstantForce
#define GUID_Feel_RampForce GUID_Feelit_RampForce
#define GUID_Feel_Square GUID_Feelit_Square
#define GUID_Feel_Sine GUID_Feelit_Sine
#define GUID_Feel_Triangle GUID_Feelit_Triangle
#define GUID_Feel_SawtoothUp GUID_Feelit_SawtoothUp
#define GUID_Feel_SawtoothDown GUID_Feelit_SawtoothDown
#define GUID_Feel_Spring GUID_Feelit_Spring
#define GUID_Feel_DeviceSpring GUID_Feelit_DeviceSpring
#define GUID_Feel_Damper GUID_Feelit_Damper
#define GUID_Feel_Inertia GUID_Feelit_Inertia
#define GUID_Feel_Friction GUID_Feelit_Friction
#define GUID_Feel_Texture GUID_Feelit_Texture
#define GUID_Feel_Grid GUID_Feelit_Grid
#define GUID_Feel_Enclosure GUID_Feelit_Enclosure
#define GUID_Feel_Ellipse GUID_Feelit_Ellipse
#define GUID_Feel_CustomForce GUID_Feelit_CustomForce
//
// Force --> Feelit Wrappers
//
#define GUID_Force_ConstantForce GUID_Feelit_ConstantForce
#define GUID_Force_RampForce GUID_Feelit_RampForce
#define GUID_Force_Square GUID_Feelit_Square
#define GUID_Force_Sine GUID_Feelit_Sine
#define GUID_Force_Triangle GUID_Feelit_Triangle
#define GUID_Force_SawtoothUp GUID_Feelit_SawtoothUp
#define GUID_Force_SawtoothDown GUID_Feelit_SawtoothDown
#define GUID_Force_Spring GUID_Feelit_Spring
#define GUID_Force_Damper GUID_Feelit_Damper
#define GUID_Force_Inertia GUID_Feelit_Inertia
#define GUID_Force_Friction GUID_Feelit_Friction
#define GUID_Force_Texture GUID_Feelit_Texture
#define GUID_Force_Grid GUID_Feelit_Grid
#define GUID_Force_Enclosure GUID_Feelit_Enclosure
#define GUID_Force_Ellipse GUID_Feelit_Ellipse
#define GUID_Force_CustomForce GUID_Feelit_CustomForce
#endif // !defined(AFX_FEELBASETYPES_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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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: FeelBox.h
PURPOSE: Box Class for Feelit API Foundation Classes
STARTED: 11/04/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(AFX_FEELBOX_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELBOX_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
#include "FeelEnclosure.h"
//================================================================
// Constants
//================================================================
const POINT FEEL_BOX_MOUSE_POS_AT_START = { MAXLONG, MAXLONG };
#define FEEL_BOX_DEFAULT_STIFFNESS 5000
#define FEEL_BOX_DEFAULT_WIDTH 10
#define FEEL_BOX_DEFAULT_HEIGHT FEEL_ENCLOSURE_HEIGHT_AUTO
#define FEEL_BOX_DEFAULT_WALL_WIDTH FEEL_ENCLOSURE_WALL_WIDTH_AUTO
#define FEEL_BOX_DEFAULT_CENTER_POINT FEEL_BOX_MOUSE_POS_AT_START
//
// FORCE --> FEEL Wrappers
//
#define FORCE_BOX_MOUSE_POS_AT_START FEEL_BOX_DEFAULT_STIFFNESS
#define FORCE_BOX_DEFAULT_STIFFNESS FEEL_BOX_DEFAULT_STIFFNESS
#define FORCE_BOX_DEFAULT_WIDTH FEEL_BOX_DEFAULT_WIDTH
#define FORCE_BOX_DEFAULT_HEIGHT FEEL_BOX_DEFAULT_HEIGHT
#define FORCE_BOX_DEFAULT_WALL_WIDTH FEEL_BOX_DEFAULT_WALL_WIDTH
#define FORCE_BOX_DEFAULT_CENTER_POINT FEEL_BOX_DEFAULT_CENTER_POINT
//================================================================
// CFeelBox
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelBox : public CFeelEnclosure
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelBox();
// Destructor
virtual
~CFeelBox();
//
// ATTRIBUTES
//
public:
BOOL
ChangeParameters(
POINT pntCenter,
LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwHeight = FEEL_EFFECT_DONT_CHANGE,
DWORD dwWallWidth = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParameters(
LPCRECT pRectOutside,
LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwWallWidth = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
//
// OPERATIONS
//
public:
BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwWidth = FEEL_ENCLOSURE_DEFAULT_WIDTH,
DWORD dwHeight = FEEL_ENCLOSURE_DEFAULT_HEIGHT,
LONG lStiffness = FEEL_BOX_DEFAULT_STIFFNESS,
DWORD dwWallWidth = FEEL_BOX_DEFAULT_WALL_WIDTH,
POINT pntCenter = FEEL_BOX_DEFAULT_CENTER_POINT,
CFeelEffect* pInsideEffect = NULL
);
BOOL
Initialize(
CFeelDevice* pDevice,
LPCRECT pRectOutside,
LONG lStiffness = FEEL_BOX_DEFAULT_STIFFNESS,
DWORD dwWallWidth = FEEL_BOX_DEFAULT_WALL_WIDTH,
CFeelEffect* pInsideEffect = NULL
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
#endif // !defined(AFX_FEELBOX_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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/**********************************************************************
Copyright (c) 1999 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: FeelCompoundEffect.h
PURPOSE: Manages Compound Effects for Force Foundation Classes
STARTED: 2/24/99 by Jeff Mallett
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(__FEELCOMPOUNDEFFECT_H)
#define __FEELCOMPOUNDEFFECT_H
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include "FeelBaseTypes.h"
#include "FeelEffect.h"
#include "FeelitIFR.h"
//================================================================
// CFeelCompoundEffect
//================================================================
// Represents a compound effect, such as might be created in
// I-FORCE Studio. Contains an array of effect objects.
// Methods iterate over component effects, passing the message
// to each one.
// Also, has stuff for being used by CFeelProject:
// * next pointer so can be put on a linked list
// * force name
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelCompoundEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
protected:
// Constructs a CFeelCompoundEffect
// Don't try to construct a CFeelCompoundEffect yourself.
// Instead let CFeelProject construct it for you.
CFeelCompoundEffect(
IFREffect **hEffects,
long nEffects
);
public:
~CFeelCompoundEffect();
//
// ATTRIBUTES
//
public:
long
GetNumberOfContainedEffects() const
{ return m_nEffects; }
const char *
GetName() const
{ return m_lpszName; }
GENERIC_EFFECT_PTR
GetContainedEffect(
long index
);
//
// OPERATIONS
//
public:
// Start all the contained effects
BOOL Start(
DWORD dwIterations = 1,
DWORD dwFlags = 0
);
// Stop all the contained effects
BOOL Stop();
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL initialize(
CFeelDevice* pDevice,
IFREffect **hEffects
);
BOOL
set_contained_effect(
GENERIC_EFFECT_PTR pObject,
int index = 0
);
BOOL
set_name(
const char *lpszName
);
void
set_next(
CFeelCompoundEffect *pNext
)
{ m_pNext = pNext; }
CFeelCompoundEffect *
get_next() const
{ return m_pNext; }
//
// FRIENDS
//
public:
friend class CFeelProject;
//
// INTERNAL DATA
//
protected:
GENERIC_EFFECT_PTR *m_paEffects; // Array of force class object pointers
long m_nEffects; // Number of effects in m_paEffects
private:
char *m_lpszName; // Name of the compound effect
CFeelCompoundEffect *m_pNext; // Next compound effect in the project
};
#endif

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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: FeelCondition.h
PURPOSE: Base Condition Class for Feelit API Foundation Classes
STARTED: 10/10/97
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_FEELCONDITION_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELCONDITION_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
const POINT FEEL_CONDITION_PT_NULL = { 0, 0 };
#define FEEL_CONDITION_DEFAULT_COEFFICIENT 2500
#define FEEL_CONDITION_DEFAULT_SATURATION 10000
#define FEEL_CONDITION_DEFAULT_DEADBAND 100
#define FEEL_CONDITION_DEFAULT_CENTER_POINT FEEL_EFFECT_MOUSE_POS_AT_START
#define FEEL_CONDITION_DEFAULT_DURATION INFINITE
typedef enum {
FC_NULL = 0,
FC_POSITIVE_COEFFICIENT,
FC_NEGATIVE_COEFFICIENT,
FC_POSITIVE_SATURATION,
FC_NEGATIVE_SATURATION,
FC_DEAD_BAND,
FC_AXIS,
FC_CENTER,
FC_DIRECTION_X,
FC_DIRECTION_Y,
FC_ANGLE,
FC_CONDITION_X,
FC_CONDITION_Y
} FC_ArgumentType;
#define FC_CONDITION FC_CONDITION_X
//
// FORCE --> FEEL Wrappers
//
#define FORCE_CONDITION_PT_NULL FEEL_CONDITION_PT_NULL
#define FORCE_CONDITION_DEFAULT_COEFFICIENT FEEL_CONDITION_DEFAULT_COEFFICIENT
#define FORCE_CONDITION_DEFAULT_SATURATION FEEL_CONDITION_DEFAULT_SATURATION
#define FORCE_CONDITION_DEFAULT_DEADBAND FEEL_CONDITION_DEFAULT_DEADBAND
#define FORCE_CONDITION_DEFAULT_CENTER_POINT FEEL_CONDITION_DEFAULT_CENTER_POINT
#define FORCE_CONDITION_DEFAULT_DURATION FEEL_CONDITION_DEFAULT_DURATION
//================================================================
// CFeelCondition
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelCondition : public CFeelEffect
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelCondition(
const GUID& rguidEffect
);
// Destructor
virtual
~CFeelCondition();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
// Use this form for single-axis and dual-axis effects
BOOL
ChangeConditionParams(
LPCFEELIT_CONDITION pConditionX,
LPCFEELIT_CONDITION pConditionY
);
// Use this form for directional effects
BOOL
ChangeConditionParams(
LPCFEELIT_CONDITION pCondition,
LONG lDirectionX,
LONG lDirectionY
);
// Use this form for directional effects
BOOL
ChangeConditionParamsPolar(
LPCFEELIT_CONDITION pCondition,
LONG lAngle
);
// Use this form for single-axis, dual-axis symetrical, or directional effects
BOOL
ChangeConditionParams(
LONG lPositiveCoefficient,
LONG lNegativeCoefficient = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPositiveSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwNegativeSaturation = FEEL_EFFECT_DONT_CHANGE,
LONG lDeadBand = FEEL_EFFECT_DONT_CHANGE,
POINT pntCenter = 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
ChangeConditionParamsPolar(
LONG lPositiveCoefficient,
LONG lNegativeCoefficient,
DWORD dwPositiveSaturation,
DWORD dwNegativeSaturation,
LONG lDeadBand,
POINT pntCenter,
LONG lAngle
);
BOOL
SetCenter(
POINT pntCenter
);
BOOL
ChangeConditionParams2(
FC_ArgumentType type,
...
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
const FEEL_EFFECT &effect
);
// Use this form for single-axis and dual-axis effects
BOOL
InitCondition(
CFeelDevice* pDevice,
LPCFEELIT_CONDITION pConditionX,
LPCFEELIT_CONDITION pConditionY,
BOOL bUseDeviceCoordinates = FALSE
);
// Use this form for directional effects
BOOL
InitCondition(
CFeelDevice* pDevice,
LPCFEELIT_CONDITION pCondition,
LONG lDirectionX,
LONG lDirectionY,
BOOL bUseDeviceCoordinates = FALSE
);
// Use this form for directional effects
BOOL
InitConditionPolar(
CFeelDevice* pDevice,
LPCFEELIT_CONDITION pCondition,
LONG lAngle,
BOOL bUseDeviceCoordinates = FALSE
);
// Use this form for single-axis, dual-axis symetrical, or directional effects
BOOL
InitCondition(
CFeelDevice* pDevice,
LONG lPositiveCoefficient = FEEL_CONDITION_DEFAULT_COEFFICIENT,
LONG lNegativeCoefficient = FEEL_CONDITION_DEFAULT_COEFFICIENT,
DWORD dwPositiveSaturation = FEEL_CONDITION_DEFAULT_SATURATION,
DWORD dwNegativeSaturation = FEEL_CONDITION_DEFAULT_SATURATION,
LONG lDeadBand = FEEL_CONDITION_DEFAULT_DEADBAND,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
POINT pntCenter = FEEL_CONDITION_DEFAULT_CENTER_POINT,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y,
BOOL bUseDeviceCoordinates = FALSE
);
// Use this form for directional effects
BOOL
InitConditionPolar(
CFeelDevice* pDevice,
LONG lPositiveCoefficient = FEEL_CONDITION_DEFAULT_COEFFICIENT,
LONG lNegativeCoefficient = FEEL_CONDITION_DEFAULT_COEFFICIENT,
DWORD dwPositiveSaturation = FEEL_CONDITION_DEFAULT_SATURATION,
DWORD dwNegativeSaturation = FEEL_CONDITION_DEFAULT_SATURATION,
LONG lDeadBand = FEEL_CONDITION_DEFAULT_DEADBAND,
POINT pntCenter = FEEL_CONDITION_DEFAULT_CENTER_POINT,
LONG lAngle = FEEL_EFFECT_DEFAULT_ANGLE,
BOOL bUseDeviceCoordinates = FALSE
);
virtual BOOL
#ifdef FFC_START_DELAY
StartNow(
#else
Start(
#endif
DWORD dwIterations = 1,
DWORD dwFlags = 0
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
void
convert_line_point_to_offset(
POINT pntOnLine
);
BOOL
set_parameters(
DWORD dwfAxis,
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
LPCFEELIT_CONDITION pConditionX,
LPCFEELIT_CONDITION pConditionY
);
BOOL
set_parameters(
DWORD dwfAxis,
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
LONG lPositiveCoefficient,
LONG lNegativeCoefficient,
DWORD dwPositiveSaturation,
DWORD dwNegativeSaturation,
LONG lDeadBand,
POINT pntCenter
);
//
// INTERNAL DATA
//
FEEL_CONDITION m_aCondition[2];
DWORD m_dwfAxis;
BOOL m_bUseMousePosAtStart;
protected:
BOOL m_bUseDeviceCoordinates;
};
//
// INLINES
//
inline BOOL
CFeelCondition::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Spring) ||
IsEqualGUID(guid, GUID_Feel_DeviceSpring) ||
IsEqualGUID(guid, GUID_Feel_Damper) ||
IsEqualGUID(guid, GUID_Feel_Inertia) ||
IsEqualGUID(guid, GUID_Feel_Friction) ||
IsEqualGUID(guid, GUID_Feel_Texture) ||
IsEqualGUID(guid, GUID_Feel_Grid);
}
#endif // !defined(AFX_FEELCONDITION_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,193 +0,0 @@
/**********************************************************************
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: FeelConstant.h
PURPOSE: Base Constant Class for Feelit API Foundation Classes
STARTED: 11/03/97
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_FEELCONSTANT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELCONSTANT_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
const POINT FEEL_CONSTANT_DEFAULT_DIRECTION = { 1, 0 };
#define FEEL_CONSTANT_DEFAULT_DURATION 1000 // Milliseconds
#define FEEL_CONSTANT_DEFAULT_MAGNITUDE 5000
//
// FORCE --> FEEL Wrappers
//
#define FORCE_CONSTANT_DEFAULT_DIRECTION FEEL_CONSTANT_DEFAULT_DIRECTION
#define FORCE_CONSTANT_DEFAULT_DURATION FEEL_CONSTANT_DEFAULT_DURATION
#define FORCE_CONSTANT_DEFAULT_MAGNITUDE FEEL_CONSTANT_DEFAULT_MAGNITUDE
//================================================================
// CFeelConstant
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelConstant : public CFeelEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelConstant();
// Destructor
virtual
~CFeelConstant();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
LONG lDirectionX,
LONG lDirectionY,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lMagnitude = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
BOOL
ChangeParametersPolar(
LONG lAngle,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lMagnitude = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
//
// OPERATIONS
//
public:
virtual
BOOL
Initialize(
CFeelDevice* pDevice,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y,
DWORD dwDuration = FEEL_CONSTANT_DEFAULT_DURATION,
LONG lMagnitude = FEEL_CONSTANT_DEFAULT_MAGNITUDE,
LPFEEL_ENVELOPE pEnvelope = NULL
);
virtual
BOOL
InitializePolar(
CFeelDevice* pDevice,
LONG lArray = FEEL_EFFECT_DEFAULT_ANGLE,
DWORD dwDuration = FEEL_CONSTANT_DEFAULT_DURATION,
LONG lMagnitude = FEEL_CONSTANT_DEFAULT_MAGNITUDE,
LPFEEL_ENVELOPE pEnvelope = NULL
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
DWORD dwDuration,
LONG lMagnitude,
LPFEEL_ENVELOPE pEnvelope
);
//
// INTERNAL DATA
//
FEEL_CONSTANTFORCE m_ConstantForce;
protected:
};
//
// INLINES
//
inline BOOL
CFeelConstant::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_ConstantForce);
}
#endif // !defined(AFX_FEELCONSTANT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,177 +0,0 @@
/**********************************************************************
Copyright (c) 1997,8,9 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: FeelDamper.h
PURPOSE: Feelit API Damper Effect Class
STARTED: 10/14/97
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_FEELDamper_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELDamper_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 "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_DAMPER_DEFAULT_VISCOSITY 2500
#define FEEL_DAMPER_DEFAULT_SATURATION 10000
#define FEEL_DAMPER_DEFAULT_MIN_VELOCITY 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_DAMPER_DEFAULT_VISCOSITY FEEL_DAMPER_DEFAULT_VISCOSITY
#define FORCE_DAMPER_DEFAULT_SATURATION FEEL_DAMPER_DEFAULT_SATURATION
#define FORCE_DAMPER_DEFAULT_MIN_VELOCITY FEEL_DAMPER_DEFAULT_MIN_VELOCITY
//================================================================
// CFeelDamper
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelDamper : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelDamper();
// Destructor
virtual ~CFeelDamper();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwViscosity,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwMinVelocity = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParametersPolar(
DWORD dwViscosity,
DWORD dwSaturation,
DWORD dwMinVelocity,
LONG lAngle
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwViscosity = FEEL_DAMPER_DEFAULT_VISCOSITY,
DWORD dwSaturation = FEEL_DAMPER_DEFAULT_SATURATION,
DWORD dwMinVelocity = FEEL_DAMPER_DEFAULT_MIN_VELOCITY,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
DWORD dwViscosity,
DWORD dwSaturation,
DWORD dwMinVelocity,
LONG lAngle
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelDamper::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Damper);
}
#endif // !defined(AFX_FEELDamper_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,195 +0,0 @@
/**********************************************************************
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: FeelDevice.h
PURPOSE: Abstract Base Device Class for Force Foundation Classes
STARTED: 10/10/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
3/16/99 jrm: Made abstract. Moved functionality to CFeelMouse/CFeelDXDevice
**********************************************************************/
#if !defined(AFX_FORCEDEVICE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FORCEDEVICE_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 "dinput.h"
#include "FeelBaseTypes.h"
#ifdef FFC_EFFECT_CACHING
#include "FeelEffectSuite.h"
#endif
//================================================================
// CFeelDevice
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelDevice
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelDevice();
// Destructor
virtual
~CFeelDevice();
//
// ATTRIBUTES
//
public:
virtual LPIFEEL_API
GetAPI()
= 0; // pure virtual function
virtual LPIFEEL_DEVICE // Will actually return LPDIRECTINPUTDEVICE2 if non-FEELit
GetDevice()
= 0; // pure virtual function
DWORD
GetDeviceType() const
{ return m_dwDeviceType; }
//
// OPERATIONS
//
public:
static CFeelDevice *
CreateDevice(HINSTANCE hinstApp, HWND hwndApp);
virtual BOOL
ChangeScreenResolution(
BOOL bAutoSet,
DWORD dwXScreenSize = 0,
DWORD dwYScreenSize = 0
);
// The default state is using standard Win32 Mouse messages (e.g., WM_MOUSEMOVE)
// and functions (e.g, GetCursorPos). Call only to switch to relative mode
// if not using standard Win32 Mouse services (e.g., DirectInput) for mouse
// input.
BOOL
UsesWin32MouseServices(
BOOL bWin32MouseServ
);
// Another syntax for SwitchToAbsoluteMode.
// The default is Absolute mode. Call only to switch to Relative mode or
// to switch back to Absolute mode.
virtual BOOL
SwitchToAbsoluteMode(
BOOL bAbsMode
);
//
// ------ PRIVATE INTERFACE ------
//
//
// CACHING
//
#ifdef FFC_EFFECT_CACHING
public:
void Cache_AddEffect(CFeelEffect *pFeelEffect);
void Cache_RemoveEffect(const CFeelEffect *pFeelEffect);
void Cache_SwapOutEffect();
protected:
void Cache_LoadEffectSuite(CFeelEffectSuite *pSuite, BOOL bCreateOnDevice);
void Cache_UnloadEffectSuite(CFeelEffectSuite *pSuite, BOOL bUnloadFromDevice);
CEffectList m_Cache; // List of all effects created on device
#endif
//
// HELPERS
//
protected:
// Performs device preparation by setting the device's parameters
virtual BOOL
prepare_device();
virtual void
reset()
= 0; // pure virtual function
static BOOL CALLBACK
enum_didevices_proc(
LPDIDEVICEINSTANCE pForceDevInst,
LPVOID pv
);
static BOOL CALLBACK
enum_devices_proc(
LPFORCE_DEVICEINSTANCE pForceDevInst,
LPVOID pv
);
//
// INTERNAL DATA
//
protected:
BOOL m_bInitialized;
DWORD m_dwDeviceType;
GUID m_guidDevice;
BOOL m_bGuidValid;
};
#endif // !defined(AFX_FORCEDEVICE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,126 +0,0 @@
/**********************************************************************
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: FeelDXDevice.h
PURPOSE: Abstraction of DirectX Force Feedback device
STARTED: 10/10/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#ifndef FeelDXDevice_h
#define FeelDXDevice_h
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include "FeelDevice.h"
//================================================================
// CFeelDXDevice
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelDXDevice : public CFeelDevice
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelDXDevice();
// Destructor
virtual
~CFeelDXDevice();
//
// ATTRIBUTES
//
public:
virtual LPIFEEL_API
GetAPI()
{ return (LPIFEEL_API) m_piApi; } // actually LPDIRECTINPUT
virtual LPIFEEL_DEVICE
GetDevice()
{ return (LPIFEEL_DEVICE) m_piDevice; } // actually LPDIRECTINPUTDEVICE2
//
// OPERATIONS
//
public:
BOOL
Initialize(
HANDLE hinstApp,
HANDLE hwndApp,
LPDIRECTINPUT pDI = NULL,
LPDIRECTINPUTDEVICE2 piDevice = NULL
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
virtual void
reset();
//
// INTERNAL DATA
//
protected:
BOOL m_bpDIPreExist;
BOOL m_bpDIDevicePreExist;
LPDIRECTINPUT m_piApi;
LPDIRECTINPUTDEVICE2 m_piDevice;
};
#endif // ForceDXDevice_h

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@ -1,344 +0,0 @@
/**********************************************************************
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: FeelEffect.h
PURPOSE: Base Effect Class for Feelit API Foundation Classes
STARTED: 10/10/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/2/99 jrm: Added GetIsCompatibleGUID and feel_to_DI_GUID
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(AFX_FEELEFFECT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELEFFECT_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 "FeelBaseTypes.h"
#include "FeelDevice.h"
class CFeelProject;
//================================================================
// Constants
//================================================================
#define FEEL_EFFECT_AXIS_X 1
#define FEEL_EFFECT_AXIS_Y 2
#define FEEL_EFFECT_AXIS_BOTH 3
#define FEEL_EFFECT_AXIS_DIRECTIONAL 4
#define FEEL_EFFECT_DONT_CHANGE MINLONG
#define FEEL_EFFECT_DONT_CHANGE_PTR MAXDWORD
const POINT FEEL_EFFECT_DONT_CHANGE_POINT = { 0xFFFFFFFF, 0xFFFFFFFF };
const POINT FEEL_EFFECT_MOUSE_POS_AT_START = { MAXLONG, MAXLONG };
#define FEEL_EFFECT_DEFAULT_ENVELOPE NULL
#define FEEL_EFFECT_DEFAULT_DIRECTION_X 1
#define FEEL_EFFECT_DEFAULT_DIRECTION_Y 1
#define FEEL_EFFECT_DEFAULT_ANGLE 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_EFFECT_AXIS_X FEEL_EFFECT_AXIS_X
#define FORCE_EFFECT_AXIS_Y FEEL_EFFECT_AXIS_Y
#define FORCE_EFFECT_AXIS_BOTH FEEL_EFFECT_AXIS_BOTH
#define FORCE_EFFECT_AXIS_DIRECTIONAL FEEL_EFFECT_AXIS_DIRECTIONAL
#define FORCE_EFFECT_DONT_CHANGE FEEL_EFFECT_DONT_CHANGE
#define FORCE_EFFECT_DONT_CHANGE_PTR FEEL_EFFECT_DONT_CHANGE_PTR
#define FORCE_EFFECT_DONT_CHANGE_POINT FEEL_EFFECT_DONT_CHANGE_POINT
#define FORCE_EFFECT_MOUSE_POS_AT_START FEEL_EFFECT_MOUSE_POS_AT_START
#define FORCE_EFFECT_DEFAULT_ENVELOPE FEEL_EFFECT_DEFAULT_ENVELOPE
#define FORCE_EFFECT_DEFAULT_DIRECTION_X FEEL_EFFECT_DEFAULT_DIRECTION_X
#define FORCE_EFFECT_DEFAULT_DIRECTION_Y FEEL_EFFECT_DEFAULT_DIRECTION_Y
#define FORCE_EFFECT_DEFAULT_ANGLE FEEL_EFFECT_DEFAULT_ANGLE
// GENERIC_EFFECT_PTR
// This is really a pointer to a child of CFeelEffect.
typedef class CFeelEffect * GENERIC_EFFECT_PTR;
//================================================================
// CFeelEffect
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelEffect(
const GUID& rguidEffect
);
// Destructor
virtual
~CFeelEffect();
//
// ATTRIBUTES
//
public:
LPIFEEL_EFFECT
GetEffect()
{ return m_piFeelitEffect; }
BOOL
GetStatus(
DWORD* pdwStatus
)
#if (FFC_VERSION >= 0x0110) || defined(FFC_EFFECT_CACHING)
const
#endif
;
GUID
GetGUID()
{ return m_guidEffect; }
virtual BOOL
GetIsCompatibleGUID(
GUID & /* guid */
)
{ return true; }
// Allocates an object of the correct FFC class from the given GUID
static GENERIC_EFFECT_PTR
NewObjectFromGUID(
GUID &guid
);
BOOL
ChangeBaseParams(
LONG lDirectionX,
LONG lDirectionY,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR,
DWORD dwSamplePeriod = FEEL_EFFECT_DONT_CHANGE,
DWORD dwGain = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTriggerButton = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTriggerRepeatInterval = FEEL_EFFECT_DONT_CHANGE
#ifdef FFC_START_DELAY
,DWORD dwStartDelay = FEEL_EFFECT_DONT_CHANGE
#endif
);
BOOL
ChangeBaseParamsPolar(
LONG lAngle,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR,
DWORD dwSamplePeriod = FEEL_EFFECT_DONT_CHANGE,
DWORD dwGain = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTriggerButton = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTriggerRepeatInterval = FEEL_EFFECT_DONT_CHANGE
#ifdef FFC_START_DELAY
,DWORD dwStartDelay = FEEL_EFFECT_DONT_CHANGE
#endif
);
BOOL
ChangeDirection(
LONG lDirectionX,
LONG lDirectionY
);
BOOL
ChangeDirection(
LONG lAngle
);
BOOL
SetEnvelope(
DWORD dwAttackLevel,
DWORD dwAttackTime,
DWORD dwFadeLevel,
DWORD dwFadeTime
);
BOOL
SetEnvelope(
LPFEEL_ENVELOPE pEnvelope
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
const FEEL_EFFECT &effect
);
virtual BOOL
InitializeFromProject(
CFeelProject &project,
LPCSTR lpszEffectName,
CFeelDevice* pDevice = NULL
);
virtual BOOL
Start(
DWORD dwIterations = 1,
DWORD dwFlags = 0
);
#ifdef FFC_START_DELAY
virtual BOOL
StartNow(
DWORD dwIterations = 1,
DWORD dwFlags = 0
);
#endif
virtual BOOL
Stop();
//
// ------ PRIVATE INTERFACE ------
//
//
// CACHING
//
#ifdef FFC_EFFECT_CACHING
public:
BOOL GetIsPlaying() const;
BOOL GetIsTriggered() const;
short GetPriority() const { return m_Priority; }
void SetPriority(short priority) { m_Priority = priority; }
HRESULT Unload();
void Reload();
public:
ECacheState m_CacheState; // effect's status in the cache
BOOL m_bInCurrentSuite; // is the effect in the currently loaded suite?
short m_Priority; // Priority within suite: higher number is higher priority
DWORD m_dwLastStarted; // when last started (0 = never) or when param change made on device
DWORD m_dwLastStopped; // when last stopped (0 = not since last start)
DWORD m_dwLastLoaded; // when last loaded with CFeelEffectSuite::Load or Create
protected:
CFeelDevice *m_pFeelDevice; // ### Use instead of m_piFeelitDevice
#endif
//
// HELPERS
//
protected:
#ifdef FFC_EFFECT_CACHING
public: // initalize needs to be called by CFeelDevice
#endif
BOOL
initialize(
CFeelDevice* pDevice
);
#ifdef FFC_EFFECT_CACHING
protected:
#endif
HRESULT
set_parameters_on_device(
DWORD dwFlags
);
void
feel_to_DI_GUID(
GUID &guid
);
void
reset();
void
reset_effect_struct();
//
// INTERNAL DATA
//
protected:
FEEL_EFFECT m_Effect;
DWORD m_dwaAxes[2];
LONG m_laDirections[2];
GUID m_guidEffect;
BOOL m_bIsPlaying;
DWORD m_dwDeviceType;
LPIFEEL_DEVICE m_piFeelitDevice; // Might also be holding LPDIRECTINPUTDEVICE2
LPIFEEL_EFFECT m_piFeelitEffect;
DWORD m_cAxes; // Number of axes
#ifdef FFC_START_DELAY
public:
// Prevents access to dangling pointer when this is deleted
// All relevent code may be removed when all hardware and drivers support start delay
CFeelEffect **m_ppTimerRef; // pointer to pointer to this.
#endif
};
#if (DIRECTINPUT_VERSION >= 0x0700)
#define DIRECT_INPUT_STARTDELAY_SUPPORTED TRUE
#else
#define DIRECT_INPUT_STARTDELAY_SUPPORTED FALSE
#endif /* DIRECTINPUT_VERSION >= 0x0700 */
#endif // !defined(AFX_FEELEFFECT_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,253 +0,0 @@
/**********************************************************************
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: FeelEllipse.h
PURPOSE: Base Ellipse Class for Feelit API Foundation Classes
STARTED: 10/29/97
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_FEELELLIPSE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELELLIPSE_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
#define FEEL_ELLIPSE_DEFAULT_STIFFNESS 5000
#define FEEL_ELLIPSE_DEFAULT_SATURATION 10000
#define FEEL_ELLIPSE_DEFAULT_WIDTH 10
#define FEEL_ELLIPSE_HEIGHT_AUTO MAXDWORD
#define FEEL_ELLIPSE_DEFAULT_HEIGHT FEEL_ELLIPSE_HEIGHT_AUTO
#define FEEL_ELLIPSE_WALL_WIDTH_AUTO MAXDWORD
#define FEEL_ELLIPSE_DEFAULT_WALL_WIDTH FEEL_ELLIPSE_WALL_WIDTH_AUTO
#define FEEL_ELLIPSE_DEFAULT_STIFFNESS_MASK FEELIT_FSTIFF_ANYWALL
#define FEEL_ELLIPSE_DEFAULT_CLIPPING_MASK FEELIT_FCLIP_NONE
#define FEEL_ELLIPSE_DEFAULT_CENTER_POINT FEEL_EFFECT_MOUSE_POS_AT_START
//
// FEEL --> FORCE Wrappers
//
#define FORCE_ELLIPSE_DEFAULT_STIFFNESS FEEL_ELLIPSE_DEFAULT_STIFFNESS
#define FORCE_ELLIPSE_DEFAULT_SATURATION FEEL_ELLIPSE_DEFAULT_SATURATION
#define FORCE_ELLIPSE_DEFAULT_WIDTH FEEL_ELLIPSE_DEFAULT_WIDTH
#define FORCE_ELLIPSE_HEIGHT_AUTO FEEL_ELLIPSE_HEIGHT_AUTO
#define FORCE_ELLIPSE_DEFAULT_HEIGHT FEEL_ELLIPSE_DEFAULT_HEIGHT
#define FORCE_ELLIPSE_WALL_WIDTH_AUTO FEEL_ELLIPSE_WALL_WIDTH_AUTO
#define FORCE_ELLIPSE_DEFAULT_WALL_WIDTH FEEL_ELLIPSE_DEFAULT_WALL_WIDTH
#define FORCE_ELLIPSE_DEFAULT_STIFFNESS_MASK FEEL_ELLIPSE_DEFAULT_STIFFNESS_MASK
#define FORCE_ELLIPSE_DEFAULT_CLIPPING_MASK FEEL_ELLIPSE_DEFAULT_CLIPPING_MASK
#define FORCE_ELLIPSE_DEFAULT_CENTER_POINT FEEL_ELLIPSE_DEFAULT_CENTER_POINT
//================================================================
// CFeelEllipse
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelEllipse : public CFeelEffect
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelEllipse();
// Destructor
virtual
~CFeelEllipse();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
POINT pntCenter,
DWORD dwWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwHeight = FEEL_EFFECT_DONT_CHANGE,
LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwStiffnessMask = FEEL_EFFECT_DONT_CHANGE,
DWORD dwClippingMask = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParameters(
LPCRECT pRectOutside,
LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwStiffnessMask = FEEL_EFFECT_DONT_CHANGE,
DWORD dwClippingMask = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
BOOL
SetRect(
LPCRECT pRect
);
BOOL
SetCenter(
POINT pntCenter
);
BOOL
SetCenter(
LONG x,
LONG y
);
//
// OPERATIONS
//
public:
BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwWidth = FEEL_ELLIPSE_DEFAULT_WIDTH,
DWORD dwHeight = FEEL_ELLIPSE_DEFAULT_HEIGHT,
LONG lStiffness = FEEL_ELLIPSE_DEFAULT_STIFFNESS,
DWORD dwWallWidth = FEEL_ELLIPSE_DEFAULT_WALL_WIDTH,
DWORD dwSaturation = FEEL_ELLIPSE_DEFAULT_SATURATION,
DWORD dwStiffnessMask = FEEL_ELLIPSE_DEFAULT_STIFFNESS_MASK,
DWORD dwClippingMask = FEEL_ELLIPSE_DEFAULT_CLIPPING_MASK,
POINT pntCenter = FEEL_ELLIPSE_DEFAULT_CENTER_POINT,
CFeelEffect* pInsideEffect = NULL
);
BOOL
Initialize(
CFeelDevice* pDevice,
LPCRECT pRectOutside,
LONG lStiffness = FEEL_ELLIPSE_DEFAULT_STIFFNESS,
DWORD dwWallWidth = FEEL_ELLIPSE_DEFAULT_WALL_WIDTH,
DWORD dwSaturation = FEEL_ELLIPSE_DEFAULT_SATURATION,
DWORD dwStiffnessMask = FEEL_ELLIPSE_DEFAULT_STIFFNESS_MASK,
DWORD dwClippingMask = FEEL_ELLIPSE_DEFAULT_CLIPPING_MASK,
CFeelEffect* pInsideEffect = NULL
);
virtual BOOL
#ifdef FFC_START_DELAY
StartNow(
#else
Start(
#endif
DWORD dwFlags = 0
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
LPCRECT pRectOutside,
LONG lStiffness,
DWORD dwWallWidth,
DWORD dwSaturation,
DWORD dwStiffnessMask,
DWORD dwClippingMask,
CFeelEffect* pInsideEffect
);
//
// INTERNAL DATA
//
protected:
FEELIT_ELLIPSE m_ellipse;
BOOL m_bUseMousePosAtStart;
};
//
// INLINES
//
inline BOOL
CFeelEllipse::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Ellipse);
}
#endif // !defined(AFX_FEELELLIPSE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,268 +0,0 @@
/**********************************************************************
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: FeelEnclosure.h
PURPOSE: Base Enclosure Class for Feelit API Foundation Classes
STARTED: 10/29/97
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_FEELENCLOSURE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELENCLOSURE_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
#define FEEL_ENCLOSURE_DEFAULT_STIFFNESS 5000
#define FEEL_ENCLOSURE_DEFAULT_SATURATION 10000
#define FEEL_ENCLOSURE_DEFAULT_WIDTH 10
#define FEEL_ENCLOSURE_HEIGHT_AUTO MAXDWORD
#define FEEL_ENCLOSURE_DEFAULT_HEIGHT FEEL_ENCLOSURE_HEIGHT_AUTO
#define FEEL_ENCLOSURE_WALL_WIDTH_AUTO MAXDWORD
#define FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH FEEL_ENCLOSURE_WALL_WIDTH_AUTO
#define FEEL_ENCLOSURE_DEFAULT_STIFFNESS_MASK FEELIT_FSTIFF_ANYWALL
#define FEEL_ENCLOSURE_DEFAULT_CLIPPING_MASK FEELIT_FCLIP_NONE
#define FEEL_ENCLOSURE_DEFAULT_CENTER_POINT FEEL_EFFECT_MOUSE_POS_AT_START
//
// FORCE --> FEEL Wrappers
//
#define FORCE_ENCLOSURE_DEFAULT_STIFFNESS FEEL_ENCLOSURE_DEFAULT_STIFFNESS
#define FORCE_ENCLOSURE_DEFAULT_SATURATION FEEL_ENCLOSURE_DEFAULT_SATURATION
#define FORCE_ENCLOSURE_DEFAULT_WIDTH FEEL_ENCLOSURE_DEFAULT_WIDTH
#define FORCE_ENCLOSURE_HEIGHT_AUTO FEEL_ENCLOSURE_HEIGHT_AUTO
#define FORCE_ENCLOSURE_DEFAULT_HEIGHT FEEL_ENCLOSURE_DEFAULT_HEIGHT
#define FORCE_ENCLOSURE_WALL_WIDTH_AUTO FEEL_ENCLOSURE_WALL_WIDTH_AUTO
#define FORCE_ENCLOSURE_DEFAULT_WALL_WIDTH FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH
#define FORCE_ENCLOSURE_DEFAULT_STIFFNESS_MASK FEEL_ENCLOSURE_DEFAULT_STIFFNESS_MASK
#define FORCE_ENCLOSURE_DEFAULT_CLIPPING_MASK FEEL_ENCLOSURE_DEFAULT_CLIPPING_MASK
#define FORCE_ENCLOSURE_DEFAULT_CENTER_POINT FEEL_ENCLOSURE_DEFAULT_CENTER_POINT
//================================================================
// CFeelEnclosure
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelEnclosure : public CFeelEffect
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelEnclosure();
// Destructor
virtual
~CFeelEnclosure();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
POINT pntCenter,
DWORD dwWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwHeight = FEEL_EFFECT_DONT_CHANGE,
LONG lTopAndBottomWallStiffness = FEEL_EFFECT_DONT_CHANGE,
LONG lLeftAndRightWallStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTopAndBottomWallWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwLeftAndRightWallWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTopAndBottomWallSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwLeftAndRightWallSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwStiffnessMask = FEEL_EFFECT_DONT_CHANGE,
DWORD dwClippingMask = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParameters(
LPCRECT pRectOutside,
LONG lTopAndBottomWallStiffness = FEEL_EFFECT_DONT_CHANGE,
LONG lLeftAndRightWallStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTopAndBottomWallWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwLeftAndRightWallWallWidth = FEEL_EFFECT_DONT_CHANGE,
DWORD dwTopAndBottomWallSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwLeftAndRightWallSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwStiffnessMask = FEEL_EFFECT_DONT_CHANGE,
DWORD dwClippingMask = FEEL_EFFECT_DONT_CHANGE,
CFeelEffect* pInsideEffect = (CFeelEffect*) FEEL_EFFECT_DONT_CHANGE
);
BOOL
SetRect(
LPCRECT pRect
);
BOOL
SetCenter(
POINT pntCenter
);
BOOL
SetCenter(
LONG x,
LONG y
);
//
// OPERATIONS
//
public:
BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwWidth = FEEL_ENCLOSURE_DEFAULT_WIDTH,
DWORD dwHeight = FEEL_ENCLOSURE_DEFAULT_HEIGHT,
LONG lTopAndBottomWallStiffness = FEEL_ENCLOSURE_DEFAULT_STIFFNESS,
LONG lLeftAndRightWallStiffness = FEEL_ENCLOSURE_DEFAULT_STIFFNESS,
DWORD dwTopAndBottomWallWallWidth = FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH,
DWORD dwLeftAndRightWallWallWidth = FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH,
DWORD dwTopAndBottomWallSaturation = FEEL_ENCLOSURE_DEFAULT_SATURATION,
DWORD dwLeftAndRightWallSaturation = FEEL_ENCLOSURE_DEFAULT_SATURATION,
DWORD dwStiffnessMask = FEEL_ENCLOSURE_DEFAULT_STIFFNESS_MASK,
DWORD dwClippingMask = FEEL_ENCLOSURE_DEFAULT_CLIPPING_MASK,
POINT pntCenter = FEEL_ENCLOSURE_DEFAULT_CENTER_POINT,
CFeelEffect* pInsideEffect = NULL
);
BOOL
Initialize(
CFeelDevice* pDevice,
LPCRECT pRectOutside,
LONG lTopAndBottomWallStiffness = FEEL_ENCLOSURE_DEFAULT_STIFFNESS,
LONG lLeftAndRightWallStiffness = FEEL_ENCLOSURE_DEFAULT_STIFFNESS,
DWORD dwTopAndBottomWallWallWidth = FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH,
DWORD dwLeftAndRightWallWallWidth = FEEL_ENCLOSURE_DEFAULT_WALL_WIDTH,
DWORD dwTopAndBottomWallSaturation = FEEL_ENCLOSURE_DEFAULT_SATURATION,
DWORD dwLeftAndRightWallSaturation = FEEL_ENCLOSURE_DEFAULT_SATURATION,
DWORD dwStiffnessMask = FEEL_ENCLOSURE_DEFAULT_STIFFNESS_MASK,
DWORD dwClippingMask = FEEL_ENCLOSURE_DEFAULT_CLIPPING_MASK,
CFeelEffect* pInsideEffect = NULL
);
virtual BOOL
#ifdef FFC_START_DELAY
StartNow(
#else
Start(
#endif
DWORD dwFlags = 0
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
LPCRECT pRectOutside,
LONG lTopAndBottomWallStiffness,
LONG lLeftAndRightWallStiffness,
DWORD dwTopAndBottomWallWallWidth,
DWORD dwLeftAndRightWallWallWidth,
DWORD dwTopAndBottomWallSaturation,
DWORD dwLeftAndRightWallSaturation,
DWORD dwStiffnessMask,
DWORD dwClippingMask,
CFeelEffect* pInsideEffect
);
//
// INTERNAL DATA
//
protected:
FEELIT_ENCLOSURE m_enclosure;
BOOL m_bUseMousePosAtStart;
};
//
// INLINES
//
inline BOOL
CFeelEnclosure::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Enclosure);
}
#endif // !defined(AFX_FEELENCLOSURE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,172 +0,0 @@
/**********************************************************************
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: FeelFriction.h
PURPOSE: Feelit API Friction Effect Class
STARTED: 12/29/97
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_FEELFriction_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELFriction_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 "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_FRICTION_DEFAULT_COEFFICIENT 2500
#define FEEL_FRICTION_DEFAULT_MIN_VELOCITY 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_FRICTION_DEFAULT_COEFFICIENT FEEL_FRICTION_DEFAULT_COEFFICIENT
#define FORCE_FRICTION_DEFAULT_MIN_VELOCITY FEEL_FRICTION_DEFAULT_MIN_VELOCITY
//================================================================
// CFeelFriction
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelFriction : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelFriction();
// Destructor
virtual
~CFeelFriction();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwCoefficient,
DWORD dwMinVelocity = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParametersPolar(
DWORD dwCoefficient,
DWORD dwMinVelocity,
LONG lAngle
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwCoefficient = FEEL_FRICTION_DEFAULT_COEFFICIENT,
DWORD dwMinVelocity = FEEL_FRICTION_DEFAULT_MIN_VELOCITY,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
DWORD dwCoefficient,
DWORD dwMinVelocity,
LONG lAngle
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelFriction::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Friction);
}
#endif // !defined(AFX_FEELFriction_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,171 +0,0 @@
/**********************************************************************
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: FeelGrid.h
PURPOSE: Feelit API Grid Effect Class
STARTED: 12/11/97
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_FEELGrid_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELGrid_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 "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_GRID_DEFAULT_HORIZ_OFFSET 0
#define FEEL_GRID_DEFAULT_VERT_OFFSET 0
#define FEEL_GRID_DEFAULT_HORIZ_SPACING 100
#define FEEL_GRID_DEFAULT_VERT_SPACING 100
#define FEEL_GRID_DEFAULT_NODE_STRENGTH 5000
#define FEEL_GRID_DEFAULT_NODE_SATURATION 10000
//
// FORCE --> FEEL Wrappers
//
#define FORCE_GRID_DEFAULT_HORIZ_OFFSET FEEL_GRID_DEFAULT_HORIZ_OFFSET
#define FORCE_GRID_DEFAULT_VERT_OFFSET FEEL_GRID_DEFAULT_VERT_OFFSET
#define FORCE_GRID_DEFAULT_HORIZ_SPACING FEEL_GRID_DEFAULT_HORIZ_SPACING
#define FORCE_GRID_DEFAULT_VERT_SPACING FEEL_GRID_DEFAULT_VERT_SPACING
#define FORCE_GRID_DEFAULT_NODE_STRENGTH FEEL_GRID_DEFAULT_NODE_STRENGTH
#define FORCE_GRID_DEFAULT_NODE_SATURATION FEEL_GRID_DEFAULT_NODE_SATURATION
//================================================================
// CFeelGrid
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelGrid : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelGrid();
// Destructor
virtual
~CFeelGrid();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwHorizSpacing,
DWORD dwVertSpacing,
LONG lHorizNodeStrength = FEEL_EFFECT_DONT_CHANGE,
LONG lVertNodeStrength = FEEL_EFFECT_DONT_CHANGE,
DWORD dwHorizOffset = FEEL_EFFECT_DONT_CHANGE,
DWORD dwVertOffset = FEEL_EFFECT_DONT_CHANGE,
DWORD dwHorizNodeSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwVertNodeSaturation = FEEL_EFFECT_DONT_CHANGE
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwHorizSpacing = FEEL_GRID_DEFAULT_HORIZ_SPACING,
DWORD dwVertSpacing = FEEL_GRID_DEFAULT_VERT_SPACING,
LONG lHorizNodeStrength = FEEL_GRID_DEFAULT_NODE_STRENGTH,
LONG lVertNodeStrength = FEEL_GRID_DEFAULT_NODE_STRENGTH,
DWORD dwHorizOffset = FEEL_GRID_DEFAULT_HORIZ_OFFSET,
DWORD dwVertOffset = FEEL_GRID_DEFAULT_VERT_OFFSET,
DWORD dwHorizNodeSaturation = FEEL_GRID_DEFAULT_NODE_SATURATION,
DWORD dwVertNodeSaturation = FEEL_GRID_DEFAULT_NODE_SATURATION
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelGrid::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Grid);
}
#endif // !defined(AFX_FEELGrid_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,178 +0,0 @@
/**********************************************************************
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: FeelInertia.h
PURPOSE: Feelit API Inertia Effect Class
STARTED: 12/29/97
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_FEELInertia_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELInertia_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 "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_INERTIA_DEFAULT_COEFFICIENT 2500
#define FEEL_INERTIA_DEFAULT_SATURATION 10000
#define FEEL_INERTIA_DEFAULT_MIN_ACCELERATION 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_INERTIA_DEFAULT_COEFFICIENT FEEL_INERTIA_DEFAULT_COEFFICIENT
#define FORCE_INERTIA_DEFAULT_SATURATION FEEL_INERTIA_DEFAULT_SATURATION
#define FORCE_INERTIA_DEFAULT_MIN_ACCELERATION FEEL_INERTIA_DEFAULT_MIN_ACCELERATION
//================================================================
// CFeelInertia
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelInertia : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelInertia();
// Destructor
virtual
~CFeelInertia();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwCoefficient,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwMinAcceleration = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParametersPolar(
DWORD dwCoefficient,
DWORD dwSaturation,
DWORD dwMinAcceleration,
LONG lAngle
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwCoefficient = FEEL_INERTIA_DEFAULT_COEFFICIENT,
DWORD dwSaturation = FEEL_INERTIA_DEFAULT_SATURATION,
DWORD dwMinAcceleration = FEEL_INERTIA_DEFAULT_MIN_ACCELERATION,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
DWORD dwCoefficient,
DWORD dwSaturation,
DWORD dwMinAcceleration,
LONG lAngle
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelInertia::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Inertia);
}
#endif // !defined(AFX_FEELInertia_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,247 +0,0 @@
/**********************************************************************
Copyright (c) 1999 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: FEELitIFR.h
PURPOSE: Input/Output for IFR Files, FEELit version
STARTED:
NOTES/REVISIONS:
**********************************************************************/
#if !defined( _FEELIT2_H_)
#define _FEELIT2_H_
#ifndef __FEELITAPI_INCLUDED__
#error include 'dinput.h' before including this file for structures.
#endif /* !__DINPUT_INCLUDED__ */
#define IFRAPI __stdcall
#if !defined(_FFCDLL_)
#define DLLAPI __declspec(dllimport)
#else
#define DLLAPI __declspec(dllexport)
#endif
#if defined __cplusplus
extern "C" {
#endif /* __cplusplus */
/*
** CONSTANTS
*/
/*
** RT_FEELIT - Resource type for IFR projects stored as resources.
** This is the resource type looked for by IFLoadProjectResource().
*/
#define RT_FEELIT ((LPCSTR)"FEELIT")
/*
** TYPES/STRUCTURES
*/
/*
** HIFRPROJECT - used to identify a loaded project as a whole.
** individual objects within a project are uniquely referenced by name.
** Created by the IFLoadProject*() functions and released by IFReleaseProject().
*/
typedef LPVOID HIFRPROJECT;
/*
** IFREffect - contains the information needed to create a DI effect
** using IDirectInputEffect::CreateEffect(). An array of pointers to these
** structures is allocated and returned by IFCreateEffectStructs().
*/
typedef struct {
GUID guid;
LPFEELIT_EFFECT lpDIEffect;
} IFREffect;
/*
** FUNCTION DECLARATIONS
*/
/*
** IFLoadProjectResource() - Load a project from a resource.
** hRsrcModule - handle of the module containing the project definition resource.
** pRsrcName - name or MAKEINTRESOURCE(id) identifier of resource to load.
** pDevice - device for which the project is being loaded. If NULL,
** effects will be created generically, and IFCreateEffects() will fail.
** Returns an identifier for the loaded project, or NULL if unsuccessful.
*/
DLLAPI
HIFRPROJECT
IFRAPI
IFRLoadProjectResource(
HMODULE hRsrcModule,
LPCSTR pRsrcName,
LPIFEELIT_DEVICE pDevice );
/*
** IFLoadProjectPointer() - Load a project from a pointer.
** pProject - points to a project definition.
** pDevice - device for which the project is being loaded. If NULL,
** effects will be created generically, and IFCreateEffects() will fail.
** Returns an identifier for the loaded project, or NULL if unsuccessful.
*/
DLLAPI
HIFRPROJECT
IFRAPI
IFRLoadProjectPointer(
LPVOID pProject,
LPIFEELIT_DEVICE pDevice );
/*
** IFLoadProjectFile() - Load a project from a file.
** pProjectFileName - points to a project file name.
** pDevice - device for which the project is being loaded. If NULL,
** effects will be created generically, and IFCreateEffects() will fail.
** Returns an identifier for the loaded project, or NULL if unsuccessful.
*/
DLLAPI
HIFRPROJECT
IFRAPI
IFRLoadProjectFile(
LPCSTR pProjectFileName,
LPIFEELIT_DEVICE pDevice );
/*
** IFLoadProjectObjectPointer() - Load a project from a pointer to a single
** object definition (usually used only by the editor).
** pObject - points to an object definition.
** pDevice - device for which the project is being loaded. If NULL,
** effects will be created generically, and IFCreateEffects() will fail.
** Returns an identifier for the loaded project, or NULL if unsuccessful.
*/
DLLAPI
HIFRPROJECT
IFRAPI
IFRLoadProjectObjectPointer(
LPVOID pObject,
LPIFEELIT_DEVICE pDevice );
/*
** IFReleaseProject() - Release a loaded project.
** hProject - identifies the project to be released.
** Returns TRUE if the project is released, FALSE if it is an invalid project.
*/
DLLAPI
BOOL
IFRAPI
IFRReleaseProject(
HIFRPROJECT hProject );
/*
** IFCreateEffectStructs() - Create IFREffects for a named effect.
** hProject - identifies the project containing the object.
** pObjectName - name of the object for which to create structures.
** pNumEffects - if not NULL will be set to a count of the IFREffect
** structures in the array (not including the terminating NULL pointer.)
** Returns a pointer to the allocated array of pointers to IFREffect
** structures. The array is terminated with a NULL pointer. If the
** function fails, a NULL pointer is returned.
*/
DLLAPI
IFREffect **
IFRAPI
IFRCreateEffectStructs(
HIFRPROJECT hProject,
LPCSTR pObjectName,
int *pNumEffects );
DLLAPI
IFREffect **
IFRAPI
IFRCreateEffectStructsByIndex(
HIFRPROJECT hProject,
int nObjectIndex,
int *pNumEffects );
DLLAPI
LPCSTR
IFRAPI
IFRGetObjectNameByIndex(
HIFRPROJECT hProject,
int nObjectIndex );
/*
** IFReleaseEffectStructs() - Release an array of IFREffects.
** hProject - identifies the project for which the effects were created.
** pEffects - points to the array of IFREffect pointers to be released.
** Returns TRUE if the array is released, FALSE if it is an invalid array.
*/
DLLAPI
BOOL
IFRAPI
IFRReleaseEffectStructs(
HIFRPROJECT hProject,
IFREffect **pEffects );
/*
** IFCreateEffects() - Creates the DirectInput effects using
** IDirectInput::CreateEffect().
** hProject - identifies the project containing the object.
** pObjectName - name of the object for which to create effects.
** pNumEffects - if not NULL will be set to a count of the IDirectInputEffect
** pointers in the array (not including the terminating NULL pointer.)
** Returns a pointer to the allocated array of pointers to IDirectInputEffects.
** The array is terminated with a NULL pointer. If the function fails,
** a NULL pointer is returned.
*/
DLLAPI
LPIFEELIT_EFFECT *
IFRAPI
IFRCreateEffects(
HIFRPROJECT hProject,
LPCSTR pObjectName,
int *pNumEffects );
/*
** IFReleaseEffects() - Releases an array of IDirectInputEffect structures.
** hProject - identifies the project for which the effects were created.
** pEffects - points to the array if IDirectInputEffect pointers to be released.
** Returns TRUE if the array is released, FALSE if it is an invalid array.
*/
DLLAPI
BOOL
IFRAPI
IFRReleaseEffects(
HIFRPROJECT hProject,
LPIFEELIT_EFFECT *pEffects );
DLLAPI
BOOL
IFRAPI
DllMain(
HINSTANCE hInstDLL,
DWORD fdwReason,
LPVOID lpvReserved );
#if defined __cplusplus
}
#endif /* __cplusplus */
#endif /* !IForce2_h */

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@ -1,143 +0,0 @@
/**********************************************************************
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: FeelMouse.h
PURPOSE: Abstraction of Feelit mouse device
STARTED: 10/10/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#ifndef FeelMouse_h
#define FeelMouse_h
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include "FeelDevice.h"
//================================================================
// CFeelMouse
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelMouse : public CFeelDevice
{
//
// CONSTRUCTOR/DESCTRUCTOR
//
public:
// Constructor
CFeelMouse();
// Destructor
virtual
~CFeelMouse();
//
// ATTRIBUTES
//
public:
virtual LPIFEEL_API
GetAPI()
{ return m_piApi; }
virtual LPIFEEL_DEVICE
GetDevice()
{ return m_piDevice; }
BOOL
HaveForceFeelitMouse()
{ return m_piDevice != NULL; }
//
// OPERATIONS
//
public:
BOOL
Initialize(
HANDLE hinstApp,
HANDLE hwndApp,
DWORD dwCooperativeFlag = FEELIT_FCOOPLEVEL_FOREGROUND
);
virtual BOOL
ChangeScreenResolution(
BOOL bAutoSet,
DWORD dwXScreenSize = 0,
DWORD dwYScreenSize = 0
);
// Another syntax for SwitchToAbsoluteMode.
// The default is Absolute mode. Call only to switch to Relative mode or
// to switch back to Absolute mode.
virtual BOOL
SwitchToAbsoluteMode(
BOOL bAbsMode
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
virtual void
reset();
virtual BOOL
prepare_device();
//
// INTERNAL DATA
//
protected:
LPIFEEL_API m_piApi;
LPIFEEL_DEVICE m_piDevice;
};
#endif // ForceFeelitMouse_h

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@ -1,227 +0,0 @@
/**********************************************************************
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: FeelPeriodic.h
PURPOSE: Base Periodic Class for Feelit API Foundation Classes
STARTED: 11/03/97
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_FEELPERIODIC_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELPERIODIC_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
#define FEEL_PERIODIC_DEFAULT_DURATION 1000 // Milliseconds
#define FEEL_PERIODIC_DEFAULT_MAGNITUDE 5000
#define FEEL_PERIODIC_DEFAULT_PERIOD 100 // Milliseconds
#define FEEL_PERIODIC_DEFAULT_OFFSET 0
#define FEEL_PERIODIC_DEFAULT_PHASE 0 // Degrees
#define FEEL_PERIODIC_DEFAULT_DIRECTION_X 1 // Pixels
#define FEEL_PERIODIC_DEFAULT_DIRECTION_Y 0 // Pixels
#define FEEL_PERIODIC_DEFAULT_ANGLE 9000 // 100ths of degrees
//
// FORCE --> FEEL Wrappers
//
#define FORCE_PERIODIC_DEFAULT_DURATION FEEL_PERIODIC_DEFAULT_DURATION
#define FORCE_PERIODIC_DEFAULT_MAGNITUDE FEEL_PERIODIC_DEFAULT_MAGNITUDE
#define FORCE_PERIODIC_DEFAULT_PERIOD FEEL_PERIODIC_DEFAULT_PERIOD
#define FORCE_PERIODIC_DEFAULT_OFFSET FEEL_PERIODIC_DEFAULT_OFFSET
#define FORCE_PERIODIC_DEFAULT_PHASE FEEL_PERIODIC_DEFAULT_PHASE
#define FORCE_PERIODIC_DEFAULT_DIRECTION_X FEEL_PERIODIC_DEFAULT_DIRECTION_X
#define FORCE_PERIODIC_DEFAULT_DIRECTION_Y FEEL_PERIODIC_DEFAULT_DIRECTION_Y
#define FORCE_PERIODIC_DEFAULT_ANGLE FEEL_PERIODIC_DEFAULT_ANGLE
//================================================================
// CFeelPeriodic
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelPeriodic : public CFeelEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructors
// You may use this form if you will immediately initialize it
// from an IFR file...
CFeelPeriodic();
// Otherwise use this form...
CFeelPeriodic(
const GUID& rguidEffect
);
// Destructor
virtual
~CFeelPeriodic();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
DWORD dwMagnitude,
DWORD dwPeriod = FEEL_EFFECT_DONT_CHANGE,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE,
LONG lOffset = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPhase = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
BOOL
ChangeParametersPolar(
DWORD dwMagnitude,
DWORD dwPeriod = FEEL_EFFECT_DONT_CHANGE,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lAngle = FEEL_EFFECT_DONT_CHANGE,
LONG lOffset = FEEL_EFFECT_DONT_CHANGE,
DWORD dwPhase = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
DWORD dwMagnitude = FEEL_PERIODIC_DEFAULT_MAGNITUDE,
DWORD dwPeriod = FEEL_PERIODIC_DEFAULT_PERIOD,
DWORD dwDuration = FEEL_PERIODIC_DEFAULT_DURATION,
LONG lDirectionX = FEEL_PERIODIC_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_PERIODIC_DEFAULT_DIRECTION_Y,
LONG lOffset = FEEL_PERIODIC_DEFAULT_OFFSET,
DWORD dwPhase = FEEL_PERIODIC_DEFAULT_PHASE,
LPFEEL_ENVELOPE pEnvelope = NULL
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
DWORD dwMagnitude = FEEL_PERIODIC_DEFAULT_MAGNITUDE,
DWORD dwPeriod = FEEL_PERIODIC_DEFAULT_PERIOD,
DWORD dwDuration = FEEL_PERIODIC_DEFAULT_DURATION,
LONG lAngle = FEEL_PERIODIC_DEFAULT_ANGLE,
LONG lOffset = FEEL_PERIODIC_DEFAULT_OFFSET,
DWORD dwPhase = FEEL_PERIODIC_DEFAULT_PHASE,
LPFEEL_ENVELOPE pEnvelope = NULL
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
DWORD dwDuration,
DWORD dwMagnitude,
DWORD dwPeriod,
LONG lOffset,
DWORD dwPhase,
LPFEEL_ENVELOPE pEnvelope
);
//
// INTERNAL DATA
//
protected:
FEEL_PERIODIC m_Periodic;
};
//
// INLINES
//
inline BOOL
CFeelPeriodic::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Sine) ||
IsEqualGUID(guid, GUID_Feel_Square) ||
IsEqualGUID(guid, GUID_Feel_Triangle) ||
IsEqualGUID(guid, GUID_Feel_SawtoothUp) ||
IsEqualGUID(guid, GUID_Feel_SawtoothDown);
}
#endif // !defined(AFX_FEELPERIODIC_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,302 +0,0 @@
/**********************************************************************
Copyright (c) 1999 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: FeelProjects.h
PURPOSE: CFeelProject
Manages a set of forces in a project.
There will be a project for each opened IFR file.
CFeelProjects
Manages a set of projects
STARTED: 2/22/99 by Jeff Mallett
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#ifndef __FEEL_PROJECTS_H
#define __FEEL_PROJECTS_H
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include "FFCErrors.h"
#include "FeelBaseTypes.h"
#include "FeelDevice.h"
#include "FeelCompoundEffect.h"
class CFeelProjects;
//================================================================
// CFeelProject
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelProject
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
CFeelProject() :
m_hProj(NULL), m_pCreatedEffects(NULL),
m_pNext(NULL), m_pDevice(NULL)
{ }
~CFeelProject();
void
Close();
//
// ATTRIBUTES
//
public:
CFeelDevice*
GetDevice() const
{ return m_pDevice; }
BOOL
GetIsOpen() const
{ return m_hProj != NULL; }
CFeelCompoundEffect *
GetCreatedEffect(
LPCSTR lpszEffectName
);
//
// OPERATIONS
//
public:
BOOL
Start(
LPCSTR lpszEffectName = NULL,
DWORD dwIterations = 1,
DWORD dwFlags = 0,
CFeelDevice* pDevice = NULL
);
BOOL
Stop(
LPCSTR lpszEffectName = NULL
);
BOOL
OpenFile(
LPCSTR lpszFilePath,
CFeelDevice *pDevice
);
LoadProjectObjectPointer(
BYTE *pMem,
CFeelDevice *pDevice
);
CFeelCompoundEffect *
CreateEffect(
LPCSTR lpszEffectName,
CFeelDevice* pDevice = NULL
);
CFeelCompoundEffect *
CreateEffectByIndex(
int nEffectIndex,
CFeelDevice* pDevice = NULL
);
CFeelCompoundEffect *
AddEffect(
LPCSTR lpszEffectName,
GENERIC_EFFECT_PTR pObject
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
void
set_next(
CFeelProject *pNext
)
{ m_pNext = pNext; }
CFeelProject *
get_next() const
{ return m_pNext; }
void
append_effect_to_list(
CFeelCompoundEffect* pEffect
);
IFREffect **
create_effect_structs(
LPCSTR lpszEffectName,
int &nEff
);
IFREffect **
create_effect_structs_by_index(
int nEffectIndex,
int &nEff
);
BOOL
release_effect_structs(
IFREffect **hEffects
);
//
// FRIENDS
//
public:
friend BOOL
CFeelEffect::InitializeFromProject(
CFeelProject &project,
LPCSTR lpszEffectName,
CFeelDevice* pDevice /* = NULL */
);
friend class CFeelProjects;
//
// INTERNAL DATA
//
protected:
HIFRPROJECT m_hProj;
CFeelCompoundEffect* m_pCreatedEffects;
CFeelDevice* m_pDevice;
private:
CFeelProject* m_pNext;
};
//================================================================
// CFeelProjects
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelProjects
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
CFeelProjects() : m_pProjects(NULL) { }
~CFeelProjects();
void
Close();
//
// ATTRIBUTES
//
public:
CFeelProject *
GetProject(
int index = 0
);
//
// OPERATIONS
//
public:
BOOL
Stop();
long
OpenFile(
LPCSTR lpszFilePath,
CFeelDevice *pDevice
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
CFeelProject *m_pProjects;
};
#endif // __FEEL_PROJECTS_H

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@ -1,194 +0,0 @@
/**********************************************************************
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: FeelRamp.h
PURPOSE: Base Ramp Force Class for Feelit API Foundation Classes
STARTED: 12/11/97
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_FEELRAMP_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELRAMP_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 "FeelBaseTypes.h"
#include "FeelEffect.h"
//================================================================
// Constants
//================================================================
#define FEEL_RAMP_DEFAULT_DURATION 1000 // Milliseconds
#define FEEL_RAMP_DEFAULT_MAGNITUDE_START 0
#define FEEL_RAMP_DEFAULT_MAGNITUDE_END 10000
//
// FORCE --> FEEL Wrappers
//
#define FORCE_RAMP_DEFAULT_DURATION FEEL_RAMP_DEFAULT_DURATION
#define FORCE_RAMP_DEFAULT_MAGNITUDE_START FEEL_RAMP_DEFAULT_MAGNITUDE_START
#define FORCE_RAMP_DEFAULT_MAGNITUDE_END FEEL_RAMP_DEFAULT_MAGNITUDE_END
//================================================================
// CFeelRamp
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelRamp : public CFeelEffect
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelRamp();
// Destructor
virtual
~CFeelRamp();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
LONG lDirectionX,
LONG lDirectionY,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lMagStart = FEEL_EFFECT_DONT_CHANGE,
LONG lMagEnd = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
BOOL
ChangeParametersPolar(
LONG lAngle,
DWORD dwDuration = FEEL_EFFECT_DONT_CHANGE,
LONG lMagStart = FEEL_EFFECT_DONT_CHANGE,
LONG lMagEnd = FEEL_EFFECT_DONT_CHANGE,
LPFEEL_ENVELOPE pEnvelope = (LPFEEL_ENVELOPE) FEEL_EFFECT_DONT_CHANGE_PTR
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y,
DWORD dwDuration = FEEL_RAMP_DEFAULT_DURATION,
LONG lMagStart = FEEL_RAMP_DEFAULT_MAGNITUDE_START,
LONG lMagEnd = FEEL_RAMP_DEFAULT_MAGNITUDE_END,
LPFEEL_ENVELOPE pEnvelope = NULL
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
LONG lAngle = FEEL_EFFECT_DEFAULT_ANGLE,
DWORD dwDuration = FEEL_RAMP_DEFAULT_DURATION,
LONG lMagStart = FEEL_RAMP_DEFAULT_MAGNITUDE_START,
LONG lMagEnd = FEEL_RAMP_DEFAULT_MAGNITUDE_END,
LPFEEL_ENVELOPE pEnvelope = NULL
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
BOOL
set_parameters(
DWORD dwfCoordinates,
LONG lDirection0,
LONG lDirection1,
DWORD dwDuration,
LONG lMagStart,
LONG lMagEnd,
LPFEEL_ENVELOPE pEnvelope
);
//
// INTERNAL DATA
//
protected:
FEEL_RAMPFORCE m_RampForce;
};
//
// INLINES
//
inline BOOL
CFeelRamp::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_RampForce);
}
#endif // !defined(AFX_FEELRAMP_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,191 +0,0 @@
/**********************************************************************
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: FeelSpring.h
PURPOSE: Feelit API Spring Class
STARTED: 10/10/97
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_FEELSPRING_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FEELSPRING_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 "FeelCondition.h"
//================================================================
// Constants
//================================================================
#define FEEL_SPRING_DEFAULT_STIFFNESS 2500
#define FEEL_SPRING_DEFAULT_SATURATION 10000
#define FEEL_SPRING_DEFAULT_DEADBAND 100
#define FEEL_SPRING_DEFAULT_CENTER_POINT FEEL_EFFECT_MOUSE_POS_AT_START
#define FEEL_SPRING_DEFAULT_DIRECTION_X 1
#define FEEL_SPRING_DEFAULT_DIRECTION_Y 0
#define FEEL_SPRING_DEFAULT_ANGLE 0
//
// FORCE --> FEEL Wrappers
//
#define FORCE_SPRING_DEFAULT_STIFFNESS FEEL_SPRING_DEFAULT_STIFFNESS
#define FORCE_SPRING_DEFAULT_SATURATION FEEL_SPRING_DEFAULT_SATURATION
#define FORCE_SPRING_DEFAULT_DEADBAND FEEL_SPRING_DEFAULT_DEADBAND
#define FORCE_SPRING_DEFAULT_CENTER_POINT FEEL_SPRING_DEFAULT_CENTER_POINT
#define FORCE_SPRING_DEFAULT_DIRECTION_X FEEL_SPRING_DEFAULT_DIRECTION_X
#define FORCE_SPRING_DEFAULT_DIRECTION_Y FEEL_SPRING_DEFAULT_DIRECTION_Y
#define FORCE_SPRING_DEFAULT_ANGLE FEEL_SPRING_DEFAULT_ANGLE
//================================================================
// CFeelSpring
//================================================================
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFeelSpring : public CFeelCondition
{
//
// CONSTRUCTOR/DESTRUCTOR
//
public:
// Constructor
CFeelSpring();
// Destructor
virtual
~CFeelSpring();
//
// ATTRIBUTES
//
public:
virtual BOOL
GetIsCompatibleGUID(
GUID &guid
);
BOOL
ChangeParameters(
POINT pntCenter,
LONG lStiffness = FEEL_EFFECT_DONT_CHANGE,
DWORD dwSaturation = FEEL_EFFECT_DONT_CHANGE,
DWORD dwDeadband = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionX = FEEL_EFFECT_DONT_CHANGE,
LONG lDirectionY = FEEL_EFFECT_DONT_CHANGE
);
BOOL
ChangeParametersPolar(
POINT pntCenter,
LONG lStiffness,
DWORD dwSaturation,
DWORD dwDeadband,
LONG lAngle
);
//
// OPERATIONS
//
public:
virtual BOOL
Initialize(
CFeelDevice* pDevice,
LONG lStiffness = FEEL_SPRING_DEFAULT_STIFFNESS,
DWORD dwSaturation = FEEL_SPRING_DEFAULT_SATURATION,
DWORD dwDeadband = FEEL_SPRING_DEFAULT_DEADBAND,
DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH,
POINT pntCenter = FEEL_SPRING_DEFAULT_CENTER_POINT,
LONG lDirectionX = FEEL_SPRING_DEFAULT_DIRECTION_X,
LONG lDirectionY = FEEL_SPRING_DEFAULT_DIRECTION_Y,
BOOL bUseDeviceCoordinates = FALSE
);
virtual BOOL
InitializePolar(
CFeelDevice* pDevice,
LONG lStiffness,
DWORD dwSaturation,
DWORD dwDeadband,
POINT pntCenter,
LONG lAngle,
BOOL bUseDeviceCoordinates = FALSE
);
//
// ------ PRIVATE INTERFACE ------
//
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
protected:
};
//
// INLINES
//
inline BOOL
CFeelSpring::GetIsCompatibleGUID(GUID &guid)
{
return IsEqualGUID(guid, GUID_Feel_Spring);
}
#endif // !defined(AFX_FEELSPRING_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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@ -1,287 +0,0 @@
/**********************************************************************
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_)

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@ -1,78 +0,0 @@
/**********************************************************************
Copyright (c) 1997,8,9 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: FFC.h
PURPOSE: Class Types for the Force Foundation Classes
STARTED: 10/29/97
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
**********************************************************************/
#if !defined(AFX_FFC_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
#define AFX_FFC_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#include "FeelBox.h"
#include "FeelCondition.h"
#include "FeelConstant.h"
#include "FeelDamper.h"
#include "FeelDevice.h"
#include "FeelDXDevice.h"
#include "FeelEffect.h"
#include "FeelEllipse.h"
#include "FeelEnclosure.h"
#include "FeelMouse.h"
#include "FeelFriction.h"
#include "FeelGrid.h"
#include "FeelInertia.h"
#include "FeelPeriodic.h"
#include "FeelProjects.h"
#include "FeelRamp.h"
#include "FeelSpring.h"
#include "FeelTexture.h"
#include "FFCErrors.h"
#endif // !defined(AFX_FFC_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)

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/**********************************************************************
Copyright (c) 1999 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: FFCErrors.h
PURPOSE: Error codes returned in FFC; Error handling in FFC
STARTED: 2/28/99 by Jeff Mallett
NOTES/REVISIONS:
3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
3/6/99 jrm: Added user error handling control
3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
**********************************************************************/
#if !defined(FFCERRORS_H__INCLUDED_)
#define FFCERRORS_H__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _FFCDLL_
#define DLLFFC __declspec(dllimport)
#else
#define DLLFFC __declspec(dllexport)
#endif
#include <winerror.h>
#include "FeelBaseTypes.h"
/****************************************************************************
*
* Error Codes
*
****************************************************************************/
typedef enum {
FFC_ERR_OK = 0,
FFC_ERR_UNKNOWN_ERROR = 1,
FFC_ERR_ALLOCATION_FAILED = 2,
FFC_ERR_INVALID_PARAMETER = 3,
FFC_ERR_NULL_PARAMETER = 4,
FFC_ERR_WRONG_FORM = 5,
FFC_ERR_DEVICE_IS_NULL = 6,
FFC_ERR_INVALID_GUID = 7,
FFC_ERR_EFFECT_NOT_INITIALIZED = 8,
FFC_ERR_CANT_INITIALIZE_DEVICE = 9,
FFC_ERR_CANT_CREATE_EFFECT = 10,
FFC_ERR_CANT_CREATE_EFFECT_FROM_IFR = 11,
FFC_ERR_NO_EFFECTS_FOUND = 12,
FFC_ERR_EFFECT_IS_COMPOUND = 13,
FFC_ERR_PROJECT_ALREADY_OPEN = 14,
FFC_ERR_PROJECT_NOT_OPEN = 15
} FFC_ERROR_CODE;
typedef enum {
FFC_OUTPUT_ERR_TO_DEBUG = 0x0001,
FFC_OUTPUT_ERR_TO_DIALOG = 0x0002
} FFC_ERROR_HANDLING_FLAGS;
/****************************************************************************
*
* Macros
*
****************************************************************************/
//
// ------ PUBLIC MACROS ------
//
#define FFC_GET_LAST_ERROR CFFCErrors::GetLastErrorCode()
#define FFC_SET_ERROR_HANDLING CFFCErrors::SetErrorHandling
//
// ------ PRIVATE MACROS ------
//
#if (FFC_VERSION >= 0x0110)
#define FFC_SET_ERROR(err) CFFCErrors::SetErrorCode(err, __FILE__, __LINE__)
#else
#define FFC_SET_ERROR(err) CFFCErrors::SetErrorCode(err)
#endif
#define FFC_CLEAR_ERROR FFC_SET_ERROR(FFC_ERR_OK)
/****************************************************************************
*
* CFFCErrors
*
****************************************************************************/
// All members are static. Don't bother instantiating an object of this class.
//
// ------ PUBLIC INTERFACE ------
//
class DLLFFC CFFCErrors
{
//
// ATTRIBUTES
//
public:
static HRESULT
GetLastErrorCode()
{ return m_Err; }
static void
SetErrorHandling(unsigned long dwFlags)
{ m_dwErrHandlingFlags = dwFlags; }
//
// ------ PRIVATE INTERFACE ------
//
// Internally used by FFC classes
static void
SetErrorCode(
HRESULT err
#if (FFC_VERSION >= 0x0110)
, const char *sFile, int nLine
#endif
);
//
// HELPERS
//
protected:
//
// INTERNAL DATA
//
private:
static HRESULT m_Err;
static unsigned long m_dwErrHandlingFlags;
};
#endif // FFCERRORS_H__INCLUDED_

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// Filename:- fffx.cpp (Force-Feedback FX)
//
// (Function names with "_FF_" beginnings are my internal stuff only, "FF_" beginnings are for external stuff)
//
#define INITGUID // this will need removing if already defined in someone else's module. Only one must exist in whole game
#include "../../client/client.h"
#include "../win_local.h"
#include "ffc.h"
#include "fffx_feel.h"
// these now MUST default to NULL...
//
CFeelDevice *g_pFeelDevice=NULL;
CFeelProject *g_pFeelProject=NULL;
CFeelSpring *g_pFeelSpring=NULL;
ffFX_e ffFXLoaded[MAX_CONCURRENT_FFFXs];
//extern HINSTANCE global_hInstance;
//extern HWND cl_hwnd;
extern WinVars_t g_wv;
extern cvar_t *in_joystick;
cvar_t *use_ff;
cvar_t *ff_defaultTension;
void _FF_ClearUsageArray(void);
void _FF_ClearFXSlot(int i);
void _FF_ClearCreatePlayFXSlot(int iSlotNum, ffFX_e fffx);
void _FF_CreatePlayFXSlot(int iSlotNum, ffFX_e fffx);
void _FF_PlayFXSlot(int iSlotNum);
// externally accessed
qboolean FF_IsAvailable(void)
{
return g_pFeelDevice?TRUE:FALSE;
}
qboolean FF_IsMouse(void)
{
if (g_pFeelDevice && (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_MOUSE))
return TRUE;
return FALSE;
}
// 4 semi-useful CMD functions...
void CMD_FF_UseMouse(void)
{
FF_Init(TRUE);
}
void CMD_FF_UseJoy(void)
{
FF_Init(FALSE);
}
// arg = 0..3
//
void CMD_FF_Tension(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf ("ff_tension <tension [0..3]> (default = 1)\n");
return;
}
int iTension = atoi(Cmd_Argv(1));
if (iTension<0 || iTension>3)
{
Com_Printf ("ff_tension <tension [0..3]>\n");
return;
}
if (g_pFeelSpring)
{
Com_Printf(va("Setting tension %d\n",iTension));
Cvar_Set(ff_defaultTension->name,va("%d",iTension));
FF_SetTension(iTension);
}
else
{
Com_Printf("No spring device\n");
}
}
typedef struct
{
char* psName;
ffFX_e eFXNum;
}FFFX_LOOKUP;
#define FFFX_ENTRY(blah) {#blah,(ffFX_e)fffx_ ## blah}
FFFX_LOOKUP FFFX_Lookup[fffx_NUMBEROF]=
{
FFFX_ENTRY( RandomNoise ),
FFFX_ENTRY( AircraftCarrierTakeOff ), // this one is pointless / dumb
FFFX_ENTRY( BasketballDribble ),
FFFX_ENTRY( CarEngineIdle ),
FFFX_ENTRY( ChainsawIdle ),
FFFX_ENTRY( ChainsawInAction ),
FFFX_ENTRY( DieselEngineIdle ),
FFFX_ENTRY( Jump ),
FFFX_ENTRY( Land ),
FFFX_ENTRY( MachineGun ),
FFFX_ENTRY( Punched ),
FFFX_ENTRY( RocketLaunch ),
FFFX_ENTRY( SecretDoor ),
FFFX_ENTRY( SwitchClick ),
FFFX_ENTRY( WindGust ),
FFFX_ENTRY( WindShear ), // also pretty crap
FFFX_ENTRY( Pistol ),
FFFX_ENTRY( Shotgun ),
FFFX_ENTRY( Laser1 ),
FFFX_ENTRY( Laser2 ),
FFFX_ENTRY( Laser3 ),
FFFX_ENTRY( Laser4 ),
FFFX_ENTRY( Laser5 ),
FFFX_ENTRY( Laser6 ),
FFFX_ENTRY( OutOfAmmo ),
FFFX_ENTRY( LightningGun ),
FFFX_ENTRY( Missile ),
FFFX_ENTRY( GatlingGun ),
FFFX_ENTRY( ShortPlasma ),
FFFX_ENTRY( PlasmaCannon1 ),
FFFX_ENTRY( PlasmaCannon2 ),
FFFX_ENTRY( Cannon )
};
void CMD_FF_Play(void)
{
if (Cmd_Argc() != 2 && Cmd_Argc() != 3)
{
Com_Printf ("ff_play <n> (where n = 0..%d) || ff_play name \"fxname\"\n",fffx_NUMBEROF-1);
return;
}
ffFX_e eFX = fffx_NULL;
if (!Q_stricmp(Cmd_Argv(1),"name"))
{
if (Cmd_Argc() != 3)
{
Com_Printf ("ff_play <n> (where n = 0..%d) || ff_play name \"fxname\"\n",0,fffx_NUMBEROF-1);
return;
}
for (int i=0; i<fffx_NUMBEROF; i++)
{
if (!Q_stricmp(FFFX_Lookup[i].psName,Cmd_Argv(2)))
{
eFX = FFFX_Lookup[i].eFXNum;
break;
}
}
}
else
{
eFX = (ffFX_e) atoi(Cmd_Argv(1));
}
if (eFX>=0 && eFX<fffx_NUMBEROF)
{
Com_Printf ("Playing FFFX # %d...(%s)\n",eFX,FFFX_Lookup[eFX].psName);
FF_Play(eFX);
}
}
// arg 0..n..10000
void CMD_FF_Spring(void)
{
if (Cmd_Argc() != 2)
{
Com_Printf ("ff_spring <0..10000>\n");
return;
}
long lSpring = atoi(Cmd_Argv(1));
if (lSpring<0 || lSpring>10000)
{
Com_Printf ("ff_spring <0..10000>\n");
return;
}
if (g_pFeelSpring)
{
Com_Printf(va("Setting spring to %d\n",lSpring));
FF_SetSpring(lSpring);
}
else
{
Com_Printf("No spring device\n");
}
}
// Called once only during .exe lifetime...
//
void FF_Init(qboolean bTryMouseFirst)
{
FF_Shutdown();
Cmd_AddCommand ("ff_usemouse", CMD_FF_UseMouse);
Cmd_AddCommand ("ff_usejoy", CMD_FF_UseJoy);
Cmd_AddCommand ("ff_tension", CMD_FF_Tension);
Cmd_AddCommand ("ff_spring", CMD_FF_Spring);
Cmd_AddCommand ("ff_play", CMD_FF_Play);
// ====================================
Com_Printf("\n" S_COLOR_CYAN "------- Force Feedback Initialization -------\n");
// for the moment default to OFF until usage tables are in...
use_ff = Cvar_Get ("use_ff", "0", CVAR_ARCHIVE);
ff_defaultTension = Cvar_Get ("ff_defaultTension", "1", CVAR_ARCHIVE);
// don't bother initializing if user specifically turned off force feedback...
//
if (!use_ff->value)
{
Com_Printf("...inhibited, not initializing\n\n");
return;
}
Com_Printf("Creating feedback device:\n");
if ( bTryMouseFirst )
{
CFeelMouse* m_pFeelMouse = new CFeelMouse;
if (m_pFeelMouse)
{
if (m_pFeelMouse->Initialize( g_wv.hInstance, g_wv.hWnd))
{
g_pFeelDevice = m_pFeelMouse;
}
else
{
delete m_pFeelMouse;
m_pFeelMouse = NULL;
}
}
}
if (!g_pFeelDevice)
{
// try a general DI FF device...
//
CFeelDXDevice* m_pFeelDXDevice = new CFeelDXDevice;
if (m_pFeelDXDevice)
{
if (m_pFeelDXDevice->Initialize( g_wv.hInstance, g_wv.hWnd))
{
g_pFeelDevice = m_pFeelDXDevice;
}
else
{
delete m_pFeelDXDevice;
m_pFeelDXDevice = NULL;
}
}
}
// g_pFeelDevice = CFeelDevice::CreateDevice(g_wv.hInstance, g_wv.hWnd);
if (!g_pFeelDevice)
{
Com_Printf("...no feedback devices found\n");
return;
}
else
{
_FeelInitEffects();
for (int _i=0; _i<MAX_CONCURRENT_FFFXs; _i++)
{
ffFXLoaded[_i] = fffx_NULL;
}
if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_MOUSE)
{
Com_Printf("...found FEELit Mouse\n");
g_pFeelDevice->UsesWin32MouseServices(FALSE);
}
else if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_DIRECTINPUT)
{
Com_Printf("...found feedback device\n");
g_pFeelSpring = new CFeelSpring;
if (!g_pFeelSpring->Initialize( g_pFeelDevice,
2000, //10000, // LONG lStiffness = FEEL_SPRING_DEFAULT_STIFFNESS
10000, //5000, // DWORD dwSaturation = FEEL_SPRING_DEFAULT_SATURATION
1000, //0, // DWORD dwDeadband = FEEL_SPRING_DEFAULT_DEADBAND // must be 0..n..10000
FEEL_EFFECT_AXIS_BOTH, // DWORD dwfAxis = FEEL_EFFECT_AXIS_BOTH
FEEL_SPRING_DEFAULT_CENTER_POINT, // POINT pntCenter = FEEL_SPRING_DEFAULT_CENTER_POINT
FEEL_EFFECT_DEFAULT_DIRECTION_X, // LONG lDirectionX = FEEL_EFFECT_DEFAULT_DIRECTION_X
FEEL_EFFECT_DEFAULT_DIRECTION_Y, // LONG lDirectionY = FEEL_EFFECT_DEFAULT_DIRECTION_Y
TRUE // TRUE = rel coords, else screen coords // BOOL bUseDeviceCoordinates = FALSE
)
)
{
Com_Printf("...(no device return spring)\n");
delete g_pFeelSpring;
g_pFeelSpring = NULL;
}
else
{
Com_Printf("...device return spring ok\n");
FF_SetTension(ff_defaultTension->integer); // 0..3
}
}// if (g_pFeelDevice->GetDeviceType() == FEEL_DEVICETYPE_DIRECTINPUT)
}
}
// call this at app shutdown... (or when switching controllers)
//
// (also called by FF_Init in case you're switching controllers so do everything
// as if-protected)
//
void FF_Shutdown(void)
{
// note the check first before print, since this is called from the init code
// as well, and it'd be weird to see the sutdown string first...
//
if (g_pFeelSpring || g_pFeelDevice)
{
Com_Printf("\n" S_COLOR_CYAN "------- Force Feedback Shutdown -------\n");
}
if (g_pFeelSpring)
{
Com_Printf("...closing return spring\n");
delete g_pFeelSpring;
g_pFeelSpring = NULL;
}
if (g_pFeelDevice)
{
Com_Printf("...closing feedback device\n");
_FF_ClearUsageArray();
delete g_pFeelDevice;
g_pFeelDevice = NULL;
}
Cmd_RemoveCommand ("ff_usemouse");
Cmd_RemoveCommand ("ff_usejoy");
Cmd_RemoveCommand ("ff_tension");
Cmd_RemoveCommand ("ff_spring");
Cmd_RemoveCommand ("ff_play");
}
void FF_EnsurePlaying(ffFX_e fffx)
{
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
// if user has specifically turned off force feedback at command line,
// or is not using the joystick as current input method (though this can be ignored because stick has a hands-on sensor),
// then forget it...
//
if (!use_ff->value)
return;
if (FF_IsAvailable())
{
// Have we already got this FF FX loaded?
//
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i]==fffx)
{
// yes, is it playing now?
//
if (_FeelEffectPlaying(i))
return;
_FF_PlayFXSlot(i);
return;
}
}
// if we got this far then it ain't even loaded, so...
//
FF_Play(fffx);
}// if (FF_IsAvailable())
}// void FF_EnsurePlaying(ffFX_e fffx)
// strictly speaking I suppose I should check that the current player is actually using a
// joystick as his current input method before sending an FF FX to it, but considering the stick
// will only move if he's holding it then he's daft to hold it and still use the keyboard or
// something, so for now I'll just leave it in to avoid yet another IF statement...
//
// Since the joystick appears to run out of FX ram very quickly I'll have to use a sort of rolling
// buffer principle I think...
//
// (watch the mid-func returns if you put anything at the end!)
//
void _FF_Play(ffFX_e fffx)
{
int i;
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
// if user has specifically turned off force feedback at command line,
// or is not using the joystick as current input method (though this can be ignored because stick has a hands-on sensor),
// then forget it...
//
if (!use_ff->value)
return;
if (FF_IsAvailable())
{
// first, search for an instance of this FF FX that's already loaded, if found, start it off again...
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i]==fffx)
{
_FF_PlayFXSlot(i);
return;
}
}
// ok, so we didn't find one of these already here, so search for any FF FX that's loaded but
// finished playing...
//
// (note that I prefer to re-use an existing one before looking for an empty slot so
// there's less chance of the create call failing because of lack of j/s ram)
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] != fffx_NULL)
{
// slot has an effect, has it finished?
//
if (!_FeelEffectPlaying(i))
{
_FF_ClearCreatePlayFXSlot(i,fffx);
return;
}
}// if (lpDIEffectsCreated[i])
}// for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
// At this point we haven't found an existing one to re-start, and there are no dead ones to reclaim, so
// we just look for an empty slot...
//
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] == fffx_NULL)
{
_FF_CreatePlayFXSlot(i,fffx);
return;
}
}
// Hmmm, we seem to have several FF FX's playing at once and we need another. Let's just trash one of the slots
// and take it over anyway. I'll use the second slot in case the first is some sort of permanent engine throb
// or similar...
//
_FF_ClearCreatePlayFXSlot(1,fffx);
}// if (FF_IsAvailable())
}// void FF_Play(ffFX_e fffx)
// hack-wrapper around original play() function because the stick keeps going slack!
//
void FF_Play(ffFX_e fffx)
{
if (FF_IsAvailable())
{
_FF_Play(fffx);
FF_SetTension(ff_defaultTension->integer);
}
}
void _FF_ClearUsageArray(void)
{
int i;
for (i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
_FF_ClearFXSlot(i);
}
}
// called from more than one place, subroutinised to avoid bugs if method changes...
//
void _FF_ClearFXSlot(int i)
{
if (ffFXLoaded[i] != fffx_NULL)
{
_FeelClearEffect(i);
}
ffFXLoaded [i]=fffx_NULL;
}
void _FF_ClearCreatePlayFXSlot(int iSlotNum, ffFX_e fffx)
{
// if this slot has a FF FX, zap it...
//
if (ffFXLoaded[iSlotNum] != fffx_NULL)
{
// if playing, stop it...
//
if (_FeelEffectPlaying(iSlotNum))
{
if (!_FeelStopEffect(iSlotNum))
{
return;
}
}
}
_FF_ClearFXSlot(iSlotNum); // so slot is left clear if err creating next ffFX_e
_FF_CreatePlayFXSlot(iSlotNum,fffx);
}
void _FF_CreatePlayFXSlot(int iSlotNum, ffFX_e fffx)
{
if (!_FeelCreateEffect(iSlotNum, fffx, g_pFeelDevice))
{
return;
}
// effect created ok, so record it's type...
//
ffFXLoaded[iSlotNum]=fffx;
//
// ... and start it playing...
//
_FF_PlayFXSlot(iSlotNum);
}
void _FF_PlayFXSlot(int iSlotNum)
{
#define FFFX_DURATION 1 // 1 = duration (repeat count?) (could be 'INFINITE')
#define FFFX_FLAGS 0 // 0 = special flags
if (!_FeelStartEffect(iSlotNum, FFFX_DURATION, FFFX_FLAGS))
{
return;
}
}
void FF_StopAll(void)
{
if (FF_IsAvailable())
{
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] != fffx_NULL)
{
/*BOOL bRes = */_FeelStopEffect(i);
}
}
}
}
void FF_Stop(ffFX_e fffx)
{
if (fffx<0 || fffx>=fffx_NUMBEROF)
return;
if (FF_IsAvailable())
{
for (int i=0; i<MAX_CONCURRENT_FFFXs; i++)
{
if (ffFXLoaded[i] == fffx)
{
/*BOOL bRes = */_FeelStopEffect(i);
}
}
}
}
// 0..n..10000
//
qboolean FF_SetSpring(long lSpring)
{
static qboolean bFXPlaying = FALSE;
if (FF_IsAvailable())
{
// this plays a spring effect, and set the tension accordingly. Tension of 0 results in an effect-stop call
//
if (g_pFeelSpring)
{
if (lSpring)
{
if (!bFXPlaying && !g_pFeelSpring->Start())
{
return FALSE;
}
bFXPlaying = TRUE;
static POINT p={0,0};
g_pFeelSpring->ChangeParameters(p, lSpring);
}
else
{
if (bFXPlaying && !g_pFeelSpring->Stop())
{
return FALSE;
}
bFXPlaying = FALSE;
}
return TRUE;
}
}
return FALSE;
}
// tension is 0 (none) to 3 (max)...
//
qboolean FF_SetTension(int iTension)
{
static long lSpringValues[4] = {0, 1000, 5000, 10000};
if (iTension>3)
iTension=3;
if (iTension<0)
iTension=0;
return FF_SetSpring(lSpringValues[iTension]);
}
///////////////////////// eof //////////////////////////////

View file

@ -1,689 +0,0 @@
// Filename:- fffx_Feel.cpp (Force-Feedback FX)
#include "../../client/client.h"
//#include "stdafx.h"
//#include "resource.h"
#include "fffx_feel.h"
extern cvar_t* js_ffmult;
#define MAX_EFFECTS_IN_COMPOUND 3 // This needs to be at least 3 for now. I can add array bounds checking later
CFeelEffect* g_pEffects[MAX_CONCURRENT_FFFXs][MAX_EFFECTS_IN_COMPOUND];
void _FeelInitEffects()
{
for (int i = 0; i < MAX_CONCURRENT_FFFXs; i++)
{
for (int j = 0; j < MAX_EFFECTS_IN_COMPOUND; j++)
{
g_pEffects[i][j] = NULL;
}
}
}
BOOL _FeelCreateEffect(int iSlotNum, ffFX_e fffx, CFeelDevice* pFeelDevice)
{
BOOL success = TRUE;
FEELIT_ENVELOPE envelope;
envelope.dwSize = sizeof(FEELIT_ENVELOPE);
switch (fffx)
{
case fffx_RandomNoise:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
7500 * js_ffmult->value, // magnitude
95, // period
10000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
8300 * js_ffmult->value, // magnitude
160, // period
10000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][2] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][2]))->InitializePolar(pFeelDevice,
8300 * js_ffmult->value, // magnitude
34, // period
10000, // duration
31000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_AircraftCarrierTakeOff:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 600000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 750000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
2500, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_BasketballDribble:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 40000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 30000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
150, // duration
5000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_CarEngineIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
2500 * js_ffmult->value, // magnitude
50, // period
10000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ChainsawIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
3600 * js_ffmult->value, // magnitude
60, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
18000, // angle
4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ChainsawInAction:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6700 * js_ffmult->value, // magnitude
60, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
18000, // angle
5000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][2] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][2]))->InitializePolar(pFeelDevice,
10000 * js_ffmult->value, // magnitude
340, // period
1000, // duration
18000, // angle
4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_DieselEngineIdle:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
2000 * js_ffmult->value, // magnitude
250, // period
10000, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
125, // period
10000, // duration
18000, // angle
1500, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Jump:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
500, // period
300, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Land:
envelope.dwAttackLevel = 6000;
envelope.dwAttackTime = 200000;
envelope.dwFadeLevel = 3000;
envelope.dwFadeTime = 50000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
1000 * js_ffmult->value, // magnitude
750, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_MachineGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
3500 * js_ffmult->value, // magnitude
70, // period
1000, // duration
0, // angle
2500, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Punched:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 0;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 50000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
130, // period
70, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_RocketLaunch:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 200000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
18000, // angle
400, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 300000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
1000, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_SecretDoor:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 400000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
400, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_SwitchClick:
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
50, // duration
7000 * js_ffmult->value, // magnitude
NULL))// envelope
success = FALSE;
break;
case fffx_WindGust:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
1000, // period
500, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_WindShear:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 1500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 500000;
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
10000 * js_ffmult->value, // magnitude
80, // period
2000, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_Pistol:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8500 * js_ffmult->value, // magnitude
130, // period
50, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Shotgun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
100, // period
100, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 100000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
0, // angle
300, // duration
7000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_Laser1:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
18000, // angle
2000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser2:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
3000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser3:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser4:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
7000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
9000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser5:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Laser6:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
25, // period
1000, // duration
0, // angle
2000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_OutOfAmmo:
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
18000, // angle
10, // duration
6000 * js_ffmult->value, // magnitude
NULL))// envelope
success = FALSE;
break;
case fffx_LightningGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
1500 * js_ffmult->value, // magnitude
250, // period
1000, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
50, // period
1000, // duration
0, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_Missile:
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 200000;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
250, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
case fffx_GatlingGun:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_SawtoothDown);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
100, // period
1000, // duration
0, // angle
1000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
break;
case fffx_ShortPlasma:
envelope.dwAttackLevel = 7000;
envelope.dwAttackTime = 250000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][0] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
0, // angle
250, // duration
0, // magnitude
&envelope))// envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 0;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 250000;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
30, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_PlasmaCannon1:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
5000 * js_ffmult->value, // magnitude
500, // period
400, // duration
18000, // angle
-5000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 250000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
6000 * js_ffmult->value, // magnitude
30, // period
250, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_PlasmaCannon2:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
4000 * js_ffmult->value, // magnitude
1000, // period
800, // duration
18000, // angle
-4000, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 500000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 0;
g_pEffects[iSlotNum][1] = new CFeelPeriodic(GUID_Feel_Sine);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
35, // period
500, // duration
0, // angle
0, // offset
0, // phase
&envelope)) // envelope
success = FALSE;
break;
case fffx_Cannon:
g_pEffects[iSlotNum][0] = new CFeelPeriodic(GUID_Feel_Square);
if (!((CFeelPeriodic*)(g_pEffects[iSlotNum][0]))->InitializePolar(pFeelDevice,
8000 * js_ffmult->value, // magnitude
100, // period
100, // duration
18000, // angle
0, // offset
0, // phase
NULL)) // envelope
success = FALSE;
envelope.dwAttackLevel = 0;
envelope.dwAttackTime = 100000;
envelope.dwFadeLevel = 0;
envelope.dwFadeTime = 100000;
g_pEffects[iSlotNum][1] = new CFeelConstant;
if (!((CFeelConstant*)(g_pEffects[iSlotNum][1]))->InitializePolar(pFeelDevice,
0, // angle
300, // duration
10000 * js_ffmult->value, // magnitude
&envelope))// envelope
success = FALSE;
break;
}// switch (fffx)
// if any effect in the compound failed to initialize, dump the lot
if (!success)
{
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
delete g_pEffects[iSlotNum][i];
g_pEffects[iSlotNum][i] = NULL;
}
}
}
return success;
}
BOOL _FeelStartEffect(int iSlotNum, DWORD dwIterations, DWORD dwFlags)
{
BOOL success = TRUE;
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
if (!g_pEffects[iSlotNum][i]->Start(dwIterations, dwFlags))
success = FALSE;
}
}
return success;
}
BOOL _FeelEffectPlaying(int iSlotNum)
{
DWORD dwFlags;
dwFlags = 0;
// check to see if any effect within the compound is still playing
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
g_pEffects[iSlotNum][i]->GetStatus(&dwFlags);
if (dwFlags & FEELIT_FSTATUS_PLAYING)
return TRUE;
}
}
return FALSE;
}
BOOL _FeelStopEffect(int iSlotNum)
{
BOOL success = TRUE;
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
if (!g_pEffects[iSlotNum][i]->Stop())
success = FALSE;
}
}
return success;
}
BOOL _FeelClearEffect(int iSlotNum)
{
for (int i = 0; i < MAX_EFFECTS_IN_COMPOUND; i++)
{
if (g_pEffects[iSlotNum][i])
{
delete g_pEffects[iSlotNum][i];
g_pEffects[iSlotNum][i] = NULL;
}
}
return TRUE;
}

View file

@ -1,29 +0,0 @@
// Filename:- fffx_Feel.h (Force-Feedback FX)
// ADDED BY IMMRESION
#ifndef FFFX_FEEL_H
#define FFFX_FEEL_H
#include "../../client/fffx.h"
#include "ffc.h"
/////////////////////////////////////////////////////////////////////////
/* These functions were created to make the code a little easier to read.
* _FeelCreateEffect is quite long since it needs to create different
* kinds of effects. When playing effects, the number of iterations
* may not act as expected. I can't use CFeelCompound effects since I
* don't have a Project (which requires an ifr file at this point). So,
* I simulate compound effects with arrays. If an effect has multiple
* CFeelEffect in it, each CFeelEffect will be started individually with
* that number of iterations. The only case where this will act strange
* is when the CFeelEffects have different durations.
*/
/////////////////////////////////////////////////////////////////////////
void _FeelInitEffects();
BOOL _FeelCreateEffect(int iSlotNum, ffFX_e fffx, CFeelDevice* pFeelDevice);
BOOL _FeelStartEffect(int iSlotNum, DWORD dwIterations, DWORD dwFlags);
BOOL _FeelEffectPlaying(int iSlotNum);
BOOL _FeelStopEffect(int iSlotNum);
BOOL _FeelClearEffect(int iSlotNum);
#endif // #ifndef FFFX_FEEL_H