/********************************************************************** 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