1 | /* |
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2 | The zlib/libpng License |
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3 | |
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4 | Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com) |
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5 | |
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6 | This software is provided 'as-is', without any express or implied warranty. In no event will |
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7 | the authors be held liable for any damages arising from the use of this software. |
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8 | |
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9 | Permission is granted to anyone to use this software for any purpose, including commercial |
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10 | applications, and to alter it and redistribute it freely, subject to the following |
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11 | restrictions: |
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12 | |
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13 | 1. The origin of this software must not be misrepresented; you must not claim that |
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14 | you wrote the original software. If you use this software in a product, |
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15 | an acknowledgment in the product documentation would be appreciated but is |
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16 | not required. |
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17 | |
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18 | 2. Altered source versions must be plainly marked as such, and must not be |
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19 | misrepresented as being the original software. |
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20 | |
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21 | 3. This notice may not be removed or altered from any source distribution. |
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22 | */ |
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23 | #ifndef OIS_Effect_H |
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24 | #define OIS_Effect_H |
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25 | |
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26 | #include "OISPrereqs.h" |
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27 | |
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28 | namespace OIS |
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29 | { |
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30 | //Predeclare some Effect Property structs |
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31 | class ForceEffect; |
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32 | class ConstantEffect; |
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33 | class RampEffect; |
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34 | class PeriodicEffect; |
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35 | class ConditionalEffect; |
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36 | |
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37 | /** |
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38 | Force Feedback is a relatively complex set of properties to upload to a device. |
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39 | The best place for information on the different properties, effects, etc is in |
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40 | the DX Documentation and MSDN - there are even pretty graphs ther =) |
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41 | As this class is modeled on the the DX interface you can apply that same |
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42 | knowledge to creating effects via this class on any OS supported by OIS. |
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43 | |
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44 | In anycase, this is the main class you will be using. There is *absolutely* no |
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45 | need to instance any of the supporting ForceEffect classes yourself. |
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46 | */ |
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47 | class _OISExport Effect |
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48 | { |
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49 | /** |
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50 | hidden so this class cannot be instanced with default constructor |
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51 | */ |
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52 | Effect(); |
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53 | public: |
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54 | //! Type of force |
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55 | enum EForce |
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56 | { |
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57 | UnknownForce = 0, |
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58 | ConstantForce, |
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59 | RampForce, |
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60 | PeriodicForce, |
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61 | ConditionalForce, |
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62 | CustomForce |
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63 | }; |
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64 | |
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65 | //! Type of effect |
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66 | enum EType |
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67 | { |
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68 | //Type ----- Pairs with force: |
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69 | Unknown = 0, //UnknownForce |
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70 | Constant, //ConstantForce |
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71 | Ramp, //RampForce |
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72 | Square, //PeriodicForce |
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73 | Triangle, //PeriodicForce |
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74 | Sine, //PeriodicForce |
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75 | SawToothUp, //PeriodicForce |
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76 | SawToothDown,//PeriodicForce |
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77 | Friction, //ConditionalForce |
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78 | Damper, //ConditionalForce |
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79 | Inertia, //ConditionalForce |
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80 | Spring, //ConditionalForce |
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81 | Custom //CustomForce |
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82 | }; |
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83 | |
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84 | //! Direction of the Force |
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85 | enum EDirection |
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86 | { |
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87 | NorthWest, |
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88 | North, |
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89 | NorthEast, |
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90 | East, |
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91 | SouthEast, |
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92 | South, |
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93 | SouthWest, |
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94 | West |
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95 | }; |
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96 | |
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97 | /** |
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98 | This constructor allows you to set the force type and effect. |
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99 | */ |
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100 | Effect(EForce ef, EType et); |
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101 | virtual ~Effect(); |
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102 | |
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103 | const EForce force; |
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104 | const EType type; |
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105 | |
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106 | //Infinite Time |
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107 | static const unsigned int OIS_INFINITE = 0xFFFFFFFF; |
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108 | |
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109 | //-------------------------------------------------------------------// |
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110 | //--- Set these variables before uploading or modifying an effect ---// |
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111 | |
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112 | //Direction to apply to the force - affects two axes+ effects |
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113 | EDirection direction; |
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114 | |
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115 | //Number of button triggering an effect (-1 means no trigger) |
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116 | short trigger_button; |
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117 | |
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118 | //Time to wait before an effect can be re-triggered (microseconds) |
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119 | unsigned int trigger_interval; |
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120 | |
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121 | //Duration of an effect (microseconds) |
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122 | unsigned int replay_length; |
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123 | |
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124 | //Time to wait before to start playing an effect (microseconds) |
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125 | unsigned int replay_delay; |
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126 | |
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127 | //Get the specific Force Effect. This should be cast depending on the EForce |
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128 | ForceEffect* getForceEffect() const; |
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129 | |
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130 | /** |
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131 | @remarks |
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132 | Set the number of Axes to use before the initial creation of the effect. |
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133 | Can only be done prior to creation! Use the FF interface to determine |
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134 | how many axes can be used (are availiable) |
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135 | */ |
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136 | void setNumAxes(short nAxes); |
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137 | |
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138 | /** |
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139 | @remarks |
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140 | Returns the number of axes used in this effect |
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141 | */ |
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142 | short getNumAxes() const; |
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143 | |
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144 | //------------- Library Internal -------------------------------------// |
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145 | /** |
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146 | set internally.. do not change or you will not be able to upload/stop |
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147 | this effect any more. It will become lost. It is mutable so even |
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148 | with const reference it can/will be changed by this lib |
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149 | */ |
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150 | mutable int _handle; |
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151 | protected: |
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152 | ForceEffect* effect; //Properties depend on EForce |
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153 | short axes; //Number of axes to use in effect |
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154 | }; |
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155 | |
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156 | //-----------------------------------------------------------------------------// |
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157 | /** |
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158 | Base class of all effect property classes |
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159 | */ |
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160 | class _OISExport ForceEffect |
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161 | { |
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162 | public: |
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163 | virtual ~ForceEffect() {} |
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164 | }; |
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165 | |
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166 | //-----------------------------------------------------------------------------// |
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167 | /** |
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168 | An optional envelope to be applied to the start/end of an effect. If any of |
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169 | these values are nonzero, then the envelope will be used in setting up the |
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170 | effect. Not currently utilised.. But, will be soon. |
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171 | */ |
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172 | class _OISExport Envelope : public ForceEffect |
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173 | { |
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174 | public: |
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175 | Envelope() : attackLength(0), attackLevel(0), fadeLength(0), fadeLevel(0) {} |
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176 | #if defined(OIS_MSVC_COMPILER) |
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177 | #pragma warning (push) |
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178 | #pragma warning (disable : 4800) |
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179 | #endif |
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180 | bool isUsed() { return attackLength | attackLevel | fadeLength | fadeLevel; } |
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181 | #if defined(OIS_MSVC_COMPILER) |
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182 | #pragma warning (pop) |
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183 | #endif |
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184 | |
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185 | unsigned short attackLength; |
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186 | unsigned short attackLevel; |
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187 | unsigned short fadeLength; |
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188 | unsigned short fadeLevel; |
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189 | }; |
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190 | |
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191 | //-----------------------------------------------------------------------------// |
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192 | /** |
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193 | Use this class when dealing with Force type of Constant |
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194 | */ |
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195 | class _OISExport ConstantEffect : public ForceEffect |
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196 | { |
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197 | public: |
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198 | ConstantEffect() : level(5000) {} |
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199 | |
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200 | class Envelope envelope; //Optional envolope |
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201 | signed short level; //-10K to +10k |
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202 | }; |
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203 | |
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204 | //-----------------------------------------------------------------------------// |
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205 | /** |
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206 | Use this class when dealing with Force type of Ramp |
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207 | */ |
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208 | class _OISExport RampEffect : public ForceEffect |
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209 | { |
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210 | public: |
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211 | RampEffect() : startLevel(0), endLevel(0) {} |
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212 | |
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213 | class Envelope envelope; //Optional envolope |
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214 | signed short startLevel; //-10K to +10k |
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215 | signed short endLevel; //-10K to +10k |
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216 | }; |
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217 | |
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218 | //-----------------------------------------------------------------------------// |
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219 | /** |
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220 | Use this class when dealing with Force type of Periodic |
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221 | */ |
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222 | class _OISExport PeriodicEffect : public ForceEffect |
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223 | { |
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224 | public: |
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225 | PeriodicEffect() : magnitude(0), offset(0), phase(0), period(0) {} |
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226 | |
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227 | class Envelope envelope; //Optional Envelope |
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228 | |
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229 | unsigned short magnitude; //0 to 10,0000 |
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230 | signed short offset; |
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231 | unsigned short phase; //Position at which playback begins 0 to 35,999 |
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232 | unsigned int period; //Period of effect (microseconds) |
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233 | }; |
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234 | |
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235 | //-----------------------------------------------------------------------------// |
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236 | /** |
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237 | Use this class when dealing with Force type of Condional |
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238 | */ |
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239 | class _OISExport ConditionalEffect : public ForceEffect |
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240 | { |
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241 | public: |
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242 | ConditionalEffect() : |
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243 | rightCoeff(0), leftCoeff(0), rightSaturation(0), leftSaturation(0), |
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244 | deadband(0), center(0) {} |
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245 | |
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246 | signed short rightCoeff; //-10k to +10k (Positive Coeff) |
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247 | signed short leftCoeff; //-10k to +10k (Negative Coeff) |
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248 | |
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249 | unsigned short rightSaturation; //0 to 10k (Pos Saturation) |
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250 | unsigned short leftSaturation; //0 to 10k (Neg Saturation) |
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251 | |
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252 | //Region around center in which the condition is not active, in the range |
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253 | //from 0 through 10,000 |
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254 | unsigned short deadband; |
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255 | |
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256 | //(Offset in DX) -10k and 10k |
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257 | signed short center; |
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258 | }; |
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259 | } |
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260 | #endif //OIS_Effect_H |
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