Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/SuperOrxoBros_HS18/src/external/ois/OISEffect.h @ 12177

Last change on this file since 12177 was 12177, checked in by siramesh, 5 years ago

Super Orxo Bros Final (Sidharth Ramesh, Nisa Balta, Jeff Ren)

File size: 8.0 KB
Line 
1/*
2The zlib/libpng License
3
4Copyright (c) 2005-2007 Phillip Castaneda (pjcast -- www.wreckedgames.com)
5
6This software is provided 'as-is', without any express or implied warranty. In no event will
7the authors be held liable for any damages arising from the use of this software.
8
9Permission is granted to anyone to use this software for any purpose, including commercial
10applications, and to alter it and redistribute it freely, subject to the following
11restrictions:
12
13    1. The origin of this software must not be misrepresented; you must not claim that
14                you wrote the original software. If you use this software in a product,
15                an acknowledgment in the product documentation would be appreciated but is
16                not required.
17
18    2. Altered source versions must be plainly marked as such, and must not be
19                misrepresented as being the original software.
20
21    3. This notice may not be removed or altered from any source distribution.
22*/
23#ifndef OIS_Effect_H
24#define OIS_Effect_H
25
26#include "OISPrereqs.h"
27
28namespace OIS
29{
30        //Predeclare some Effect Property structs
31        class ForceEffect;
32        class ConstantEffect;
33        class RampEffect;
34        class PeriodicEffect;
35        class ConditionalEffect;
36
37        /**
38                Force Feedback is a relatively complex set of properties to upload to a device.
39                The best place for information on the different properties, effects, etc is in
40                the DX Documentation and MSDN - there are even pretty graphs ther =)
41                As this class is modeled on the the DX interface you can apply that same
42                knowledge to creating effects via this class on any OS supported by OIS.
43
44                In anycase, this is the main class you will be using. There is *absolutely* no
45                need to instance any of the supporting ForceEffect classes yourself.
46        */
47        class _OISExport Effect
48        {
49                /**
50                        hidden so this class cannot be instanced with default constructor
51                */
52                Effect();
53        public:
54                //! Type of force
55                enum EForce
56                {
57                        UnknownForce = 0,
58                        ConstantForce,
59                        RampForce,
60                        PeriodicForce,
61                        ConditionalForce,
62                        CustomForce,
63                        _ForcesNumber // Always keep in last position.
64                };
65
66                static const char* getForceTypeName(EForce eValue);
67
68                //! Type of effect
69                enum EType
70                {
71                        //Type ----- Pairs with force:
72                        Unknown = 0, //UnknownForce
73                        Constant,    //ConstantForce
74                        Ramp,        //RampForce
75                        Square,      //PeriodicForce
76                        Triangle,    //PeriodicForce
77            Sine,        //PeriodicForce
78                        SawToothUp,  //PeriodicForce
79                        SawToothDown,//PeriodicForce
80                        Friction,    //ConditionalForce
81                        Damper,      //ConditionalForce
82                        Inertia,     //ConditionalForce
83                        Spring,      //ConditionalForce
84                        Custom,      //CustomForce
85                        _TypesNumber // Always keep in last position.
86                };
87
88                static const char* getEffectTypeName(EType eValue);
89
90                //! Direction of the Force
91                enum EDirection
92                {
93                        NorthWest,
94                        North,
95                        NorthEast,
96                        East,
97                        SouthEast,
98                        South,
99                        SouthWest,
100                        West,
101                        _DirectionsNumber // Always keep in last position.
102                };
103
104                static const char* getDirectionName(EDirection eValue);
105
106                /**
107                        This constructor allows you to set the force type and effect.
108                */
109                Effect(EForce ef, EType et);
110                virtual ~Effect();
111
112                const EForce force;
113                const EType type;
114
115                //Infinite Time
116                static const unsigned int OIS_INFINITE = 0xFFFFFFFF;
117
118                //-------------------------------------------------------------------//
119                //--- Set these variables before uploading or modifying an effect ---//
120
121                //Direction to apply to the force - affects two axes+ effects
122                EDirection direction;
123
124                //Number of button triggering an effect (-1 means no trigger)
125                short trigger_button;
126
127                //Time to wait before an effect can be re-triggered (microseconds)
128                unsigned int trigger_interval;
129
130                //Duration of an effect (microseconds)
131                unsigned int replay_length;
132
133                //Time to wait before to start playing an effect (microseconds)
134                unsigned int replay_delay;
135
136                //Get the specific Force Effect. This should be cast depending on the EForce
137                ForceEffect* getForceEffect() const;
138
139                /**
140                @remarks
141                        Set the number of Axes to use before the initial creation of the effect.
142                        Can only be done prior to creation! Use the FF interface to determine
143                        how many axes can be used (are availiable)
144                */
145                void setNumAxes(short nAxes);
146
147                /**
148                @remarks
149                        Returns the number of axes used in this effect
150                */
151                short getNumAxes() const;
152
153                //------------- Library Internal -------------------------------------//
154                /**
155                        set internally.. do not change or you will not be able to upload/stop
156                        this effect any more. It will become lost. It is mutable so even
157                        with const reference it can/will be changed by this lib
158                */
159                mutable int _handle;
160        protected:
161                ForceEffect* effect; //Properties depend on EForce
162                short axes;          //Number of axes to use in effect
163        };
164
165        //-----------------------------------------------------------------------------//
166        /**
167                Base class of all effect property classes
168        */
169        class _OISExport ForceEffect
170        {
171        public:
172                virtual ~ForceEffect() {}
173        };
174
175        //-----------------------------------------------------------------------------//
176        /**
177                An optional envelope to be applied to the start/end of an effect. If any of
178                these values are nonzero, then the envelope will be used in setting up the
179                effect.
180        */
181        class _OISExport Envelope : public ForceEffect
182        {
183        public:
184                Envelope() : attackLength(0), attackLevel(0), fadeLength(0), fadeLevel(0) {}
185#if defined(OIS_MSVC_COMPILER)
186  #pragma warning (push)
187  #pragma warning (disable : 4800)
188#endif
189                bool isUsed() const { return attackLength | attackLevel | fadeLength | fadeLevel; }
190#if defined(OIS_MSVC_COMPILER)
191  #pragma warning (pop)
192#endif
193
194                // Duration of the attack (microseconds)
195                unsigned int attackLength;
196
197                // Absolute level at the beginning of the attack (0 to 10K)
198                // (automatically signed when necessary by FF core according to effect level sign)
199                unsigned short attackLevel;
200
201                // Duration of fade (microseconds)
202                unsigned int fadeLength;
203
204                // Absolute level at the end of fade (0 to 10K)
205                // (automatically signed when necessary by FF core according to effect level sign)
206                unsigned short fadeLevel;
207        };
208
209        //-----------------------------------------------------------------------------//
210        /**
211                Use this class when dealing with Force type of Constant
212        */
213        class _OISExport ConstantEffect : public ForceEffect
214        {
215        public:
216                ConstantEffect() : level(5000) {}
217
218                class Envelope envelope; //Optional envolope
219                signed short level;       //-10K to +10k
220        };
221
222        //-----------------------------------------------------------------------------//
223        /**
224                Use this class when dealing with Force type of Ramp
225        */
226        class _OISExport RampEffect : public ForceEffect
227        {
228        public:
229                RampEffect() : startLevel(0), endLevel(0) {}
230
231        class Envelope envelope; //Optional envelope
232                signed short startLevel;  //-10K to +10k
233                signed short endLevel;    //-10K to +10k
234        };
235
236        //-----------------------------------------------------------------------------//
237        /**
238                Use this class when dealing with Force type of Periodic
239        */
240        class _OISExport PeriodicEffect : public ForceEffect
241        {
242        public:
243                PeriodicEffect() : magnitude(0), offset(0), phase(0), period(0) {}
244
245                class Envelope envelope;  //Optional Envelope
246
247                unsigned short magnitude;  //0 to 10,0000
248                signed short   offset;
249                unsigned short phase;      //Position at which playback begins 0 to 35,999
250                unsigned int   period;     //Period of effect (microseconds)
251        };
252
253        //-----------------------------------------------------------------------------//
254        /**
255                Use this class when dealing with Force type of Condional
256        */
257        class _OISExport ConditionalEffect : public ForceEffect
258        {
259        public:
260                ConditionalEffect() :
261            rightCoeff(0), leftCoeff(0), rightSaturation(0), leftSaturation(0),
262                        deadband(0), center(0) {}
263
264                signed short   rightCoeff;      //-10k to +10k (Positive Coeff)
265                signed short   leftCoeff;       //-10k to +10k (Negative Coeff)
266
267                unsigned short rightSaturation; //0 to 10k (Pos Saturation)
268                unsigned short leftSaturation;  //0 to 10k (Neg Saturation)
269
270                //Region around center in which the condition is not active, in the range
271                //from 0 through 10,000
272                unsigned short deadband;
273
274                //(Offset in DX) -10k and 10k
275                signed short center;
276        };
277}
278#endif //OIS_Effect_H
Note: See TracBrowser for help on using the repository browser.