| 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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