| [1505] | 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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