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code/win32/FeelIt/FeelCompoundEffect.h
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184
code/win32/FeelIt/FeelCompoundEffect.h
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/**********************************************************************
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Copyright (c) 1999 Immersion Corporation
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Permission to use, copy, modify, distribute, and sell this
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software and its documentation may be granted without fee;
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interested parties are encouraged to request permission from
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Immersion Corporation
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2158 Paragon Drive
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San Jose, CA 95131
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408-467-1900
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IMMERSION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.
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IN NO EVENT SHALL IMMERSION BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
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NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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FILE: FeelCompoundEffect.h
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PURPOSE: Manages Compound Effects for Force Foundation Classes
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STARTED: 2/24/99 by Jeff Mallett
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NOTES/REVISIONS:
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3/2/99 jrm (Jeff Mallett): Force-->Feel renaming
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3/15/99 jrm: __declspec(dllimport/dllexport) the whole class
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**********************************************************************/
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#if !defined(__FEELCOMPOUNDEFFECT_H)
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#define __FEELCOMPOUNDEFFECT_H
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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#ifndef _FFCDLL_
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#define DLLFFC __declspec(dllimport)
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#else
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#define DLLFFC __declspec(dllexport)
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#endif
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#include "FeelBaseTypes.h"
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#include "FeelEffect.h"
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#include "FeelitIFR.h"
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//================================================================
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// CFeelCompoundEffect
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//================================================================
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// Represents a compound effect, such as might be created in
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// I-FORCE Studio. Contains an array of effect objects.
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// Methods iterate over component effects, passing the message
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// to each one.
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// Also, has stuff for being used by CFeelProject:
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// * next pointer so can be put on a linked list
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// * force name
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//
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// ------ PUBLIC INTERFACE ------
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//
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class DLLFFC CFeelCompoundEffect
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{
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//
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// CONSTRUCTOR/DESTRUCTOR
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//
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protected:
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// Constructs a CFeelCompoundEffect
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// Don't try to construct a CFeelCompoundEffect yourself.
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// Instead let CFeelProject construct it for you.
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CFeelCompoundEffect(
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IFREffect **hEffects,
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long nEffects
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);
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public:
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~CFeelCompoundEffect();
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//
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// ATTRIBUTES
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//
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public:
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long
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GetNumberOfContainedEffects() const
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{ return m_nEffects; }
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const char *
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GetName() const
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{ return m_lpszName; }
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GENERIC_EFFECT_PTR
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GetContainedEffect(
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long index
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);
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//
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// OPERATIONS
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//
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public:
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// Start all the contained effects
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BOOL Start(
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DWORD dwIterations = 1,
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DWORD dwFlags = 0
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);
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// Stop all the contained effects
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BOOL Stop();
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//
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// ------ PRIVATE INTERFACE ------
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//
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//
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// HELPERS
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//
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protected:
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BOOL initialize(
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CFeelDevice* pDevice,
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IFREffect **hEffects
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);
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BOOL
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set_contained_effect(
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GENERIC_EFFECT_PTR pObject,
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int index = 0
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);
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BOOL
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set_name(
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const char *lpszName
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);
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void
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set_next(
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CFeelCompoundEffect *pNext
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)
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{ m_pNext = pNext; }
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CFeelCompoundEffect *
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get_next() const
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{ return m_pNext; }
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//
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// FRIENDS
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//
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public:
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friend class CFeelProject;
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//
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// INTERNAL DATA
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//
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protected:
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GENERIC_EFFECT_PTR *m_paEffects; // Array of force class object pointers
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long m_nEffects; // Number of effects in m_paEffects
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private:
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char *m_lpszName; // Name of the compound effect
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CFeelCompoundEffect *m_pNext; // Next compound effect in the project
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};
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#endif
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