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code/win32/FeelIt/FeelDevice.h
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196
code/win32/FeelIt/FeelDevice.h
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/**********************************************************************
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Copyright (c) 1997 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: FeelDevice.h
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PURPOSE: Abstract Base Device Class for Force Foundation Classes
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STARTED: 10/10/97
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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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3/16/99 jrm: Made abstract. Moved functionality to CFeelMouse/CFeelDXDevice
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**********************************************************************/
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#if !defined(AFX_FORCEDEVICE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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#define AFX_FORCEDEVICE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_
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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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#define DIRECTINPUT_VERSION 0x0800 //[ 0x0300 | 0x0500 | 0x0700 | 0x0800 ]
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#include "dinput.h"
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#include "FeelBaseTypes.h"
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#ifdef FFC_EFFECT_CACHING
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#include "FeelEffectSuite.h"
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#endif
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//================================================================
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// CFeelDevice
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//================================================================
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//
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// ------ PUBLIC INTERFACE ------
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//
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class DLLFFC CFeelDevice
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{
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//
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// CONSTRUCTOR/DESCTRUCTOR
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//
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public:
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// Constructor
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CFeelDevice();
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// Destructor
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virtual
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~CFeelDevice();
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//
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// ATTRIBUTES
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//
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public:
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virtual LPIFEEL_API
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GetAPI()
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= 0; // pure virtual function
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virtual LPIFEEL_DEVICE // Will actually return LPDIRECTINPUTDEVICE2 if non-FEELit
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GetDevice()
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= 0; // pure virtual function
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DWORD
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GetDeviceType() const
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{ return m_dwDeviceType; }
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//
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// OPERATIONS
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//
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public:
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static CFeelDevice *
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CreateDevice(HINSTANCE hinstApp, HWND hwndApp);
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virtual BOOL
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ChangeScreenResolution(
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BOOL bAutoSet,
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DWORD dwXScreenSize = 0,
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DWORD dwYScreenSize = 0
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);
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// The default state is using standard Win32 Mouse messages (e.g., WM_MOUSEMOVE)
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// and functions (e.g, GetCursorPos). Call only to switch to relative mode
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// if not using standard Win32 Mouse services (e.g., DirectInput) for mouse
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// input.
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BOOL
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UsesWin32MouseServices(
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BOOL bWin32MouseServ
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);
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// Another syntax for SwitchToAbsoluteMode.
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// The default is Absolute mode. Call only to switch to Relative mode or
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// to switch back to Absolute mode.
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virtual BOOL
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SwitchToAbsoluteMode(
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BOOL bAbsMode
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);
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//
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// ------ PRIVATE INTERFACE ------
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//
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//
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// CACHING
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//
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#ifdef FFC_EFFECT_CACHING
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public:
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void Cache_AddEffect(CFeelEffect *pFeelEffect);
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void Cache_RemoveEffect(const CFeelEffect *pFeelEffect);
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void Cache_SwapOutEffect();
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protected:
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void Cache_LoadEffectSuite(CFeelEffectSuite *pSuite, BOOL bCreateOnDevice);
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void Cache_UnloadEffectSuite(CFeelEffectSuite *pSuite, BOOL bUnloadFromDevice);
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CEffectList m_Cache; // List of all effects created on device
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#endif
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//
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// HELPERS
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//
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protected:
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// Performs device preparation by setting the device's parameters
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virtual BOOL
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prepare_device();
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virtual void
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reset()
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= 0; // pure virtual function
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static BOOL CALLBACK
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enum_didevices_proc(
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LPDIDEVICEINSTANCE pForceDevInst,
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LPVOID pv
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);
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static BOOL CALLBACK
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enum_devices_proc(
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LPFORCE_DEVICEINSTANCE pForceDevInst,
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LPVOID pv
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);
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//
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// INTERNAL DATA
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//
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protected:
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BOOL m_bInitialized;
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DWORD m_dwDeviceType;
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GUID m_guidDevice;
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BOOL m_bGuidValid;
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};
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#endif // !defined(AFX_FORCEDEVICE_H__135B88C4_4175_11D1_B049_0020AF30269A__INCLUDED_)
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