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OISForceFeedback.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OIS\OISForceFeedback.h
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/* The zlib/libpng License Copyright (c) 2006 Phillip Castaneda (pjcast -- www.wreckedgames.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef OIS_ForceFeedBack_H #define OIS_ForceFeedBack_H #include "OISPrereqs.h" #include "OISInterface.h" #include "OISEffect.h" namespace OIS { /** Interface class for dealing with Force Feedback devices */ class _OISExport ForceFeedback : public Interface { public: ForceFeedback() {} virtual ~ForceFeedback() {} /** @remarks This is like setting the master volume of an audio device. Individual effects have gain levels; however, this affects all effects at once. @param level A value between 0.0 and 1.0 represent the percentage of gain. 1.0 being the highest possible force level (means no scaling). */ virtual void setMasterGain( float level ) = 0; /** @remarks If using Force Feedback effects, this should be turned off before uploading any effects. Auto centering is the motor moving the joystick back to center. DirectInput only has an on/off setting, whereas linux has levels.. Though, we go with DI's on/off mode only @param auto_on true to turn auto centering on, false to turn off. */ virtual void setAutoCenterMode( bool auto_on ) = 0; /** @remarks Creates and Plays the effect immediately. If the device is full of effects, it will fail to be uploaded. You will know this by an invalid Effect Handle */ virtual void upload( const Effect* effect ) = 0; /** @remarks Modifies an effect that is currently playing */ virtual void modify( const Effect* effect ) = 0; /** @remarks Remove the effect from the device */ virtual void remove( const Effect* effect ) = 0; /** @remarks Get the number of supported Axes for FF usage */ virtual short getFFAxesNumber() = 0; typedef std::map
SupportedEffectList; /** @remarks Get a list of all supported effects */ const SupportedEffectList& getSupportedEffects() const; void _addEffectTypes( Effect::EForce force, Effect::EType type ); protected: SupportedEffectList mSupportedEffects; }; } #endif //OIS_ForceFeedBack_H
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