#pragma once #include // struct struct EffectTriggers { void(*Constant)(int direction, double strength); void(*Spring)(double strength); void(*Friction)(double strength); void(*Sine)(UINT16 period, UINT16 fadePeriod, double strength); void(*Rumble)(double strength, double length); void(*LeftRight)(double smallstrength, double largestrength, double length); void(*LeftRightDevice2)(double smallstrength, double largestrength, double length); void(*Springi)(double strength); }; // classes class EffectCollection { public: int effect_id = 0; int effect_left_id = 0; int effect_right_id = 0; int effect_friction_id = 0; int effect_leftright_id = 0; int effect_sine_id = 0; int effect_spring_id = 0; int effect_vibration_id = 0; }; class EffectConstants { public: // constants // Haptic forces are defined by the direction that generates the force // e.g. DIRECTION_FROM_LEFT causes wheel to go right. const int DIRECTION_FROM_LEFT = -1; const int DIRECTION_FROM_RIGHT = 1; }; #define VK_A 0x41 #define VK_B 0x42 #define VK_C 0x43 #define VK_D 0x44 #define VK_E 0x45 #define VK_F 0x46 #define VK_G 0x47 #define VK_H 0x48 #define VK_I 0x49 #define VK_J 0x4A #define VK_K 0x4B #define VK_L 0x4C #define VK_M 0x4D #define VK_N 0x4E #define VK_O 0x4F #define VK_P 0x50 #define VK_Q 0x51 #define VK_R 0x52 #define VK_S 0x53 #define VK_T 0x54 #define VK_U 0x55 #define VK_V 0x56 #define VK_W 0x57 #define VK_X 0x58 #define VK_Y 0x59 #define VK_Z 0x5A #define SDL_HAT_CENTERED 0x00 #define SDL_HAT_UP 0x01 #define SDL_HAT_RIGHT 0x02 #define SDL_HAT_DOWN 0x04 #define SDL_HAT_LEFT 0x08 #define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) #define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) #define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) #define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) class Helpers { public: int enableLogging = 0; // helper functions bool fileExists(char *filename); // logging void log(char *msg); void logInt(int value); void logInit(char *msg); // reading memory LPVOID GetTranslatedOffset(INT_PTR offset); int ReadInt32(INT_PTR offset, bool isRelativeOffset); UINT8 ReadByte(INT_PTR offset, bool isRelativeOffset); float WriteFloat32(INT_PTR offset, float val, bool isRelativeOffset); UINT8 WriteByte(INT_PTR offset, UINT8 val, bool isRelativeOffset); INT_PTR WriteIntPtr(INT_PTR offset, INT_PTR val, bool isRelativeOffset); UINT8 WriteNop(INT_PTR offset, bool isRelativeOffset); INT_PTR ReadIntPtr(INT_PTR offset, bool isRelativeOffset); float ReadFloat32(INT_PTR offset, bool isRelativeOffset); }; class Game { public: virtual void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers* triggers); };