111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
#pragma once
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#include <Windows.h>
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// struct
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struct EffectTriggers {
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void(*Constant)(int direction, double strength);
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void(*Spring)(double strength);
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void(*Friction)(double strength);
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void(*Sine)(UINT16 period, UINT16 fadePeriod, double strength);
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void(*Rumble)(double lowfrequency, double highfrequency, double length);
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void(*RumbleDevice2)(double lowfrequency, double highfrequency, double length);
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void(*LeftRight)(double smallstrength, double largestrength, double length);
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void(*LeftRightDevice2)(double smallstrength, double largestrength, double length);
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void(*Springi)(double strength);
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void(*Inertia)(double strength);
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void(*Ramp)(double start, double end, double length);
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void(*Damper)(double strength);
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void(*SawtoothUp)(double strength, double length);
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void(*SawtoothDown)(double strength, double length);
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void(*Triangle)(double strength, double length);
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};
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// classes
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class EffectCollection {
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public:
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int effect_constant_id;
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int effect_leftramp_id;
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int effect_rightramp_id;
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int effect_friction_id;
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int effect_leftright_id;
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int effect_sine_id;
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int effect_spring_id;
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int effect_vibration_id;
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int effect_inertia_id;
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int effect_ramp_id;
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int effect_damper_id;
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int effect_sawtoothup_id;
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int effect_sawtoothdown_id;
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int effect_triangle_id;
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};
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class EffectConstants {
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public:
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// constants
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// Haptic forces are defined by the direction that generates the force
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// e.g. DIRECTION_FROM_LEFT causes wheel to go right.
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const int DIRECTION_FROM_LEFT = -1;
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const int DIRECTION_FROM_RIGHT = 1;
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};
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#define VK_A 0x41
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#define VK_B 0x42
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#define VK_C 0x43
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#define VK_D 0x44
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#define VK_E 0x45
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#define VK_F 0x46
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#define VK_G 0x47
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#define VK_H 0x48
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#define VK_I 0x49
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#define VK_J 0x4A
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#define VK_K 0x4B
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#define VK_L 0x4C
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#define VK_M 0x4D
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#define VK_N 0x4E
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#define VK_O 0x4F
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#define VK_P 0x50
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#define VK_Q 0x51
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#define VK_R 0x52
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#define VK_S 0x53
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#define VK_T 0x54
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#define VK_U 0x55
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#define VK_V 0x56
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#define VK_W 0x57
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#define VK_X 0x58
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#define VK_Y 0x59
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#define VK_Z 0x5A
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#define SDL_HAT_CENTERED 0x00
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#define SDL_HAT_UP 0x01
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#define SDL_HAT_RIGHT 0x02
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#define SDL_HAT_DOWN 0x04
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#define SDL_HAT_LEFT 0x08
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#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP)
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#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN)
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#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP)
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#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN)
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class Helpers {
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public:
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int enableLogging = 0;
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// helper functions
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bool fileExists(char *filename);
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// logging
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void log(char *msg);
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void logInt(int value);
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void logInit(char *msg);
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// reading memory
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LPVOID GetTranslatedOffset(INT_PTR offset);
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int ReadInt32(INT_PTR offset, bool isRelativeOffset);
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UINT8 ReadByte(INT_PTR offset, bool isRelativeOffset);
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float WriteFloat32(INT_PTR offset, float val, bool isRelativeOffset);
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UINT8 WriteByte(INT_PTR offset, UINT8 val, bool isRelativeOffset);
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INT_PTR WriteIntPtr(INT_PTR offset, INT_PTR val, bool isRelativeOffset);
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UINT8 WriteNop(INT_PTR offset, bool isRelativeOffset);
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INT_PTR ReadIntPtr(INT_PTR offset, bool isRelativeOffset);
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float ReadFloat32(INT_PTR offset, bool isRelativeOffset);
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};
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class Game {
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public:
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virtual void FFBLoop(EffectConstants *constants, Helpers *helpers, EffectTriggers *triggers);
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}; |