OISWiiMoteForceFeedback.cpp 2.38 KB
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#include "OISConfig.h"
#ifdef OIS_WIN32_WIIMOTE_SUPPORT
/*
The zlib/libpng License

Copyright (c) 2005-2007 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.

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Permission is granted to anyone to use this software for any purpose, including commercial
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applications, and to alter it and redistribute it freely, subject to the following
restrictions:

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    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
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		not required.

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    2. Altered source versions must be plainly marked as such, and must not be
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		misrepresented as being the original software.

    3. This notice may not be removed or altered from any source distribution.
*/
#include "OISWiiMoteForceFeedback.h"
#include "OISEffect.h"

using namespace OIS;

//-----------------------------------------------------------------------------------//
WiiMoteForceFeedback::WiiMoteForceFeedback(cWiiMote &wiiMote) : mWiiMote(wiiMote), mHandle(-1)
{
	//One and only supported effect
	_addEffectTypes( OIS::Effect::ConstantForce, OIS::Effect::Constant );
}

//-----------------------------------------------------------------------------------//
WiiMoteForceFeedback::~WiiMoteForceFeedback()
{
	mWiiMote.SetVibration(false);
}

//-----------------------------------------------------------------------------------//
void WiiMoteForceFeedback::upload( const Effect* effect )
{
	if( effect )
	{
		//Multiple effects are useless, just return
		if( mHandle != -1 || effect->_handle != -1) return;
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		//Ok, so we are uploading a fresh effect
		effect->_handle = mHandle = 1;

		mWiiMote.SetVibration(true);
	}
}

//-----------------------------------------------------------------------------------//
void WiiMoteForceFeedback::modify( const Effect* effect )
{
	//Nothing to modify
}

//-----------------------------------------------------------------------------------//
void WiiMoteForceFeedback::remove( const Effect* effect )
{
	//We have no effects uploaded, so just return
	if( mHandle == -1 || effect == 0) return;

	if( mHandle == effect->_handle )
	{
		mWiiMote.SetVibration(false);
		mHandle = effect->_handle = -1;
	}
}
#endif