feat: better cmake support (#21)
* feat: CMakeSettings.json * chore: remove visual studio stuff chore: move .clang-format to main directory * feat: new file structure, easier to implement as a submodule within existing projects * chore: we actually include some code now... * chore: remove prebuilt libraries (oops) * feat: new shader building script using cmake * chore: add debug postfix specifier * fix: forgot that windows builds use 4J_Render_PC for the render library * fix: didn't add the output directory (where shaders are saved to) to the include directories of 4J_Render
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#pragma once
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/*
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MIT License
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Copyright (c) 2026 Patoke
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "LinkedList.h"
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#define MAX_EFFECTS 10
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class CForceFeedback
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{
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public:
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enum FF_PARAMS
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{
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FF_PARAMS_RAMP,
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FF_PARAMS_PERIODIC
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};
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struct RUMBLE_EFFECT
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{
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DWORD m_Pad;
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uint64_t m_TimeLeft;
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XINPUT_VIBRATION m_RumbleData;
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WORD unk;
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};
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struct FF_EFFECT
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{
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unsigned int m_uiEffectType;
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unsigned int m_uiDurationMs;
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BYTE gap8[4];
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unsigned int m_uiMagnitude;
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BYTE gap10[8];
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DWORD dword18;
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DWORD dword1C;
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};
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struct FF_EFFECT_INSTANCE
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{
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bool m_bIsActive;
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unsigned int m_uiInst;
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CForceFeedback::FF_EFFECT *m_Effect;
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};
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void Initialise(int iInputStateC, unsigned char ucMapC, unsigned char ucActionC, unsigned char ucMenuActionC);
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void RumbleEnable(int iQuadrant, bool bRumbleEnabled);
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void CreateEffect(void);
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void AddEffectInstance(unsigned int uiEffect);
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void SetEffectInstanceState(unsigned int uiEffectInstance, unsigned int uiState);
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void ProcessEventInstance(FF_EFFECT_INSTANCE *pEffectInst);
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void PauseEventInstance(FF_EFFECT_INSTANCE *pEffectInst);
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void AddRumble(unsigned int uiPad, WORD leftMotorSpeed, WORD rightMotorSpeed, float fSeconds);
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void Tick(void);
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LinkedList m_EffectList;
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FF_EFFECT *m_Effects;
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int m_EffectC;
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LinkedList m_RumbleList;
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float m_TicksPerSecond;
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bool m_unkBool;
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};
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