DirectX SDK |
This topic pertains only to applications developed in C++. DirectX for Visual Basic does not support enumeration of created effects.
Whenever you need to examine or manipulate all the effects you have created, use the IDirectInputDevice7::EnumCreatedEffectObjects method. Since no flags are currently defined for this method, you cannot restrict the enumeration to particular kinds of effects; all effects are enumerated.
Note This method enumerates created effects, not effects supported by a device. For more information on the distinction between the two, see Effect Enumeration.
Like other DirectInput enumerations, the EnumCreatedEffectObjects method requires a callback function. This standard callback is documented with the placeholder name DIEnumCreatedEffectObjectsCallback, but you can use a different name. The function is called for each effect enumerated. Within the function you can perform any processing that you want; however, it is not safe to create a new effect while enumeration is going on.
The following is a code example of the callback function and the call to the EnumCreatedEffectObjects method. The pvRef parameter of the callback can be any 32-bit value; in this case, it is a pointer to the device interface.
HRESULT hr; // LPDIRECTINPUTDEVICE lpdid; // already initialized BOOL CALLBACK DIEnumCreatedEffectObjectsCallback( LPDIRECTINPUTEFFECT peff, LPVOID pvRef); { LPDIRECTINPUTDEVICE pdid = pvRef; // Pointer to calling device DIEFFECT diEffect; // Params for created effect diEffect.dwSize = sizeof(DIEFFECTINFO); peff->GetParameters(&diEffect, DIEP_ALLPARAMS); // Check or set parameters, or do anything else. . . . } // End of callback // Set the callback in motion. hr = lpdid->EnumCreatedEffectObjects(&EnumCreatedEffectObjectsCallback, &lpdid, 0);