Microsoft DirectX 8.1 (C++) |
When you need to examine or manipulate all the effects you have created, you can use the IDirectInputDevice8::EnumCreatedEffectObjects method. As no flags are currently defined for this method, you cannot restrict the enumeration to particular kinds of effects; all effects will be 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 Microsoft® 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 you want. However, it is not safe to create a new effect while enumeration is going on.
The following is a skeletal example of the callback function. The pvRef parameter of the callback can be any 32-bit value; in this case, it is a pointer to the IDirectInputDevice8 interface that is performing the enumeration.
HRESULT hr; BOOL CALLBACK DIEnumCreatedEffectObjectsCallback( LPDIRECTINPUTEFFECT peff, LPVOID pvRef); { LPDIRECTINPUTDEVICE pdid = (IDirectInputDevice*)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
Here's the call that sets the enumeration in motion, passing in the DirectInputDevice pointer lpdid:
hr = lpdid->EnumCreatedEffectObjects( &DIEnumCreatedEffectObjectsCallback, &lpdid, 0);