private static extern UInt32 _Ffb_h_EffNew(IntPtr Packet, ref FFBEType Effect);
public UInt32 Ffb_h_EffNew(IntPtr Packet, ref FFBEType Effect) { return _Ffb_h_EffNew( Packet, ref Effect); }
// Convert Effect type to String private static bool EffectType2Str(FFBEType Type, ref string Str) { bool stat = true; switch (Type) { case FFBEType.ET_NONE: stat = false; break; case FFBEType.ET_CONST: Str = "Constant Force"; break; case FFBEType.ET_RAMP: Str = "Ramp"; break; case FFBEType.ET_SQR: Str = "Square"; break; case FFBEType.ET_SINE: Str = "Sine"; break; case FFBEType.ET_TRNGL: Str = "Triangle"; break; case FFBEType.ET_STUP: Str = "Sawtooth Up"; break; case FFBEType.ET_STDN: Str = "Sawtooth Down"; break; case FFBEType.ET_SPRNG: Str = "Spring"; break; case FFBEType.ET_DMPR: Str = "Damper"; break; case FFBEType.ET_INRT: Str = "Inertia"; break; case FFBEType.ET_FRCTN: Str = "Friction"; break; case FFBEType.ET_CSTM: Str = "Custom Force"; break; default: stat = false; break; }; return stat; }