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72 lines
1.5 KiB
C++
72 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef FORCEFEEDBACK_H
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#define FORCEFEEDBACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum
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{
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FFMSG_START = 0,
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FFMSG_STOP,
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FFMSG_STOPALL,
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FFMSG_PAUSE,
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FFMSG_RESUME
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};
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typedef enum
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{
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FORCE_FEEDBACK_SHOT_SINGLE,
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FORCE_FEEDBACK_SHOT_DOUBLE,
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FORCE_FEEDBACK_TAKEDAMAGE,
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FORCE_FEEDBACK_SCREENSHAKE,
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FORCE_FEEDBACK_SKIDDING,
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FORCE_FEEDBACK_BREAKING,
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NUM_FORCE_FEEDBACK_PRESETS
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} FORCEFEEDBACK_t;
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class CBasePlayer;
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struct FFBaseParams_t
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{
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FFBaseParams_t() :
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m_flDirection( 0.0f ),
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m_flDuration( 0.0f ),
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m_flGain( 1.0f ),
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m_nPriority( 0 ),
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m_bSolo( false )
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{
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}
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float m_flDirection; // yaw
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float m_flDuration; // seconds (-1 == INFINITE, 0.0 == use duration from .ffe file)
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float m_flGain; // 0 -> 1 global scale
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int m_nPriority; // Higher is more important
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bool m_bSolo; // Temporarily suppress all other FF effects while playing
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};
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abstract_class IForceFeedback
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{
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public:
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// API
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virtual void StopAllEffects( CBasePlayer *player ) = 0;
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virtual void StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect ) = 0;
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virtual void StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params ) = 0;
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virtual void PauseAll( CBasePlayer *player ) = 0;
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virtual void ResumeAll( CBasePlayer *player ) = 0;
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};
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extern IForceFeedback *forcefeedback;
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#endif // FORCEFEEDBACK_H
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