mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-24 07:06:50 +00:00
104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
#ifndef HAPTIC_UTILS_H
|
|
#define HAPTIC_UTILS_H
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
#include "haptics/ihaptics.h"
|
|
|
|
// forward decl.
|
|
class C_BaseEntity;
|
|
class C_BaseCombatCharacter;
|
|
class C_BasePlayer;
|
|
class bf_read;
|
|
|
|
// use client side versions.
|
|
#ifndef CBasePlayer
|
|
#define CBasePlayer C_BasePlayer;
|
|
#endif
|
|
#ifndef CBaseCombatWeapon
|
|
#define CBaseCombatWeapon C_BaseCombatWeapon
|
|
#endif
|
|
|
|
// stubbed version of haptics interface. Used when haptics is not available.
|
|
class CHapticsStubbed : public IHaptics
|
|
{
|
|
public:
|
|
public: // Initialization.
|
|
virtual bool Initialize(IVEngineClient* newengine,
|
|
IViewRender *newview,
|
|
vgui::IInputInternal* newinput,
|
|
CGlobalVarsBase* newgpGlobals,
|
|
CreateInterfaceFn newengineFactory,
|
|
void *IMEWindow,
|
|
IFileSystem* filesystem,
|
|
IEngineVGui* newvgui,
|
|
ActivityList_IndexForName_t actIndexForName,
|
|
ActivityList_NameForIndex_t actNameForIndex)
|
|
{return false;};
|
|
|
|
public: // Device methods
|
|
virtual bool HasDevice(){return false;};
|
|
virtual void ShutdownHaptics(){};
|
|
|
|
public: // Game input handling
|
|
virtual void CalculateMove(float &forward_move, float &side_move, float delta){};
|
|
virtual void OnPlayerChanged(){}
|
|
virtual void SetNavigationClass(const char *defaultNavigationName){};
|
|
virtual const char *GetNavigationClass(){ return 0; };
|
|
virtual void GameProcess(){}
|
|
virtual void MenuProcess(){}
|
|
|
|
public: // Effect methods
|
|
virtual void ProcessHapticEvent(int numArgs, ...){}
|
|
virtual void ProcessHapticWeaponActivity(const char *weapon, int activity){}
|
|
virtual void HapticsPunch(float strength, const QAngle &angle){}
|
|
virtual void ApplyDamageEffect(float damage, int damagetype, const Vector &angle){}
|
|
virtual void UpdateAvatarVelocity(const Vector &vel){}
|
|
virtual void RemoveAvatarEffect(){}
|
|
virtual void SetConstantForce(const Vector &force){}
|
|
virtual Vector GetConstantForce(){return Vector(0,0,0);}
|
|
virtual void SetDrag(float amount){}
|
|
virtual void SetShake(float scalar, float currentamount){}
|
|
virtual void SetHeld(float amount){}
|
|
virtual void SetMoveSurface(HapticSurfaceType_t surface){}
|
|
virtual HapticSurfaceType_t GetMoveSurface(){ return HST_NONE; }
|
|
virtual void SetDangling(float amount){};
|
|
|
|
public: // Notify methods
|
|
virtual void LocalPlayerReset(){};
|
|
virtual void UpdatePlayerFOV(float fov){};
|
|
virtual void WorldPrecache() {};
|
|
};
|
|
#else
|
|
// forward decl.
|
|
class CBasePlayer;
|
|
class CBaseCombatWeapon;
|
|
class CTakeDamageInfo;
|
|
|
|
#endif // CLIENT_DLL
|
|
|
|
void HapticSendWeaponAnim(class CBaseCombatWeapon* weapon, int iActivity);
|
|
void HapticSetConstantForce(class CBasePlayer* pPlayer,Vector force);
|
|
void HapticSetDrag(class CBasePlayer* pPlayer, float drag);
|
|
|
|
// note: does nothing on server.
|
|
void HapticProcessSound(const char* soundname, int entIndex);
|
|
|
|
#ifdef CLIENT_DLL
|
|
void ConnectHaptics(CreateInterfaceFn appFactory);
|
|
void DisconnectHaptics();
|
|
|
|
void UpdateAvatarEffect(void);
|
|
void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger );
|
|
void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger );
|
|
|
|
//bool value true if user is using a haptic device.
|
|
extern ConVar hap_HasDevice;
|
|
#else
|
|
void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info);
|
|
void HapticPunch(CBasePlayer* pPlayer, float amount, float x, float y);
|
|
void HapticMeleeContact(CBasePlayer* pPlayer);
|
|
#endif
|
|
|
|
#endif |