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2020-08-04 13:13:01 -04:00

56 lines
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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined(IVIEWEFFECTS_H)
#define IVIEWEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
class QAngle;
class bf_read;
//-----------------------------------------------------------------------------
// Purpose: Apply effects to view origin/angles, etc. Screen fade and shake
//-----------------------------------------------------------------------------
abstract_class IViewEffects {
public:
// Initialize subsystem
virtual void Init(void) = 0;
// Initialize after each level change
virtual void LevelInit(void) = 0;
// Called each frame to determine the current view fade parameters ( color
// and alpha )
virtual void GetFadeParams(unsigned char *r, unsigned char *g,
unsigned char *b, unsigned char *a,
bool *blend) = 0;
// Apply directscreen shake
virtual void Shake(ScreenShake_t & data) = 0;
// Apply direct screen fade
virtual void Fade(ScreenFade_t & data) = 0;
// Clear all permanent fades in our fade list
virtual void ClearPermanentFades(void) = 0;
// Clear all fades in our fade list
virtual void ClearAllFades(void) = 0;
// Compute screen shake values for this frame
virtual void CalcShake(void) = 0;
// Apply those values to the passed in vector(s).
virtual void ApplyShake(Vector & origin, QAngle & angles, float factor) = 0;
// Save / Restore
virtual void Save(ISave * pSave) = 0;
virtual void Restore(IRestore * pRestore, bool) = 0;
};
extern IViewEffects *vieweffects;
#endif // IVIEWEFFECTS_H