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