62 lines
1.6 KiB
C++
62 lines
1.6 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 { FFMSG_START = 0, FFMSG_STOP, FFMSG_STOPALL, FFMSG_PAUSE, FFMSG_RESUME };
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typedef enum {
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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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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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float m_flDirection; // yaw
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float m_flDuration; // seconds (-1 == INFINITE, 0.0 == use duration from
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// .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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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,
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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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