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

105 lines
3.6 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