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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/haptics/haptic_utils.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/haptics/haptic_utils.h')
| -rw-r--r-- | mp/src/public/haptics/haptic_utils.h | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/mp/src/public/haptics/haptic_utils.h b/mp/src/public/haptics/haptic_utils.h index 68c5c8d7..18a05ab2 100644 --- a/mp/src/public/haptics/haptic_utils.h +++ b/mp/src/public/haptics/haptic_utils.h @@ -1,104 +1,104 @@ -#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
-
+#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
\ No newline at end of file |