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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/haptics/ihaptics.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/haptics/ihaptics.h')
-rw-r--r--sp/src/public/haptics/ihaptics.h286
1 files changed, 143 insertions, 143 deletions
diff --git a/sp/src/public/haptics/ihaptics.h b/sp/src/public/haptics/ihaptics.h
index 407d86c0..d99017bc 100644
--- a/sp/src/public/haptics/ihaptics.h
+++ b/sp/src/public/haptics/ihaptics.h
@@ -1,144 +1,144 @@
-#ifndef HAPTICS_INTERFACE_H
-#define HAPTICS_INTERFACE_H
-
-#ifdef GAME_DLL
-#pragma warning("IHaptics.h is only for client ussage");
-#endif
-
-#include "tier0/platform.h"
-#include "appframework/IAppSystem.h"
-
-#define HAPTICS_INTERFACE_VERSION "HapticsInterface001"
-#define HAPTICS_DLL_NAME "haptics"
-
-// systems forward decl.
-class IVEngineClient;
-class IViewRender;
-class IInputInternal;
-class CGlobalVarsBase;
-class IFileSystem;
-class IEngineVGui;
-
-// vgui forward decl
-namespace vgui{
- class IInputInternal;
-}
-
-// math types forward decl
-class QAngle;
-class Vector;
-
-typedef enum {
- HST_NONE = 0,
- HST_ROPE,
-} HapticSurfaceType_t;
-
-typedef int (*ActivityList_IndexForName_t)( const char *pszActivityName );
-typedef const char *(*ActivityList_NameForIndex_t)( int iActivityIndex );
-// NVNT haptic system interface declaration
-abstract_class IHaptics
-{
-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) = 0;
-
-public: // Device methods
-
- // returns true if there is at least one device connected.
- virtual bool HasDevice() = 0;
-
- // closes all haptic devices and effect processing
- virtual void ShutdownHaptics() = 0;
-
-public: // Game input handling
-
- // computes view angles and adjusts forward_move and side_move
- virtual void CalculateMove(float &forward_move, float &side_move, float delta) = 0;
-
- virtual void OnPlayerChanged()=0;
-
- // Sets the internal navigation class.
- virtual void SetNavigationClass(const char *defaultNavigationName) = 0;
-
- // Turns the internal navigation off. ( clears navigation class )
- inline void ClearNavigationClass();
-
- // Returns the active navigation class ( if none returns NULL )
- virtual const char *GetNavigationClass() = 0;
-
- // Should be called by the game input class after CalculateMove (when not in menu)
- virtual void GameProcess() = 0;
-
- // Should be called by the game input class when in a menu
- virtual void MenuProcess() = 0;
-
-
-public: // Effect methods
-
- // process a haptic event.
- virtual void ProcessHapticEvent(int numArgs, ...) = 0;
- virtual void ProcessHapticWeaponActivity(const char *weapon, int activity) = 0;
-
- // send a haptic punch effect
- virtual void HapticsPunch(float strength, const QAngle &angle) = 0;
-
- // trigger a damage effect
- virtual void ApplyDamageEffect(float damage, int damagetype, const Vector &angle) = 0;
-
- // update the avatar ( acceleration ) effect by a velocity sample
- virtual void UpdateAvatarVelocity(const Vector &velocity) = 0;
-
- // stop processing any running avatar effects
- virtual void RemoveAvatarEffect() = 0;
-
- // sets the device's constant force effect to force vector
- virtual void SetConstantForce(const Vector &force) = 0;
-
- // returns the last sent constant force
- virtual Vector GetConstantForce() = 0;
-
- // set the amount of drag (viscosity) on the haptic devices
- virtual void SetDrag(float amount) = 0;
-
- // set the values to the screen shake effect
- virtual void SetShake(float scalar, float currentamount) = 0;
-
- // enable/disable device position lock.
- virtual void SetHeld(float amount) = 0;
-
- // set anchor weight mass scaler.
- virtual void SetMoveSurface(HapticSurfaceType_t surface) = 0;
-
- virtual HapticSurfaceType_t GetMoveSurface() = 0;
-
- // set dangling ( being hung, holding onto ledges )
- virtual void SetDangling(float amount) = 0;
-
-public: // Notify methods
-
- // notify the haptics system that we have been respawned.
- virtual void LocalPlayerReset()=0;
-
- // notify the haptics system of the player's field of view angle
- virtual void UpdatePlayerFOV(float fov)=0;
-
- virtual void WorldPrecache() = 0;
-
-};
-
-inline void IHaptics::ClearNavigationClass( void )
-{
- SetNavigationClass(0);
-}
-
-extern IHaptics* haptics;
-
+#ifndef HAPTICS_INTERFACE_H
+#define HAPTICS_INTERFACE_H
+
+#ifdef GAME_DLL
+#pragma warning("IHaptics.h is only for client ussage");
+#endif
+
+#include "tier0/platform.h"
+#include "appframework/IAppSystem.h"
+
+#define HAPTICS_INTERFACE_VERSION "HapticsInterface001"
+#define HAPTICS_DLL_NAME "haptics"
+
+// systems forward decl.
+class IVEngineClient;
+class IViewRender;
+class IInputInternal;
+class CGlobalVarsBase;
+class IFileSystem;
+class IEngineVGui;
+
+// vgui forward decl
+namespace vgui{
+ class IInputInternal;
+}
+
+// math types forward decl
+class QAngle;
+class Vector;
+
+typedef enum {
+ HST_NONE = 0,
+ HST_ROPE,
+} HapticSurfaceType_t;
+
+typedef int (*ActivityList_IndexForName_t)( const char *pszActivityName );
+typedef const char *(*ActivityList_NameForIndex_t)( int iActivityIndex );
+// NVNT haptic system interface declaration
+abstract_class IHaptics
+{
+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) = 0;
+
+public: // Device methods
+
+ // returns true if there is at least one device connected.
+ virtual bool HasDevice() = 0;
+
+ // closes all haptic devices and effect processing
+ virtual void ShutdownHaptics() = 0;
+
+public: // Game input handling
+
+ // computes view angles and adjusts forward_move and side_move
+ virtual void CalculateMove(float &forward_move, float &side_move, float delta) = 0;
+
+ virtual void OnPlayerChanged()=0;
+
+ // Sets the internal navigation class.
+ virtual void SetNavigationClass(const char *defaultNavigationName) = 0;
+
+ // Turns the internal navigation off. ( clears navigation class )
+ inline void ClearNavigationClass();
+
+ // Returns the active navigation class ( if none returns NULL )
+ virtual const char *GetNavigationClass() = 0;
+
+ // Should be called by the game input class after CalculateMove (when not in menu)
+ virtual void GameProcess() = 0;
+
+ // Should be called by the game input class when in a menu
+ virtual void MenuProcess() = 0;
+
+
+public: // Effect methods
+
+ // process a haptic event.
+ virtual void ProcessHapticEvent(int numArgs, ...) = 0;
+ virtual void ProcessHapticWeaponActivity(const char *weapon, int activity) = 0;
+
+ // send a haptic punch effect
+ virtual void HapticsPunch(float strength, const QAngle &angle) = 0;
+
+ // trigger a damage effect
+ virtual void ApplyDamageEffect(float damage, int damagetype, const Vector &angle) = 0;
+
+ // update the avatar ( acceleration ) effect by a velocity sample
+ virtual void UpdateAvatarVelocity(const Vector &velocity) = 0;
+
+ // stop processing any running avatar effects
+ virtual void RemoveAvatarEffect() = 0;
+
+ // sets the device's constant force effect to force vector
+ virtual void SetConstantForce(const Vector &force) = 0;
+
+ // returns the last sent constant force
+ virtual Vector GetConstantForce() = 0;
+
+ // set the amount of drag (viscosity) on the haptic devices
+ virtual void SetDrag(float amount) = 0;
+
+ // set the values to the screen shake effect
+ virtual void SetShake(float scalar, float currentamount) = 0;
+
+ // enable/disable device position lock.
+ virtual void SetHeld(float amount) = 0;
+
+ // set anchor weight mass scaler.
+ virtual void SetMoveSurface(HapticSurfaceType_t surface) = 0;
+
+ virtual HapticSurfaceType_t GetMoveSurface() = 0;
+
+ // set dangling ( being hung, holding onto ledges )
+ virtual void SetDangling(float amount) = 0;
+
+public: // Notify methods
+
+ // notify the haptics system that we have been respawned.
+ virtual void LocalPlayerReset()=0;
+
+ // notify the haptics system of the player's field of view angle
+ virtual void UpdatePlayerFOV(float fov)=0;
+
+ virtual void WorldPrecache() = 0;
+
+};
+
+inline void IHaptics::ClearNavigationClass( void )
+{
+ SetNavigationClass(0);
+}
+
+extern IHaptics* haptics;
+
#endif// HAPTICS_INTERFACE_H \ No newline at end of file