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-rw-r--r--include/ansel/Configuration.h22
1 files changed, 12 insertions, 10 deletions
diff --git a/include/ansel/Configuration.h b/include/ansel/Configuration.h
index e172e57..c3cf9c9 100644
--- a/include/ansel/Configuration.h
+++ b/include/ansel/Configuration.h
@@ -23,7 +23,7 @@
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
-// Copyright 2015 NVIDIA Corporation. All rights reserved.
+// Copyright 2016 NVIDIA Corporation. All rights reserved.
#pragma once
#include <ansel/Defines.h>
@@ -69,7 +69,7 @@ namespace ansel
uint32_t captureSettleLatency;
// Game scale, the size of a world unit measured in meters
float metersInWorldUnit;
- // Integration will support Camera::screenOriginXOffset/screenOriginYOffset
+ // Integration will support Camera::projectionOffsetX/projectionOffsetY
bool isCameraOffcenteredProjectionSupported;
// Integration will support Camera::position
bool isCameraTranslationSupported;
@@ -98,20 +98,22 @@ namespace ansel
// The window handle for the game/application where input messages are processed
void* gameWindowHandle;
- // Called when user activates Ansel. Return false if the game cannot comply with the
- // request. If the function returns true the following must be done:
+ // Called when user activates Ansel. Return kDisallowed if the game cannot comply with the
+ // request. If the function returns kAllowed the following must be done:
// 1. Change the SessionConfigruation settings, but only where you need to (the object
// is already populated with default settings).
- // 2. On the next update loop the game will be in an Ansel session. This requires the game
- // to
- // a) stop drawing any UI or HUD related elements
- // b) pause the simulation (if possible)
- // c) call ansel::updateCamera and perform associated processing
+ // 2. On the next update loop the game will be in an Ansel session. During an Ansel session
+ // the game :
+ // a) Must stop drawing UI and HUD elements on the screen, including mouse cursor
+ // b) Must call ansel::updateCamera on every frame
+ // c) Should pause rendering time (i.e. no movement should be visible in the world)
+ // d) Should not act on any input from mouse and keyboard and must not act on any input
+ // from gamepads
// 3. Step 2 is repeated on every iteration of update loop until Session is stopped.
StartSessionCallback startSessionCallback;
// Called when Ansel is deactivated. This call will only be made if the previous call
- // to the startSessionCallback returned true.
+ // to the startSessionCallback returned kAllowed.
// Normally games will use this callback to restore their camera to the settings it had
// when the Ansel session was started.
StopSessionCallback stopSessionCallback;