diff options
Diffstat (limited to 'include/ansel/Configuration.h')
| -rw-r--r-- | include/ansel/Configuration.h | 22 |
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; |